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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Posted: Tue Mar 08, 2016 8:50 am
by michalss
Here it is my localization tools : viewtopic.php?f=32&t=14064

Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Posted: Thu Mar 10, 2016 7:42 am
by shadowlonely1989
michalss wrote:I almost finnish localization. I will publish tools once im done completely with localization, not early then that. Please accept this..... All i can do for all of you is to extract all text and put it in here :) Also if game does not support your accent i cannot help, coz i dont know how to replace fonts. Fonts are in GFX format... Also have complete access to MUL files.....

This is from POLISH fonts....
Image
Hi! Could you tell me where is POLISH font store, please! Thanks!

Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Posted: Thu Mar 10, 2016 8:04 am
by michalss
shadowlonely1989 wrote:
michalss wrote:I almost finnish localization. I will publish tools once im done completely with localization, not early then that. Please accept this..... All i can do for all of you is to extract all text and put it in here :) Also if game does not support your accent i cannot help, coz i dont know how to replace fonts. Fonts are in GFX format... Also have complete access to MUL files.....

This is from POLISH fonts....
Hi! Could you tell me where is POLISH font store, please! Thanks!
I cannot it is in dmr files, wont be able to do anything with that anyway. I allready told you, i cannot replace font files...! If you want to use this font you have to use POLISH language.

Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Posted: Thu Mar 10, 2016 8:15 am
by shadowlonely1989
michalss wrote:
shadowlonely1989 wrote:
michalss wrote:I almost finnish localization. I will publish tools once im done completely with localization, not early then that. Please accept this..... All i can do for all of you is to extract all text and put it in here :) Also if game does not support your accent i cannot help, coz i dont know how to replace fonts. Fonts are in GFX format... Also have complete access to MUL files.....

This is from POLISH fonts....
Hi! Could you tell me where is POLISH font store, please! Thanks!
I cannot it is in drm files, wont be able to do anything with that anyway. I allready told you, i cannot replace font files...! If you want to use this font you have to use POLISH language.
Oh, I understand, we can not edit drm file, right? We only can dump drm file. Thanks! Hope we can reinsert drm file in the future. :)

Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Posted: Fri Mar 11, 2016 8:00 am
by michalss
made update for my loc tools.... :)

Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Posted: Thu Mar 17, 2016 9:28 am
by Paliha
@Gh0stBlade
When writing a parser of a scene from Tomb Raider - Underworld,
faced with the indices of faces which point beyond the data block.

Code: Select all

FaceIndex.Min() < FaceIndex.First()
For example the binary code of the mesh for the block edges:

Code: Select all

12 A0 10 A0 0C A0 11 A0 12 A0 0C A0 89 93 13 A0
8A 93 14 A0 13 A0 89 93 14 A0 15 A0 13 A0 16 A0
After conversion we get:

Code: Select all

f 40978/40978/40978 40976/40976/40976 40972/40972/40972
f 40977/40977/40977 40978/40978/40978 40972/40972/40972
f 37769/37769/37769 40979/40979/40979 37770/37770/37770
f 40980/40980/40980 40979/40979/40979 37769/37769/37769
f 40980/40980/40980 40981/40981/40981 40979/40979/40979
The first decision was removal, but in some cases the number of such indexes are not always a multiple of three. So I had to delete the duplicates:

Code: Select all

int index_= 0;               
while ( FaceIndex.Min() < FaceIndex.First())
      { int pos = FaceIndex.IndexOf (FaceIndex.Min());
        if (( pos !=FaceIndex.Count-1) && ( pos !=FaceIndex.Count))
           index_ = FaceIndex.ElementAt (pos+1);
        else 
           index_ = FaceIndex.ElementAt (pos-1);
           FaceIndex [pos] = index_+1; }
FaceIndex = RemoveDoubles(FaceIndex);
There is a solution to recalculate the indices of the faces?
=============
ADD:
The problem is solved. There is no problem of indexes. Remove duplicate bad decision. It is necessary to collect the indices of the faces, respectively with the blocks of vertices.

