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Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)

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howfie
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.000.tiger)

Post by howfie » Thu Mar 14, 2013 9:37 am

looking back yeah i was told 65 mb dds files were output by ninja ripper. now that i think about it, ninja ripper must output uncompressed texture as size of 4096 x 4096 dxt1 level 0 mipmapped texture is 4096 x 4096 / 2 = 8 mb

level 1 mipmap is 2 mb so overall size should be a little over 10.5 mb.

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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.000.tiger)

Post by fil1969 » Thu Mar 14, 2013 9:47 am

howfie wrote:looking back yeah i was told 65 mb dds files were output by ninja ripper. now that i think about it, ninja ripper must output uncompressed texture as size of 4096 x 4096 dxt1 level 0 mipmapped texture is 4096 x 4096 / 2 = 8 mb

level 1 mipmap is 2 mb so overall size should be a little over 10.5 mb.
so ninja exported uncompressed? sorry but i don't understand

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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.000.tiger)

Post by howfie » Thu Mar 14, 2013 9:56 am

correct, and it is not a problem. the hunt for lara continues. c00l, tomorrow ill check the other bigfiles to see if they are there.

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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.000.tiger)

Post by fil1969 » Thu Mar 14, 2013 10:10 am

howfie wrote:correct, and it is not a problem. the hunt for lara continues. c00l, tomorrow ill check the other bigfiles to see if they are there.
but if you search sorting by size, i presume is more easy find characters... or not?

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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.000.tiger)

Post by Axsis » Thu Mar 14, 2013 10:55 am

drm files from smaller tiger files (title, patch, dlc) also resolves cdrm's from other tiger files
for example, pc-w\laracroft.drm (1680943a.drm):
first one from bigfile.000 (with so-called priority 0x00) resolves to cdrms in bigfile only;
next one from title update with priority 0x40 resolves to cdrms in title.000 and bigfile.000 (priorities 0x40 and 0x00)
and one from patch.000 with priority 0x41 resolves to cdrms in patch.000, title.000 and bigfile.000 (priorities 0x41, 0x40 and 0x00)
so Rick is right - complete unpacking will be very difficult - we need a tool that load info from all tiger files and can export needed drms with all related cdrms.

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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.000.tiger)

Post by howfie » Thu Mar 14, 2013 11:43 am

when all these cdrms are put together in their mul files, the size of the overall data must be friggin huge!

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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.000.tiger)

Post by howfie » Thu Mar 14, 2013 12:21 pm

axsis has me thinking... i must be doing something wrong and might not be touching all the CDRM sections in the main bigfile, cuz what the other guys have marked as laracroft.drm, according to my code, resolves to a flat square mesh, some effects textures, and some sound effects. i'll check to see what i missed, and then look in the other bigfiles to see if we can figure out what the smaller ones grab from it.

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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.000.tiger)

Post by Sammie » Thu Mar 14, 2013 1:20 pm

Axsis wrote:and one from patch.000 with priority 0x41 resolves to cdrms in patch.000, title.000 and bigfile.000 (priorities 0x41, 0x40 and 0x00)
howfie wrote:cuz what the other guys have marked as laracroft.drm, according to my code, resolves to a flat square mesh
Sounds like a simple priority-overwrite to use newer meshes published by patches, instead of using older ones. If bigfile.000 contains a lara-dummy (flat square with priority 0x00), and title.000 (0x40) overwrites this bigfile.000-dummy, and the patch.000 (0x41) overwrite the title.000-mesh, then the only relevant mesh must be in the patch.000-file!?

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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.000.tiger)

Post by Axsis » Thu Mar 14, 2013 1:45 pm

testing my bms script for .tiger unpacking with parsing drms and unpacking related cdrms...
on smallest patch.000.tiger (212 Mb) i've extracted 15168 CDRMs, "count occurrences" of "CDRM" text in patch.000.tiger gives 15169 occurrences (same 15169 for "NEXT" text, except 5 occurrences in translation). don't know why 1 CDRM is not extracted - probably unused (or at least not referred in any drm inside patch.000.tiger itself)
bad thing is that quickbms has no option to autoskip files already on disk (only skip one by one manually or overwrite all).
i've selected "overwrite all", so every time cdrm was referenced in drm script overwrited extracted file. this leads to pretty slow extraction, but again - no duplicates on disk ;)

Code: Select all

- 318332 files found in 379 seconds
Press RETURN to quit
really extracted only 18820 files (3652 files from .tiger FAT and 15168 referenced cdrm files) other are just overwrites. and it takes 6:20 to unpack just 200 Mb, i wonder how many time it would take to unpack all bigfiles... :roll:


Added:
Sammie wrote:Sounds like a simple priority-overwrite to use newer meshes published by patches, instead of using older ones. If bigfile.000 contains a lara-dummy (flat square with priority 0x00), and title.000 (0x40) overwrites this bigfile.000-dummy, and the patch.000 (0x41) overwrite the title.000-mesh, then the only relevant mesh must be in the patch.000-file!?
Yes, it seems so. And keeps patches small.

