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

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

Post by Bastien » Fri Sep 20, 2013 7:01 pm

Oh, ok howfie, that sounds way beyond my level of skill. However, maybe it's just hard work and not "difficult" work? If you have some code already for the file dumpers that I can take a look and more details about what I have to do I really want to give it a shot.
Thanks!

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

Post by howfie » Fri Sep 20, 2013 10:30 pm

Very sorry I stopped releasing and sharing my code on an open-source repository. While convenient, recently somebody recompiled my code for a recent game I was working on for which I was holding back a release until the game stopped updating (for reasons learned from Playstation All-Stars). I don't have notes from TR2013 anymore but I still have notes from Deus Ex: HR, which is a similar material format. Another problem is that there are also two different material file types, and these files always come in pairs but rick's and ekey's tools don't differentiate between them (I called them mtrl_a and mtrl_b in my Deus Ex rip). You will need to rename these files with different extensions because they use the same hexadecimal identifier for the filename.

You're right, it is not hard work, but more or less tedious work. So tedious I kind of stopped working on Deus Ex: HR because of it. You will also have to reverse the scene file format to rebuild full stages/maps.

For Deus Ex and TR2013 as well, the material files look like:

Code: Select all

-- Example:
-- main\bigfile\00d3\000002c7.mtl_a
-- In this example, the mtrl_a files starts with 0x15. This material does not use any texture files (it is some kind of material for color effects or something who knows).
-- So in this case, you just skip loading materials when you see this.

-- the first 0x14 bytes is a header
15 00 00 00 -- number of offset pairs to read
00 00 00 00 
00 00 00 00 
00 00 00 00 
09 00 00 00

-- the next data after header is a list of offset pairs
[0x00]: 4C 00 00 00 - 90 06 00 00
[0x01]: C8 06 00 00 - 90 00 00 00
[0x02]: CC 06 00 00 - C0 00 00 00 
[0x03]: D0 06 00 00 - 30 01 00 00
[0x04]: 50 00 00 00 - F0 06 00 00
[0x05]: 28 07 00 00 - 80 01 00 00
[0x06]: 2C 07 00 00 - B0 01 00 00 
[0x07]: 30 07 00 00 - 20 02 00 00
[0x08]: 58 00 00 00 - 50 07 00 00
[0x09]: 88 07 00 00 - 70 02 00 00
[0x0A]: 8C 07 00 00 - A0 02 00 00 
[0x0B]: 90 07 00 00 - 10 03 00 00 
[0x0C]: 5C 00 00 00 - B0 07 00 00 
[0x0D]: E8 07 00 00 - 60 03 00 00 
[0x0E]: EC 07 00 00 - 90 03 00 00 
[0x0F]: F0 07 00 00 - 00 04 00 00 
[0x10]: 68 00 00 00 - 10 08 00 00 
[0x11]: 48 08 00 00 - 50 04 00 00 
[0x12]: 4C 08 00 00 - F0 04 00 00 
[0x13]: 50 08 00 00 - D0 05 00 00 
[0x14]: 6C 00 00 00 - 50 07 00 00

Code: Select all

-- When the type of material is 0x19, this is a material for character models, and it uses a lot of textures.
-- There are two offset pairs. It is suffice to use the textures from the first pair. 
-- Here is an example of the offsets. In this case pair index 0x09 and 0x13 point
-- to a list of texture information.

[0x00]: 4C 00 00 00 - 10 0A 00 00
[0x01]: 48 0A 00 00 - 90 00 00 00
[0x02]: 4C 0A 00 00 - E0 00 00 00 
[0x03]: 50 0A 00 00 - 60 01 00 00 
[0x04]: 50 00 00 00 - 70 0A 00 00 
[0x05]: A8 0A 00 00 - D0 01 00 00 
[0x06]: AC 0A 00 00 - 20 02 00 00 
[0x07]: B0 0A 00 00 - A0 02 00 00 
[0x08]: 58 00 00 00 - D0 0A 00 00 
[0x09]: E8 0A 00 00 - 90 0C 00 00 (offsets to filenames A)
[0x0A]: F0 0A 00 00 - F0 0B 00 00 
[0x0B]: 08 0B 00 00 - 10 03 00 00 
[0x0C]: 0C 0B 00 00 - F0 03 00 00 
[0x0D]: 10 0B 00 00 - 00 05 00 00 
[0x0E]: 5C 00 00 00 - 30 0B 00 00 
[0x0F]: 68 0B 00 00 - F0 05 00 00 
[0x10]: 6C 0B 00 00 - 40 06 00 00 
[0x11]: 70 0B 00 00 - C0 06 00 00 
[0x12]: 68 00 00 00 - 90 0B 00 00 
[0x13]: A8 0B 00 00 - 10 0D 00 00 (offsets to filenames B)
[0x14]: B0 0B 00 00 - 70 0C 00 00 
[0x15]: C8 0B 00 00 - 30 07 00 00 
[0x16]: CC 0B 00 00 - 10 08 00 00 
[0x17]: D0 0B 00 00 - 20 09 00 00 
[0x18]: 6C 00 00 00 - D0 0A 00 00

