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

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

Post by Ekey » Sun Mar 17, 2013 1:23 am

Axsis wrote:
Ekey wrote:CDRM header maybe contained about file types? I can not check it now because I do not at home.
not cdrm, but drm have object type field, that is seems to be the same as stated in http://svn.gib.me/public/crystaldynamic ... ionType.cs
as you already know, drms have two tables - first, with records length 20 bytes, and second with 16 bytes. second dword of every record in first table is object type, in second table it's fourth byte of each record.
Not noticed. Check it later. Thanks.

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

Post by Sammie » Sun Mar 17, 2013 1:58 am

C00L12345 wrote:Can you tell me which file Lara is in so I can investigate this?
all meshes starting with 0x59 (except the dummy with 90kb) is Lara with different outfits

Code: Select all

000:3801C000
000:55A22000
000:79FD9800
000:7BE1B000
000:7C4F9000
000:7D1C9000
001:0452D800
001:29F99800
001:31C2C800
001:69873800
001:714FF800
001:746F2800
002:6BD91800
002:6C88C000
002:7AAD9800
003:0D26B800

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

Post by OrangeC » Sun Mar 17, 2013 4:37 am

Is there a working MUL demuxer yet?

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

Post by Darko » Sun Mar 17, 2013 5:29 am

Sammie wrote:
C00L12345 wrote:Can you tell me which file Lara is in so I can investigate this?
all meshes starting with 0x59 (except the dummy with 90kb) is Lara with different outfits

Code: Select all

000:3801C000
000:55A22000
000:79FD9800
000:7BE1B000
000:7C4F9000
000:7D1C9000
001:0452D800
001:29F99800
001:31C2C800
001:69873800
001:714FF800
001:746F2800
002:6BD91800
002:6C88C000
002:7AAD9800
003:0D26B800
Are those really lara models??

When I try to open this file in noesis:

0x7aad9800.mesh

I get: File could not be previewed.
Image

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

Post by howfie » Sun Mar 17, 2013 7:00 am

some files you have to go into the script and change the offset to the "Mesh"
anyways, c00l asked me if i could finish what he started so i'm taking his code and adding to it. format is pretty easy.

Code: Select all

A        B        C        D        E        F        G        H        I        J        K        L            
07000000 00002A00 A0060000 600F0000 00000000 00000000 00000000 000F0000 D80A0000 00000000 00000000 D20D0000
01000000 00002A00 60070000 A0430200 00000000 00000000 00000000 40430200 10010000 00000000 76290000 2F010000
07000000 00002A00 20080000 407B0200 00000000 00000000 00000000 E07A0200 F90B0000 00000000 032D0000 F8120000
04000000 00002100 E0080000 40EA0400 00000000 00000000 00000000 E0E90400 070F0000 00000000 EB650000 95140000
08000000 00002A00 80090000 20F80700 00000000 00000000 00000000 C0F70700 770B0000 00000000 AAA30000 21100000
03000000 00002A00 400A0000 A07A0A00 00000000 00000000 00000000 407A0A00 D7060000 00000000 0DD40000 F9090000
01000000 00002A00 000B0000 20FA0B00 00000000 00000000 00000000 C0F90B00 BF030000 00000000 F8F10000 F0050000
01000000 00002A00 C00B0000 60CC0C00 00000000 00000000 00000000 00CC0C00 AA010000 00000000 C8030100 73020000
01000000 00002A00 800C0000 002A0D00 00000000 00000000 00000000 A0290D00 35020000 00000000 210B0100 5F030000
02000000 00002A00 400D0000 00A60D00 00000000 00000000 00000000 A0A50D00 03010000 00000000 3E150100 2B010000
02000000 00002800 000E0000 20DF0D00 00000000 00000000 00000000 C0DE0D00 B4010000 00000000 BF180100 59020000
01000000 00001400 A00E0000 E03E0E00 00000000 00000000 00000000 803E0E00 80020000 00000000 CA1F0100 46040000

D = offset from mesh to vertex 
H = offset from mesh to vertex information
I = number of vertices
K = offset from mesh to index buffer data
L = number of triangles
vertex formats also easy stuff:

