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- Sat Nov 17, 2018 7:24 am
- Forum: Game Archive
- Topic: [PC] Shadow of the Tomb Raider Bigfile.000.tiger
- Replies: 164
- Views: 44903
Re: [PC] Shadow of the Tomb Raider Bigfile.000.tiger
Hi! waiting for advice. In the archives of the game there are graphics DXGI_FORMAT_BC5_UNORM, console utilities from Microsoft and Nvidia convert them to DXGI_FORMAT_R8G8B8A8_UNORM, with a green tint, the DevIL and plugins Noesis, with blue. where is right? )) public enum DDS_CAPS2 { CUBEMAP = 0x000...
- Fri Nov 02, 2018 10:22 am
- Forum: Game Archive
- Topic: [PC] Shadow of the Tomb Raider Bigfile.000.tiger
- Replies: 164
- Views: 44903
Re: [PC] Shadow of the Tomb Raider Bigfile.000.tiger
>> I'd say impossible to extract since there's hundreds of dtp files laracroft.drm->id->4067A->"RenderMesh"->data: 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 1E 00 00 00 08 00 00 00 18 00 00 00 10 00 00 00 20 00 00 00 00 00 00 18 0A 00 00 14 0C 00 00 14 0E 00 00 14 10 00 00 14 12 00 00 14 14 00...
- Tue Oct 30, 2018 8:40 pm
- Forum: Game Archive
- Topic: [PC] Shadow of the Tomb Raider Bigfile.000.tiger
- Replies: 164
- Views: 44903
Re: [PC] Shadow of the Tomb Raider Bigfile.000.tiger
>> Ekey
There are a lot of containers with resources, and according to the utility case, only 5 indices
There are a lot of containers with resources, and according to the utility case, only 5 indices
- Sat Jan 07, 2017 10:04 am
- Forum: Game Archive
- Topic: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
- Replies: 282
- Views: 85367
Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
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. 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 ...
- Thu Jan 05, 2017 10:37 am
- Forum: Game Archive
- Topic: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
- Replies: 282
- Views: 85367
Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
Can you add options to DRMdumer for extract all drm from a folder? To avoid selecting them one by one. Thank you. In drm, no resources. There is only a header specifying the type, and in which the container he is in a Packed form. So it will take a lot of time, and will require disk space, 2-3 time...
- Wed Jan 04, 2017 8:34 am
- Forum: Game Archive
- Topic: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
- Replies: 282
- Views: 85367
Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
Super...Ekey wrote:Updated project base for DLC's. > See below

- Mon Jan 02, 2017 10:32 pm
- Forum: Game Archive
- Topic: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
- Replies: 282
- Views: 85367
Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
>>In this case, you must update the filelist base in Projects folder.
ну да, только логер у тебя, если ты не забыл...)))
могу помочь унпакнуть *.exe, чтоб комфортней имена дёргать...))
ну да, только логер у тебя, если ты не забыл...)))
могу помочь унпакнуть *.exe, чтоб комфортней имена дёргать...))
- Mon Jan 02, 2017 8:41 pm
- Forum: Game Archive
- Topic: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
- Replies: 282
- Views: 85367
Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
Unpacker doesn't works? Hi ! if ( TigerID == 0xE1) bigfilenum = GameFilePath + @"\bigfile.dlc.mode.bloodties.000.000.tiger"; no names, extract the archives DRM, do not look very...((( And with scenes not quite clear where they are. a lot of individual objects, but no scenes, as for example in TR 20...
- Wed May 04, 2016 7:31 pm
- Forum: Game Archive
- Topic: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
- Replies: 282
- Views: 85367
Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
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. +1 for the unpacker, you need to specify the path to bigfile.dlc.mode.colddarkness.000.000.tiger But there is nothing interesting there.....
- Mon Mar 28, 2016 11:10 pm
- Forum: Game Archive
- Topic: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
- Replies: 463
- Views: 183645
Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
Hmm very nice things are in containers DRMRiseTR. http://i10.pixs.ru/storage/3/1/4/ClipPNG_4273843_21311314.png The materials of the even more mysterious..))) ana_companion_0B12.matd : text_id F6 01 00 00 0F D0 0F D0 00 00 00 00 04 0B 02 00 F7 01 00 00 0F D0 0F D0 00 00 00 00 03 14 02 00 84 02 00 00...
- Mon Mar 28, 2016 4:15 pm
- Forum: Game Archive
- Topic: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
- Replies: 463
- Views: 183645
Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
Materia from Tomb Raider - Underworld MaterialStream.Position = 0x4F; << !!!! int tcount = MaterialStream.ReadByte(); << !!!! MaterialStream.Position = MaterialStream.Length - tcount * 0x10; < !!! Hop...pick up the table ))) In the last three games not even a pointer to the count...))) This is my ap...
- Mon Mar 28, 2016 3:22 pm
- Forum: Game Archive
- Topic: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
- Replies: 463
- Views: 183645
Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
I wrote a material parser for Tomb Raider: Underworld not so long ago. You're best off reading the entire format rather than skipping to the EOF. That code was adapted by Aman who made it compatible with TR2013. You could take a look at his variant of the Noesis importer. Nevertheless, loading mate...
- Mon Mar 28, 2016 12:00 pm
- Forum: Game Archive
- Topic: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
- Replies: 463
- Views: 183645
Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
Material strange life, a single pointer, even to the number of names graphics. id resource flag 95 02 00 00 00 00 00 00 01 00 00 00 20 00 02 00 05 00 00 00 00 00 00 00 00 00 00 00 20 01 00 00 95 02 00 00 00 00 00 00 01 00 00 00 20 00 02 00 05 00 00 00 00 00 00 00 00 00 00 00 20 01 00 00 95 02 00 00 ...
- Sat Mar 19, 2016 5:07 am
- Forum: Game Archive
- Topic: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
- Replies: 282
- Views: 85367
Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
@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. 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...
- Thu Mar 17, 2016 9:28 am
- Forum: Game Archive
- Topic: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
- Replies: 282
- Views: 85367
Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
@Gh0stBlade When writing a parser of a scene from Tomb Raider - Underworld, faced with the indices of faces which point beyond the data block. FaceIndex.Min() < FaceIndex.First() For example the binary code of the mesh for the block edges: 12 A0 10 A0 0C A0 11 A0 12 A0 0C A0 89 93 13 A0 8A 93 14 A0 ...