Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
Posted: Thu Jan 05, 2017 7:51 pm
As far as I know, this program does not support the launch with parameters. Also I need to somehow kill the old copies of the program.
Game Research Forum
https://forum.xentax.com/
Each DRM where there is mesh, a lot of "garbage"...)) Only 16 data types, but for each type in the container from 10 to 200 resources. Of them 60% of have duplicates in any container DRM. To find which mesh ,the desired object - the weapon automatically fail. There is no logic there...)))to You for weapons, you need 10 textures. Objects dependent on the material, dependent textures, etc.erik945 wrote:Yes I know that.
For example, I need a weapons.
I choose all drm with mask "wp_*", copy them to a separate folder, and treat this whole folder.
It's most likely just a texture patch through an external application, nothing special really.capkomultra wrote:It looks like someone made a huge leap forward! Nice work @xstat
Hi any chance we can get animation too?Gh0stBlade wrote:Here is Lara's model from Tomb Raider: Underworld. DownloadEkey wrote: Maybe in animation files? btw you have simple block with skeleton from older version?
Bones start at 0x19EFC0 Each bone sized 0x40 till the end of the file.
I originally thought the same about the Skeleton being stored in animation files. Recent findings make me suspect otherwise. I extracted Lara's hair (xenon-hair.drm) From Rise of the Tomb Raider (PC). The model should have a skeleton yet there are no animation files. I have seen some data ressembling a skeleton in DTP files but loading them results in nothing usable. I'll take another look at that.
Edit:
Breaking news:
Bones have been located!
Now we just need a way of identifying them since they are stored in DTP files. @EKey see "Section 16.dtp" Perhaps first uint "0x6" is a type meaning skeleton. If there is a hash name referencing the skeleton in the mesh file that would be useful. I can't check unless original hash names for sections are known.
Edit:
Confirming that DTP files with the first integer as "0x6" are skeleton files.
@Ekey could you have your unpacker rename those file's extension to ".skl" it would make it easier to identify them. Cheers!
Code: Select all
for %%a in (*.DRM) do YOUR_PROGRAM "%%a" "OUTFOLDER\%%a"
It is explained in the DXMD thread aswell that this file isn't exactly a usual mesh. The mesh includes vertex data to calculate curves. Any scripts that treat it as a usual mesh interpret it wrongly, that is why you get that mess.Feregorn wrote:Greetings all, I found a mesh file of Lara's hair on the DXMD thread here and want to modify it a bit. I used noesis to export it, but it looks like this in the programs window and in 3dsmax:
[img]https://i.imgur.com/RKoK1cS.png[/mg]
Plus, it's missing any UV map. Is there something I'm doing wrong?
Hi guys,Ekey wrote:http://dropmefiles.com/8axiM