Added2:
Forgot to mention that I've only unpacked cdrms from current .tiger and skip those ones that refer to another .tiger files.

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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.000.tiger)

Post by howfie » Thu Mar 14, 2013 2:41 pm

Axsis wrote:and it takes 6:20 to unpack just 200 Mb, i wonder how many time it would take to unpack all bigfiles... :roll:
muahahahahahahahahahahaha

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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.000.tiger)

Post by Ekey » Thu Mar 14, 2013 2:45 pm

Small filelist update +170

For Rick: hash collision

Code: Select all

pc-w\audio\streams\vo\multiplayer\510_mp_generic_barks\510_mp_200_adaptation_affirmation\510_mp_200_1008_nikolai.mul
vs
pc-w\audio\streams\vo\multiplayer\505_mp_reaction_barks\505_mp_070_jump_heavy\505_mp_070_045_rescue_pilot_12.mul
Invalid

Code: Select all

pc-w\audio\streams\vo\multiplayer\510_mp_generic_barks\510_mp_200_adaptation_affirmation\510_mp_200_1008_nikolai.mul
btw: Ripper for WinXP perhaps useful to someone /wave howfie :P

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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.000.tiger)

Post by Gh0stBlade » Fri Mar 15, 2013 2:47 pm

Been making updates to the script after Chrrox suggested that the overlapped UV maps were probably due to the meshes having multiple pieces which is correct. I have updated the script and I can confirm it's right. 8D

Spent a while finding Jonah's textures but I couldn't find his hair ones:

Image
Image

Any news on finding Lara? I see her textures in Bigfile.001, I will check meshes all meshes smaller than 300kb and see if she turns up! Maybe Lara.drm is the answer.
Click the thanks button if I helped!

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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.000.tiger)

Post by Ekey » Fri Mar 15, 2013 3:41 pm

And how to help you? Maybe you share script before ask like : any one find model Lara? WTF? I see only useless screens from Noesis friggin and nothing useful.

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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.000.tiger)

Post by Sammie » Fri Mar 15, 2013 4:11 pm

Ekey wrote:And how to help you? Maybe you share script before ask like : any one find model Lara? WTF? I see only useless screens from Noesis friggin and nothing useful.
lol, that's just what I was thinking the whole time. We all want to help, but we cannot if you don't share your current plugin-version, c00l.
C00l12345 wrote:I couldn't find his hair ones:
Try this hairs - all in bigfile.001
0x76721000 // brown 2048
0x769ad800 // brown 1024
0x3fef4000 // blonde 2048
0x775aa800+0x776df000 // blonde+spec 1024
0x3e946800 // brown 2048
0x45ac2000 // brown 2048
0x4a1a6800 // brown short 2048
0x4a5e3000 // darkbrown short 1024
0x4bf9f800 // blond tail
0x4ae77800 // brown tail
0x4af7e000 // brown tail
0x62cb2000 // white
0x6d44e800 // brown
0x71661000+0x716dd000 //brown 1024+specc
0x71714800+0x71aa9800 //brown 2048+specc

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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.000.tiger)

Post by Gh0stBlade » Fri Mar 15, 2013 4:56 pm

Ekey wrote:And how to help you? Maybe you share script before ask like : any one find model Lara? WTF? I see only useless screens from Noesis friggin and nothing useful.
I was actually expecting an unpacker which unpacks the Bigfile, with their DRMs + assets in correct folder/subfolders so that this wouldn't be a problem. I don't quite understand why you find the screenshots I have posted "useless". It's showing progress with the Noesis plugin so how is it useless? The screens weren't posted in reference to the search for Lara so what's so useless?

I am more than happy to release early scripts but I honestly wanted to get everything done beforehand. As i respect people have been patient I will release the most stable script which you can grab in the attachment below. I recommend you only use this for model viewing and there may be issues so just be aware.

Look forward to see you guys add to the character finding list:

Code: Select all

Baddies: 
0x6368f800.mesh; Guy who attacks Lara with turret
0x58c8c800.mesh; Scavenger from the beginning of the game.
0xe228000.mesh; The guy who you kill on the boat.
0x3984e000.mesh; Mathias.
0xe8d6000.mesh; Himiko.
0x2ed37800.mesh; Generic Scavenger

Goodies:
0x8e76800.mesh; Roth.
0x6a23c000.mesh; Alex.
0x77bcc800.mesh; Dr. Whitman
0x4247e000.mesh; Jonah.
0x1cb6d000.mesh; Helicopter Pilot

Missing:
Lara.
Sam.
Reyes.
Grim.
Steph.
+Multiplayer Characters.
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Click the thanks button if I helped!

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