Code: Select all

Offset                  Count            Group
C0 12 06 00 00 00 00 00 7A FD 00 00 00 00 00 00 
20 CC 21 00 00 00 00 00 8B 09 00 00 01 00 00 00  
80 FD 22 00 00 00 00 00 91 3C 00 00 02 00 00 00 
60 9D 29 00 00 00 00 00 06 00 00 00 03 00 00 00 

Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Posted: Fri Mar 18, 2016 3:02 pm
by Gh0stBlade
Paliha wrote:@Gh0stBlade
When writing a parser of a scene from Tomb Raider - Underworld,
faced with the indices of faces which point beyond the data block.

Code: Select all

FaceIndex.Min() < FaceIndex.First()
For example the binary code of the mesh for the block edges:

Code: Select all

12 A0 10 A0 0C A0 11 A0 12 A0 0C A0 89 93 13 A0
8A 93 14 A0 13 A0 89 93 14 A0 15 A0 13 A0 16 A0
After conversion we get:

Code: Select all

f 40978/40978/40978 40976/40976/40976 40972/40972/40972
f 40977/40977/40977 40978/40978/40978 40972/40972/40972
f 37769/37769/37769 40979/40979/40979 37770/37770/37770
f 40980/40980/40980 40979/40979/40979 37769/37769/37769
f 40980/40980/40980 40981/40981/40981 40979/40979/40979
The first decision was removal, but in some cases the number of such indexes are not always a multiple of three. So I had to delete the duplicates:

Code: Select all

int index_= 0;               
while ( FaceIndex.Min() < FaceIndex.First())
      { int pos = FaceIndex.IndexOf (FaceIndex.Min());
        if (( pos !=FaceIndex.Count-1) && ( pos !=FaceIndex.Count))
           index_ = FaceIndex.ElementAt (pos+1);
        else 
           index_ = FaceIndex.ElementAt (pos-1);
           FaceIndex [pos] = index_+1; }
FaceIndex = RemoveDoubles(FaceIndex);
There is a solution to recalculate the indices of the faces?
=============
ADD:
The problem is solved. There is no problem of indexes. Remove duplicate bad decision. It is necessary to collect the indices of the faces, respectively with the blocks of vertices.

Code: Select all

Offset                  Count            Group
C0 12 06 00 00 00 00 00 7A FD 00 00 00 00 00 00 
20 CC 21 00 00 00 00 00 8B 09 00 00 01 00 00 00  
80 FD 22 00 00 00 00 00 91 3C 00 00 02 00 00 00 
60 9D 29 00 00 00 00 00 06 00 00 00 03 00 00 00 
Sorry, I don't understand your post. It's strange you're having to write such code to remove face indices from Tomb Raider: Underworld scene meshes. You shouldn't have to do this at all, I managed to pull out the scene models with no issues.

Also, please use this thread only for Rise of the Tomb Raider related discussions.

Cheers.

Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Posted: Sat Mar 19, 2016 5:07 am
by Paliha
Gh0stBlade wrote:
Paliha wrote:@Gh0stBlade
=============
ADD:
The problem is solved. There is no problem of indexes. Remove duplicate bad decision. It is necessary to collect the indices of the faces, respectively with the blocks of vertices.

Code: Select all

Offset                  Count            Group
C0 12 06 00 00 00 00 00 7A FD 00 00 00 00 00 00 
20 CC 21 00 00 00 00 00 8B 09 00 00 01 00 00 00  
80 FD 22 00 00 00 00 00 91 3C 00 00 02 00 00 00 
60 9D 29 00 00 00 00 00 06 00 00 00 03 00 00 00 
Sorry, I don't understand your post. It's strange you're having to write such code to remove face indices from Tomb Raider: Underworld scene meshes. You shouldn't have to do this at all, I managed to pull out the scene models with no issues.

