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

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Researchman
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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)

Post by Researchman » Fri Mar 08, 2013 5:35 pm

bigfile.000 (26 743)
Small part(25 303) - 350 MB (367 334 721 bytes)
Big part(1 440) - 2,76 GB (2 965 174 296 bytes)
FSBs - 273, 4,88 MB (5 126 016 bytes)

bigfile.001 (68 129)
Small part(66 605) - 573 MB (601 041 438 bytes)
Big part(1 522) - 2,58 GB (2 771 429 888 bytes)
FSBs - 1976, 19,6 MB (20 576 480 bytes)

bigfile.002 (66 687)
Small part(64 906) - 648 MB (680 275 109 bytes)
Big part(1 780) - 2,33 GB (2 509 617 208 bytes)
FSBs - 2 745, 34,4 MB (36 110 880 bytes)

bigfile.003 (10 141)
Small part(9 888) - 138 MB (145 369 764 bytes)
Big part(253) - 419 MB (439 840 496 bytes)
FSBs - 64, 1,43 MB (1 502 144 bytes)

Most files is textures in DDS format.
Fast method found audio data(dont sure what the game use fmod only) will be not bad.

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howfie
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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)

Post by howfie » Fri Mar 08, 2013 6:29 pm

can you tell me a filename of a symlink for a mesh file i missed. previous games used 0x3c05 for meshes and i got all those. there maybe a new mesh type. also give name of audio file and i will write program that just renames files.

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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)

Post by relight » Fri Mar 08, 2013 7:29 pm

I am just curious if you guys are also checking out the additional files, I wonder if they may contain additional goodies, these are some of the ones I noticed on my PC Steam copy:

bigfile_ENGLISH.000.tiger
title_ENGLISH.000.tiger
title.000.tiger
patch.000.tiger

PACK4.000.tiger (dlc)
PACK8.000.tiger (dlc)

Ekey
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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)

Post by Ekey » Fri Mar 08, 2013 7:42 pm

+ ~1100

Edited: ops. reattached
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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)

Post by Rick » Fri Mar 08, 2013 11:39 pm

Why would you create actual symbolic links? :?
http://blog.gib.me/

Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.

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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)

Post by howfie » Sat Mar 09, 2013 12:32 am

because if i copied all the files it would be 100 GB; there is massive data sharing. some CDRM sections are referred to by the file table over 1000 times :D. what i'd like to know is that there's 180,000 + CDRM chunks, but only 6,000 some names? are MUL files archives with shared CDRM chunks? in the second section of the big file is a bunch of 0x16 entries; each entry contains a list of items that reference a CDRM section and if you count all these items, it comes out to a total of 1.8 million items :D. copying would have taken forever LOL! i did it the quick and dirty way just to get the textures and mesh files out there so that people can start working on the model format while you and ekey crank it out the hard way ;).
Last edited by howfie on Sat Mar 09, 2013 12:59 am, edited 1 time in total.

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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)

Post by Ekey » Sat Mar 09, 2013 12:54 am

huh XP support pl0x :P

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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)

Post by howfie » Sat Mar 09, 2013 12:58 am

hahahahahahahahahahaha for that i would have to copy the data ekey... do you know how long it takes to copy 1.8 million files :D?

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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)

Post by Ekey » Sat Mar 09, 2013 1:12 am

I have pc with win7 but I'm lazy to copy game. Anyway offzip rullez (:

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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)

Post by Researchman » Sat Mar 09, 2013 5:01 am

I think, add in symlink name file name, which linked - very hard to do it manually. And modify\add code for change .symlink extension to another by header(dds, mech, etc)(search\scan in first 64 bytes) also.

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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)

Post by Sammie » Sat Mar 09, 2013 7:20 am

Researchman wrote:I think, add in symlink name file name, which linked - very hard to do it manually. And modify\add code for change .symlink extension to another by header(dds, mech, etc)(search\scan in first 64 bytes) also.
I agree with the first one. The second one is already done for .dds and .mesh. He can add the fsb-audio files. I think all other files are useless for us at the moment.
But he should rename the .drm files in the bigfile-folders, too. Would be easier to view the unique textures instead of going through thousands of symlink-folders and found millions of duplicates. ;)

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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)

Post by howfie » Sat Mar 09, 2013 8:29 am

that can be done i see what i can do.

btw anyone want to work on the model format? ill only work on it if no one else wants to do it. me lazy lol.

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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)

Post by chrrox » Sat Mar 09, 2013 12:06 pm

I don't have the game so feel free.

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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)

Post by Itze » Sat Mar 09, 2013 12:58 pm

@howfie
thanks for the work on the ripper :)

is it possible to "easily" reinject modified textures or is it possible at all?


EDIT:
actually seems simple enough since you already name the file after the correct offset in the bigfiles...

"just" generate a new cdrm file and overwrite the data in the bigfile with that... i guess :X

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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)

Post by Sammie » Sat Mar 09, 2013 2:37 pm

howfie wrote:that can be done i see what i can do.
Would be nice if you can change your hard-coded tiger-filenames to a scandir(*.tiger)-method or something.
So we can extract additional content like title.000.tiger, title_ENGLISH.000.tiger, patch.000.tiger and DLC-Content (PACK4.000.tiger, PACK8.000.tiger) etc (=over 1,5 GB extra data)
Or you could add a console-parameter to specify this filenames seperatly to reduce the extract time. :)
howfie wrote:btw anyone want to work on the model format? ill only work on it if no one else wants to do it. me lazy lol.
I only know the mesh-format start with 0x0600000. :D
Tomb Raider has over 9800 meshes and over 7300 textures.

I really want to know how the textures are connected to the meshes. Some symlink-folders have one or more meshes and mostly multiple dds-textures.
It could be hard to determine the correct textures for specific parts of the model without any filenames or something inside the mesh-file. Any idea how they are connected, howfie?

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