Code: Select all

AB 18 5F 71 BB 5E E1 31
08 00 34 00 00 00 00 00 - 8 entries - 34 bytes per vertex
14 E4 F5 36 14 00 05 00 - 4-byte vector
49 61 7F 3E 18 00 03 00
C0 91 E6 48 0C 00 06 00 - blend weights
D3 D8 56 51 10 00 07 00 - blend indices
01 6F A8 64 2C 00 05 00 - 4-byte vector
2A 90 17 83 28 00 13 00
23 D8 F7 D2 00 00 02 00 - 0x00 position
C3 11 ED F1 30 00 05 00 - 4-byte vector
should have a batch ripper within a week (hopefully)

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

Post by Sammie » Sun Mar 17, 2013 7:42 am

Darko wrote:When I try to open this file in noesis:

0x7aad9800.mesh

I get: File could not be previewed.
c00l's script can't load them at the moment. I have made some corrections. The first byte is relevant for the correct headersize detection. So I have to optimize the "noepyCheckType"-function and the headerbyte-skipping. This version can load all regular meshes (no scene-files). Bones are still only supported for the 0x06-files. Maybe someone else can figure out this bones-stuff for the other characters and include the UVs, too.

[Download]

Here the characters I have found. Duplicates are in the same line.

Code: Select all

Goodies
001:746F2800/001:31C2C800 Lara
001:714FF800/001:69873800 Lara
001:0452D800/002:7AAD9800 Lara
000:7D1C9000/000:79FD9800 Lara
000:7C4F9000/003:0D26B800 Lara
000:7BE1B000/000:3801C000 Lara
002:6C88C000/000:55A22000/002:6BD91800 Lara
001:4B5D4800/001:634FF800 Lara
001:476AB800 Lara

001:4ED79800/001:66993000 Alex
000:6A23C000 Alex
002:72EB5000/002:265F7800 Grim
001:4EDD2800/001:666EA800/001:666EA800 Liam
001:50EA6000/001:4863D000/001:4863D000 Roth
001:8E76800 Roth
001:3C6DA000/001:49AF6800 Samantha
001:423B7800 Samantha2
001:758F1800 Samantha3
001:305FA000 Samantha4
001:0ED99800 Samantha4 (lod)
001:46CB4800/001:48490800 Reyes
001:43E08800 Reyes2
001:4247E000 Jonah
000:29F22000/001:355DB800 Zac
001:19A20000 Steph
001:60B3C800/001:634A7000 Pilot
001:4BF20800/001:494B5800 Whitman
001:77BCC800 Whitman
000:0F078800/002:2CD9D000/001:7CDF7800 Victor
002:2C938000 Fisherman

Baddies:
001:5FA09000/001:6359B800 Fixer
001:5DC4E000/001:66301000 Smoker
002:2ADC9000 Smoker
001:5CEDD800/001:60DBE000 Mathias
001:5CFF1000/001:5FC7F800 Father Mathias
001:0EC4B800 Father Mathias2
002:185C8800 Father Mathias3
001:4EBF3800/001:4ECD4800 Scavenger
001:4F171000/001:7EDA4000 Scavenger Bandit
001:4EEFD800/002:0CE36800 Scavenger Archer
001:391B1800/002:0D72F000 Scavenger Scout
001:5CF96800/001:5DEBC000 Saboteur
001:5D180000/001B6E000 Bruiser
001:4EEAB800/001:66C1F800 Executioner
001:635E6000/001:6088E000 The General
001:5D99E000/001:4EE5F800 Vlad
001:5E10A800/002:04DB9800 Creeper
001:71425800 Creeper Arrow
001:64014000/002:572F9800 Soldier
002:16A3A000 Soldier2
001:655C8800/001:66454000 Archer
001:11482000 Archer Warrior

Others:
000:7B0DF800 Himiko 
001:0ED5A000 Himiko Lod
000:3592D800 Unknown Guy
001:49627000 Pirat
001:65621800 Pirat2
001:0D486800 Iron Guy
002:1C620000 Warrior
002:7CDEE800 Massiv Metal Guy
002:566D7000 Shield Warrior
002:566EF000 Sword Warrior
002:774A3800 Arrow Guy
002:00879800 Pilot on parachute

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

Post by howfie » Sun Mar 17, 2013 8:58 am

dang sammie, you must really love this game lol. i only finished half of it so far (too busy working on other things but maybe after this is all done i'll finish the game). almost caught up to where c00l is at... bones should be no problem. format is going to be a custom 3D model format that can be loaded in blender 2.49b using a python script. anybody know in what file type the animation data is stored?