Also, please use this thread only for Rise of the Tomb Raider related discussions.

Cheers.
With you it is very difficult to consult
===============

Code: Select all

for ( int k = 0; k < FaceIndexData.Count(); k++) 
                  { int count = FaceIndexData[k].Count();
                        { for ( int h = 0; h < count; h++) 
                              { TempIndex.Add(string.Format("f {0}/{0}/{0} {1}/{1}/{1} {2}/{2}/{2}", 
                                             (FaceIndexData[k][h].IndexX) + CurrentСountVertex + 1 , 
                                             (FaceIndexData[k][h].IndexY) + CurrentСountVertex + 1 , 
                                             (FaceIndexData[k][h].IndexZ) + CurrentСountVertex + 1  ));
                                Сounter++; 
                                if ( Сounter == MaterialData[k][md].FaceCount/3) 
                                    { FaceGroup.Add(string.Format ("usemtl Texture{0}", MaterialData[k][md].FaceGroupNum + 1));
                                      FaceGroup.AddRange(TempIndex);
                                      TempIndex.Clear();
                                      Сounter = 0; 
                                      md++; } } }
                    md = 0;  
                    CurrentСountVertex += Point3DData[k].Count();}<<<<<<<<<<<<<<<!!!!!!!!!!!!!!!!!!



Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Posted: Thu Mar 31, 2016 3:10 pm
by doppel
Hi! i have a problem when i try to rip the drm files from bigfile.update2.000.000,
ripping one of those drm files, this message apears.
Image
It's possible fix this?
Thanks in advance :D

Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Posted: Thu Apr 07, 2016 9:18 am
by meganmi
Is xenon_hair.drm the only file for Lara's hair?

Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Posted: Thu Apr 07, 2016 1:45 pm
by Gh0stBlade
meganmi wrote:Is xenon_hair.drm the only file for Lara's hair?
That's the hair file used when TressFX is disabled. The actual TressFX mesh uses a different format so it's not possible to extract that.

Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Posted: Fri Apr 08, 2016 7:26 pm
by meganmi
Gh0stBlade wrote:
meganmi wrote:Is xenon_hair.drm the only file for Lara's hair?
That's the hair file used when TressFX is disabled. The actual TressFX mesh uses a different format so it's not possible to extract that.
I see, that's why it's so stiff when I move the bones around (barely anything moves anyway.) :mrgreen:

Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Posted: Mon May 02, 2016 12:48 am
by relight
Ekey wrote:TIGER Unpacker v0.0.3c r7 - Download
* Base with names updated. Added 6890 filenames.
* Fixed unpack files with too long path more then 260 bytes
DRM Dumper v0.0.3a r7 - Download
* Updated for 1.0.610.1 game version (bigfile.update2.000.000)
Ekey, is there any chance you can do a final update for the Cold Darkness Awakened DLC? It would be much appreciated!

Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Posted: Mon May 02, 2016 9:02 pm
by Ekey
relight wrote:Ekey, is there any chance you can do a final update for the Cold Darkness Awakened DLC? It would be much appreciated!
Whats wrong? DRM Dumper supported this DLC.

Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Posted: Mon May 02, 2016 9:25 pm
by relight
Ekey wrote:
relight wrote:Ekey, is there any chance you can do a final update for the Cold Darkness Awakened DLC? It would be much appreciated!
Whats wrong? DRM Dumper supported this DLC.
For one example, looking for Cold Darkness map.

For structure example, bigfile.update1 contains pcx64-w/Design/image resources/map/_dlc_wickedvale and _dlc_witchfight, those are the maps for Baba Yaga DLC.

But bigfile.update2 and bigfile.dlc.mode.colddarkness does not contain any pcx64-w/Design

Also I believed DLC was released March 29 and the last update I saw for Unpacker / DRM Dumper in this thread was February 5.

That's what led me to think the DLC was not fully supported.