-- 8 part A textures
8B 0F 00 00 00 00 00 00 00 00 00 00 20 00 01 00 -- 00000F8B is texture ID, 0x20 is color/spec maps, 0x80 is normal map, 0x2C i think is lightmap, and 0x00 is texture index.
8A 0F 00 00 00 00 00 00 00 00 00 00 20 01 01 00 -- 00000F8A is texture ID, 0x01 is texture index
54 00 00 00 00 00 00 00 00 00 00 00 20 02 01 00  -- 0x02 is texture index
16 0C 00 00 00 00 00 00 00 00 00 00 20 03 01 00 
8A 0F 00 00 00 00 00 00 00 00 00 00 20 04 01 00 
9E 0F 00 00 00 00 00 00 00 00 00 00 80 05 01 00 
19 0C 00 00 00 00 80 BF 00 00 00 00 80 06 01 00 
5D 00 00 00 00 00 00 00 00 00 00 00 2C 07 02 00 -- 0x2C i think is lightmap or something, 0x07 is texture index

-- 3 part B textures
19 0C 00 00 00 00 80 BF 00 00 00 00 80 00 01 00 
9E 0F 00 00 00 00 00 00 00 00 00 00 80 01 01 00 
8B 0F 00 00 00 00 00 00 00 00 00 00 20 02 01 00

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

Post by HeliosAI » Sat Sep 21, 2013 2:48 pm

howfie wrote:
You're right, it is not hard work, but more or less tedious work. So tedious I kind of stopped working on Deus Ex: HR because of it. You will also have to reverse the scene file format to rebuild full stages/maps.
Is it possible to get a whole scenery working through these .scene files? o_O

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

Post by Gh0stBlade » Sun Sep 22, 2013 12:10 am

I did work on a script to partially parse the .scene mesh but I totally just stopped because I just feel that the game itself and the way it loads the files and how they are split is just ridiculous and it would take too long just to do everything.

The way it references objects from different sections of the DRM is out of control.

I'd love a DRM rebuilder for Tomb Raider Underworld and Tomb Raider (2013) because you can't actually replace anything and modding is just so limited.

Only if someone had the godly patience to do it.
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)

Post by Bastien » Sun Sep 22, 2013 1:56 am

Gh0stBlade wrote:I did work on a script to partially parse the .scene mesh but I totally just stopped because I just feel that the game itself and the way it loads the files and how they are split is just ridiculous and it would take too long just to do everything.

The way it references objects from different sections of the DRM is out of control.

I'd love a DRM rebuilder for Tomb Raider Underworld and Tomb Raider (2013) because you can't actually replace anything and modding is just so limited.

Only if someone had the godly patience to do it.
maybe they did it on purpose to avoid reverse engineering? :D
Anyway if you can post any WIP you have maybe someone in the future will have the energy to continue it.

Thanks howfie for you analysis of the material! I might ask you some questions via pm if you don't mind.

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

Post by howfie » Sun Sep 22, 2013 8:23 am

you may have partial source code (only TR2013 related). sorry can't include full source, but you can look at the logic.
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)

Post by ClintonM0 » Fri Feb 28, 2014 2:52 am

Seems like it's been a while since anyone posted anything here, but I'm wondering if it's possible to get .fsb files out of bigfile_ENGLISH.000.tiger. All I could get are .mul files

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

Post by kingfisher13 » Tue Mar 25, 2014 11:57 pm

All I get are .mul files... everything else shows up as "unknown"... does anyone have a fix for this?

I have the latest version of the unpacker, and I tried unpacking the bigfile.000.tiger... I've seen other people get actual models out of it, and I get nothing.
Game models/characters RULE. Shura, all the way.

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

Post by CrashAngel » Mon Apr 07, 2014 12:04 pm

Hi, I Can Extract .Tiger Files via Script....

More when i try open .Mesh in Noesis, I not preview Materials from .Mesh files in All Files....

Detected file type: Tomb Raider 2013 [PC]
Reading 'C:\Users\Administrador\Desktop\Unpack - TombRaider 2013\ac_rock_ledge_breakable_piece_a\RenderMesh\\Material_0'...Failed.

How can I open the files. Mesh with materials included ...

Is there any script for Maya, Blender or 3D Studio?

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

Post by Gh0stBlade » Mon Apr 07, 2014 12:28 pm

CrashAngel wrote:Hi, I Can Extract .Tiger Files via Script....

More when i try open .Mesh in Noesis, I not preview Materials from .Mesh files in All Files....

Detected file type: Tomb Raider 2013 [PC]
Reading 'C:\Users\Administrador\Desktop\Unpack - TombRaider 2013\ac_rock_ledge_breakable_piece_a\RenderMesh\\Material_0'...Failed.

How can I open the files. Mesh with materials included ...

