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

Posted: Tue Feb 02, 2016 5:44 pm
by michalss
Paliha wrote:
Ekey wrote: Maybe in animation files? btw you have simple block with skeleton from older version?
Paliha wrote:прикольно... bigfile.096.tiger
//fedia? fedia- gde ti? gde ti?
What? More details.
Да всё нормально, у меня не все архивы игры в одном месте лежали.
Ну а так конечно куча впросов.Нах столькоо хлама вытаскивать?
У харда есть же предел.
Замутил бы вьюверы для разных данных. Кому что надо то и вытащит.
Ща заканчиваю кодить DRMEdit для 4 игр, на базе сорцов Gibbed.
Если заинтересуют сорцы, стучи в личку.
// насколько понял, по русски ты понимаешь хорошо.

English pls! this is English speaking forum..

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

Posted: Tue Feb 02, 2016 6:56 pm
by Ekey
Paliha wrote:Замутил бы вьюверы для разных данных. Кому что надо то и вытащит.
Ща заканчиваю кодить DRMEdit для 4 игр, на базе сорцов Gibbed.
DRMEdit не забудь только переименовать в DRMViewer :P
Paliha wrote:Если заинтересуют сорцы, стучи в личку.
На гит залей да и все. Сверх секретного вроде ничего нету. Еще бы логгер хеш-функи замутить и было бы ок.

DRM Dumper v0.0.2c r6 - (Executable size is: 686 080 bytes) - Download
* [Test] Added some DTP detection types for skeleton and scaleform gfx

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

Posted: Tue Feb 02, 2016 9:01 pm
by Gh0stBlade
Thanks EKey!

Ok so should be possible to pull out models with original bones etc. New script is in the first post.

How to load a mesh with bones:
1. Extract the .DRM using the latest DRM dumper.
2. In the extracted folder for the DRM. There should be a folder called "DTPData". Open it and locate a file with the extension ".skl" which is the skeleton.
3. Copy this file to the same directory as the ".tr2mesh" you are loading into Noesis. Rename it to "skeleton.skl".

If done correctly, the bones should load fine into Noesis.

Xbox 360 version should be supported but it's untested.

I'm guessing this will work for Lara Croft and the Temple of Osiris too!

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

Posted: Tue Feb 02, 2016 9:08 pm
by HeliosAI
Omg amazing work all of you! I can't wait to try this out later!

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

Posted: Tue Feb 02, 2016 9:46 pm
by TheMask85
just tried the new script. i can't say much about the bones yet but unfortunately the vertex normals are still funky.
i simply exported as an fbx and loaded it up in my 3d program. same goes for obj and psk. :(

Image

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

Posted: Tue Feb 02, 2016 10:11 pm
by Gh0stBlade
TheMask85 wrote:just tried the new script. i can't say much about the bones yet but unfortunately the vertex normals are still funky.
i simply exported as an fbx and loaded it up in my 3d program. same goes for obj and psk. :(

Image
I checked the normals for several models and they're fine. What model file is this?

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

Posted: Tue Feb 02, 2016 10:21 pm
by TheMask85
it's every mesh model file. unfortunately there's no exception. export as fbx, obj, psk, smd ... nothing works. funny thing is, i have no such problems with -let's say- Fallout 4 files exported through Noesis to similar common 3d file formats.
that specific model is that one though.
https://onedrive.live.com/redir?resid=C ... =file%2c7z

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

Posted: Tue Feb 02, 2016 11:46 pm
by Paliha
Ekey wrote: DRMEdit не забудь только переименовать в DRMViewer :P
Agree. But it's the idea of the author. Save DRM is present and the header is not difficult. But I haven't done.
Ekey wrote: Еще бы логгер хеш-функи замутить и было бы ок.
Что сейчас юзают, не знаю, но то что раньше юзали, хешем назвать трудно, так, самопальная контрольная сумма. Логер при парсинге bigfile.000.tiger? Или мы либы для игры хукаем?
===============
On scrennshots:
Judging by the rendering problem with polygons.Possible indices of negative polygons. With the first negative index, we need to intercept the array with points.
count_points + (-index_poligon)+1

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

Posted: Tue Feb 02, 2016 11:57 pm
by Taner038
I am waiting for localization.

Any progress mates?

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

Posted: Wed Feb 03, 2016 2:20 am
by Ekey
Paliha wrote: Что сейчас юзают, не знаю, но то что раньше юзали, хешем назвать трудно, так, самопальная контрольная сумма.
CRC32 не самопальная контрольная сумма. Он всегда был на всех движках начиная с игр серии Legacy of Kain :)
Paliha wrote: Логер при парсинге bigfile.000.tiger? Или мы либы для игры хукаем?
I mean hook hash algo for filenames. Today spent ~3h to resolve this error for my logger Image

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

Posted: Wed Feb 03, 2016 6:41 pm
by Blechpappen
Was anyone able to extract the mul files? Or am I way behind and you can already get sound out of it?

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

Posted: Wed Feb 03, 2016 8:19 pm
by Gh0stBlade
Blechpappen wrote:Was anyone able to extract the mul files? Or am I way behind and you can already get sound out of it?
I can extract them just fine. :)

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

Posted: Wed Feb 03, 2016 8:46 pm
by Blechpappen
Gh0stBlade wrote:
Blechpappen wrote:Was anyone able to extract the mul files? Or am I way behind and you can already get sound out of it?
I can extract them just fine. :)
What tool do you use to do that? I tried several and my result always ended with 2 seconds cut off at the end, i used fsbii

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

Posted: Wed Feb 03, 2016 11:24 pm
by OrangeC
I think he meant demultilex them into their original FSB4 containers. Im trying to find a Demuxer tool, but haven't yet.

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

Posted: Thu Feb 04, 2016 12:02 pm
by Taner038
Up mates. I'm waiting for localization tools.