Help us keep the site up! Got some change to spare? Why not donate a few bits and buy us a coffee. Image

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

The Original Forum. Game archives, full of resources. How to open them? Get help here.
gamer1977
beginner
Posts: 32
Joined: Thu Feb 28, 2019 6:23 am
Has thanked: 16 times
Been thanked: 2 times

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

Post by gamer1977 » Fri May 27, 2022 5:52 pm

Desktop 5-27-2022 9-19-47 PM-123.png
You do not have the required permissions to view the files attached to this post.

User avatar
ChunYu
ultra-n00b
Posts: 7
Joined: Fri Oct 22, 2021 10:12 am
Has thanked: 50 times
Been thanked: 2 times

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

Post by ChunYu » Sat May 28, 2022 3:42 am

If the animation looks good in 3dsMax, then the fbx exported should be OK for Noesis or any other game engine. I've tested Noesis and UE4 and they are working all right.
If you are still encounting problems maybe you could check the export options in 3dsmax, I hope that helps. [roll]
You do not have the required permissions to view the files attached to this post.
--- Keep the Faith ---

gamer1977
beginner
Posts: 32
Joined: Thu Feb 28, 2019 6:23 am
Has thanked: 16 times
Been thanked: 2 times

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

Post by gamer1977 » Sat May 28, 2022 5:59 am

ChunYu wrote:
Sat May 28, 2022 3:42 am
If the animation looks good in 3dsMax, then the fbx exported should be OK for Noesis or any other game engine. I've tested Noesis and UE4 and they are working all right.
If you are still encounting problems maybe you could check the export options in 3dsmax, I hope that helps. [roll]
Please send me the model you are using to test it to see where I am wrong

JakeMiles
advanced
Posts: 51
Joined: Wed Aug 12, 2015 11:59 pm
Has thanked: 27 times
Been thanked: 5 times

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

Post by JakeMiles » Sun Jul 17, 2022 7:24 pm

ChunYu wrote:
Wed May 25, 2022 7:37 am
Yes. Practically we only need the first 185 bones, that's the maximum bone count in the animation files. The rest bones can be deleted because their names might mess up with the real id.

I add a new button to make the renaming easier.
Be careful not to use this button more than once otherwise the bone names will be renamed multiple times and I don't know what the result will be. [roll]
Hi, thanks for the tool, i'm a bit missunderstood, how i need rename skeleton, and re-skin mean i lost original in-game skin wights wich i get from noesis, or i can transfer it or hold for new skeleton?

It is sound like if noesis plug-in mod in some cases, for name of bones, as equal name for your max script, then i just re-link (re-join) new created skeleton and because names of bones are same, noesis weights can be work then.

Or i don't actualy understand how to keep noesis weights, attach new skeleton and keep it work without different bone names. :roll:

User avatar
ChunYu
ultra-n00b
Posts: 7
Joined: Fri Oct 22, 2021 10:12 am
Has thanked: 50 times
Been thanked: 2 times

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

Post by ChunYu » Mon Jul 18, 2022 4:42 am

how i need rename skeleton, and re-skin mean i lost original in-game skin wights wich i get from noesis, or i can transfer it or hold for new skeleton?
The skin weights from Noesis will be copied and transfered to the maxscript skeleton. That's why the rename is neccesary. The "load mesh" button only transfer bone weights between the bones with same names.
It is sound like if noesis plug-in mod in some cases, for name of bones, as equal name for your max script, then i just re-link (re-join) new created skeleton and because names of bones are same, noesis weights can be work then.
There are two major differences between the Noesis skeleton and the maxscript skeleton:
1.) The names of the bones. Noesis bones names are 1,2,3,4,5...etc, while the maxscript bone names are 1,2,3,84,85... In fact the id 84, 85 are the real id stored in the original game model and animation files.
2.) The init rotation of the bones. The Noesis version is "Y-axis up", while the maxscript version is "Z-axis up".
It seems the "re-link(re-join)" method can't solve the difference of axis orientation in my opinion.
Or i don't actualy understand how to keep noesis weights, attach new skeleton and keep it work without different bone names. :roll:
The maxscipt is plain text file, and you can open it by any text editor. Look for the "Load Mesh" function and you will see the code details. I hope that helps. :)


A detailed tutorial for preparing the "renamed" fbx file for better preview:
1.) Using Noesis to export the lara model as fbx named "A.fbx"
2.) In 3dsMax, open a clean new scene, and import A.fbx using the "File -> Import -> Import "
3.) Run the script tool, then hit the "Rename bones" under the "Mesh" group of the script panel. Now you will see the bone names have been changed from bone001,2,3,4,5 ... to bone001,2,3,83,84...
4.) Select all the bones and meshes, then export them altogether to "B.fbx" using the "File -> Export -> Export"
5.) Delete everything in the current scene manually or by hitting the "Clear All" button on bottom of the maxscript panel.
6.) Fill in the corresponding "Root folder" and "Skl file" path under the "Bone" group of the maxscript panel.
7.) Hit the "Create Skeleton" button on the maxscript panel. Now you will see a set of bones.
8.) Fill in the "Mesh File" string box with the full path of the B.fbx on the maxscript panel under the "mesh" group.
9.) Hit the "Load Mesh" button on the maxscript panel.
10.) After a few seconds of loading the meshes should appear.
11.) Hit the "Load Animation" on the maxscript tool.
--- Keep the Faith ---

JakeMiles
advanced
Posts: 51
Joined: Wed Aug 12, 2015 11:59 pm
Has thanked: 27 times
Been thanked: 5 times

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

Post by JakeMiles » Mon Jul 18, 2022 6:13 pm

@ChunYu
Thanks for the advanced answer, a try to get step by step with you guide.
At this moment i try to export noesis only 185 bones then rename bone names wich match with max script in fbx, then reattach skel in blender, some place have miss weight painted, but it best at this time. before you answer here. thanks for the tool. :D

Update
I try your method and have problems as i have before (mesh are broken in animation), and i solved problem, when i export model "b.fbx", and after that, i just restart max, then continue steps and mesh now look good when load anim.
:D

User avatar
CobraGamer
advanced
Posts: 61
Joined: Sat Apr 16, 2016 7:30 am
Has thanked: 9 times
Been thanked: 8 times

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

Post by CobraGamer » Fri Aug 05, 2022 10:47 pm

I hope the right people are still around to read this: The game can read additional, user-created Tiger archives by creating an accompanying nfo file containing certain properties. I'm not sure if this is known, but if it is, why has no one gone ahead with this approach?

I'm thinking it may be a much less complicated way of installing mods. However, I'm still unable to serialize DRM sections the game can read without error.

User avatar
CobraGamer
advanced
Posts: 61
Joined: Sat Apr 16, 2016 7:30 am
Has thanked: 9 times
Been thanked: 8 times

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

Post by CobraGamer » Mon Aug 08, 2022 9:04 pm

Image

This is on the latest Steam version. Now I have to find out how the game loads assets, maybe I can force it to load them from higher priority archives.

Post Reply