Is there any script for Maya, Blender or 3D Studio?
1. You extract the .DRM headers from the .tiger file using GIBBED Unpacker.
2. Dump the DRM data by opening the corresponding .DRM file in TRAS DRM Dumper it will require configuration of the bigfile.tiger paths.
3. Open the .mesh files in Noesis using the Noesis import script.

I'm not sure what error you are getting, if you mean it's not building material files/ textures are not applied to meshes then that's because it isn't implemented. To my knowledge there is no Maya, Blender, 3DS Max scripts to import into those applications. Can't you just export from Noesis then import the files into them anyway?

I have rebuilt the script form scratch recently which looks a whole lot better, materials assigned to meshes properly. I haven't added support for parsing the material file fully until I crack what's happening in the previous game. Tomb Raider: Underworld.

I have a basic working script for Tomb Raider: Underworld too. Parses the material files perfectly all that is left is diffuse colour, diffuse texture detections. Sadly, all this information is stored within the shaders and I have not yet figured out which value(s) are defining the texture ID to use from the list in the within the material file. Until that is found it will be forever unknown therefore, auto texturing is just not possible.

I wrote a partial shader parser for Tomb Raider: Underworld but I really don't see where the information regarding which texture is diffuse, normal is stored. If anyone is interested in solving the mystery then let me know.

You are free to manually rename the textures are Noesis will just load it from the names you see in the debug box.

Edit: I think Howfie worked on a Blender script, not sure if it was completed though!
Click the thanks button if I helped!

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

Post by howfie » Tue Apr 08, 2014 7:26 pm

Yes, I have a working unpacker and model extractor for TR2013, but it doesn't do auto-texture either. I'm too lazy and as you know:
Gh0stBlade wrote:The way it references objects from different sections of the DRM is out of control.
Though I did have a great idea at one time to combat this, which I may try on Deus Ex: HR Director's Cut soon. So you go ahead and have all that fun with TR :) .

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

Post by Gh0stBlade » Tue Apr 08, 2014 8:50 pm

howfie wrote:Yes, I have a working unpacker and model extractor for TR2013, but it doesn't do auto-texture either. I'm too lazy and as you know:
Gh0stBlade wrote:The way it references objects from different sections of the DRM is out of control.
Though I did have a great idea at one time to combat this, which I may try on Deus Ex: HR Director's Cut soon. So you go ahead and have all that fun with TR :) .
Yeah, that was an issue before. But it's not anymore, I just made a new unpacker for both Tomb Raider: Underworld and Tomb Raider. It extracts all files with their hash names so they can just be loaded like that.

Tomb Raider: Underworld supports repacking of the sections so I know that the info for the textures is stored in the shaders because when the shader hash ID is changed, so does the ID for which texture is diffuse, normal etc.

The real issue is the IDs coming from the shader. Until that's sorted auto texturing won't happen. I did write a partial shader parser which spits out some string information and values tied to it but it's useless because I have no idea where the information is stored and can find no relation.

But if anyone is interested in helping out or has experience with such a things as shaders then it'd be of help. I've never seen a game to store such information within the shaders.

I'm not sure how far you got with Deus Ex but I guess the format is very similar to one of the Tomb Raider games so I can definitely help if needed, but it looks like the shader issue is likely to be present in that game too.

All we really need is the correct texture ids and material colour index and it'll all be good to go and the mystery will be solved...

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

Post by PaniKlolwer » Sat Oct 25, 2014 9:58 pm

Hey, I'm new here so I'm not sure if I should write here in this topic, but I have a problem.
I downloaded a Gibbed Tiger Unpacker and it doesn't work. When I'm trying open a file "Gibbed.TombRaider9.Unpack" it's just turning on and disappears after one second. I really want to unpack these files, but I don't know why I can't :( I hope that somebody will help me :D

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

Post by Bastien » Tue Nov 11, 2014 11:51 pm

PaniKlolwer wrote:Hey, I'm new here so I'm not sure if I should write here in this topic, but I have a problem.
I downloaded a Gibbed Tiger Unpacker and it doesn't work. When I'm trying open a file "Gibbed.TombRaider9.Unpack" it's just turning on and disappears after one second. I really want to unpack these files, but I don't know why I can't :( I hope that somebody will help me :D
It's a command line application, you don't have to double click it.
Open cmd and type what it says in the first post:
Gibbed.TombRaider9.Unpack "szTIGERarchive" "szOutputFolder"

You might need to write the full path for the executable, e.g. C:\Users\path-to-the-exe\Gibbed.Tombraider9.UNpack.exe

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

Post by Davidebre » Tue Jul 21, 2015 2:26 pm

Hi, it's possible to get the .fsb files out of bigfile_ENGLISH.000? I'm really interested in the voice actor sound.
A guy has done it, I want to do the same thing but with the Italian language. I asked him how he did but it's says has been far too long, and he doesn't remember.
Can someone help me, please? Sorry for my english...

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