Image

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

Post by OrangeC » Sun Mar 17, 2013 10:31 am

so no interest in the mul files?

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

Post by shadowmoy » Sun Mar 17, 2013 11:11 am

for uv support (only tested on lara sample ) :
just add :

Code: Select all

rapi.rpgBindPositionBufferOfs(VBUFFER, noesis.RPGEODATA_FLOAT, MESH_VERT_STRIDE, 0)
rapi.rpgBindUV1BufferOfs(VBUFFER, noesis.RPGEODATA_SHORT, MESH_VERT_STRIDE, 40)
also the mesh format may also contain a group descriptor as the mesh actually is wrongly grouped in the current noesis script.
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.000.tiger)

Post by fil1969 » Sun Mar 17, 2013 11:42 am

shadowmoy wrote:for uv support (only tested on lara sample ) :
just add :

Code: Select all

rapi.rpgBindPositionBufferOfs(VBUFFER, noesis.RPGEODATA_FLOAT, MESH_VERT_STRIDE, 0)
rapi.rpgBindUV1BufferOfs(VBUFFER, noesis.RPGEODATA_SHORT, MESH_VERT_STRIDE, 40)
also the mesh format may also contain a group descriptor as the mesh actually is wrongly grouped in the current noesis script.
sorry, where i have to add that lines? at what point of the script? thx!

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

Post by Gh0stBlade » Sun Mar 17, 2013 12:09 pm

I think you are continuing the old script. Of course, I will feed out the last script i worked on with partial uv map support. Good luck and thanks for the continuation howfie ;] I look forward to it!

@OrangeC, I'm also interested in the MUL files. ^^
@Shadowmoy, you are correct. I think I gave you a newer script where it was fixed but I'm unsure.

You can see the newer script errors an error in the struct.pack and please mind the test stuff. Hope it helps.
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Click the thanks button if I helped!

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

Post by Kamillho » Sun Mar 17, 2013 1:00 pm

C00L12345 wrote:I think you are continuing the old script. Of course, I will feed out the last script i worked on with partial uv map support. Good luck and thanks for the continuation howfie ;] I look forward to it!

@OrangeC, I'm also interested in the MUL files. ^^
@Shadowmoy, you are correct. I think I gave you a newer script where it was fixed but I'm unsure.

You can see the newer script errors an error in the struct.pack and please mind the test stuff. Hope it helps.
Wow and now 90% models can't be loaded :/

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

Post by fil1969 » Sun Mar 17, 2013 1:05 pm

Kamillho wrote:
C00L12345 wrote:I think you are continuing the old script. Of course, I will feed out the last script i worked on with partial uv map support. Good luck and thanks for the continuation howfie ;] I look forward to it!

@OrangeC, I'm also interested in the MUL files. ^^
@Shadowmoy, you are correct. I think I gave you a newer script where it was fixed but I'm unsure.

You can see the newer script errors an error in the struct.pack and please mind the test stuff. Hope it helps.
Wow and now 90% models can't be loaded :/
right! but there is partial uv's support!! Anyway i'm sure they will fix this holy script!

for the correct uv's layout---> flip vertical and mirror orrizontal

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

Post by Ekey » Sun Mar 17, 2013 3:03 pm

Filelist updated (patch 1.0.722.3) Added 233 names.
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.000.tiger)

Post by shadowmoy » Sun Mar 17, 2013 5:53 pm

Ekey wrote:Filelist updated (patch 1.0.722.3) Added 233 names.
may be a dumb question but what is this filelist for and how do i use it ?
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