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

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Ekey
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by Ekey » Tue Nov 10, 2015 10:52 am

Code: Select all

struct iDRMHeader
{
   uint32_t   dwVersion; //16
   uint32_t   dwStrLength1;
   uint32_t   dwStrLength2;
   uint32_t   dwNull1;
   uint32_t   dwNull2;
   uint32_t   dwNull3;
   uint32_t   dwTotalSections;
   uint32_t   dwLocaleID;
};

struct iDRMEntry
{
   uint32_t   dwUnknown1;
   uint32_t   dwType;
   uint32_t   dwResourceID; //??
   uint32_t   dwSectionID; //??
   uint32_t   dwLanguageID;
};

struct iDRMSubEntry
{
   uint32_t   dwUnknown1;
   uint32_t   dwNull;
   uint32_t   dwOffset;
   uint32_t   dwFlags; // or two uint16_t
   uint32_t   dwLanguageID;
   uint32_t   dwSize;
   uint32_t   dwUnknown2;
};

struct iCDRMHeader
{
   uint32_t   dwID; //CDRM
   uint32_t   dwNull1;
   uint32_t   dwTotalBlocks;
   uint32_t   dwNull2;
};

struct iCDRMEntry
{
   uint32_t   dwUnknown;
   uint32_t   dwBlockZSize;
};

michalss
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by michalss » Tue Nov 10, 2015 11:15 am

nice, how do you recognize types pls ? ALso is there any existing type list?
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Ekey
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by Ekey » Tue Nov 10, 2015 11:25 am

Code: Select all

dwType & 0xFF

Code: Select all

0 - Generic Data
1 - Empty Data
2 - Animation
5 - Texture
6 - Sound
7 - DTP Data
8 - Script
9 - Shader
10 - Material
11 - Object
12 - Render Mesh
13 - Collision Mesh
14 - Stream Group List
15 - Trigger Data
Some meshes from mainmenu_larasflat_01.drm can't be loaded.

Section 1138 - mesh
Image

Section Pack - meshes - All look like this:
Image

T0M099
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by T0M099 » Sun Nov 15, 2015 3:45 pm

Hello :)

I have minimal experience with ripping models and other stuff from games,

but it is possible to extract game models and textures from Xbox One version ?

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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by michalss » Sun Nov 15, 2015 4:03 pm

T0M099 wrote:Hello :)

I have minimal experience with ripping models and other stuff from games,

but it is possible to extract game models and textures from Xbox One version ?

No it is not..
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by michalss » Tue Nov 17, 2015 2:42 pm

Ekey wrote:

Code: Select all

struct iHeader
{
   uint32_t   dwID; //TAFS
   uint32_t   dwVersion; // Previous is 3 , Current is 4
   uint32_t   dwUnknown1;
   uint32_t   dwTotalFiles;
   uint32_t   dwUnknown2;
   uint8_t    iPlatform[32]; //Platform (xenon-w) or (ps3-w) or (pc-w)
};

//Entry stucture for version 3
struct iEntryV3
{
   uint32_t   dwHash; //Hash of filename
   uint32_t   dwLanguage;
   uint32_t   dwSize;
   uint32_t   dwZSize; //Posible
   uint32_t   dwFlags; //or two uint16_t
   uint32_t   dwOffset;
};

//Entry stucture for version 4
struct iEntryV4
{
   uint32_t   dwHash; //Hash of filename
   uint32_t   dwLanguage;
   uint32_t   dwSize;
   uint32_t   dwZSize; //Posible
   uint32_t   dwOffset;
   uint32_t   dwFlags; //or two uint16_t
};

HI Ekey,

Found out something very disturbing. IF you extract archive then all files size does not match the size of archive, not even close. Something very strange happening in there. Can you please double check i cannot figure it out :( For example big file with size 298 MB after extraction all files togerther is not even 131 MB of size :(
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by michalss » Tue Nov 17, 2015 3:03 pm

i guess i found it, each tiger file has 2 sets of headers... this is very interesting crap also depending on the size of archive

Any help would be nice :)
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by Gh0stBlade » Wed Nov 18, 2015 8:31 pm

michalss wrote:i guess i found it, each tiger file has 2 sets of headers... this is very interesting crap also depending on the size of archive

Any help would be nice :)
It shouldn't be a problem to extract those files with the information EKey provided. Are you sure you are extracting all of the sections correctly? Also, each file is aligned so there's tons of unused space in those archives which is not extracted or needed to be.


New script update in OP.
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by Ekey » Wed Nov 18, 2015 8:36 pm

Gh0stBlade wrote:New script update in OP.
File Blocked for Violation.

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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by michalss » Wed Nov 18, 2015 9:36 pm

Gh0stBlade wrote:
michalss wrote:i guess i found it, each tiger file has 2 sets of headers... this is very interesting crap also depending on the size of archive

Any help would be nice :)
It shouldn't be a problem to extract those files with the information EKey provided. Are you sure you are extracting all of the sections correctly? Also, each file is aligned so there's tons of unused space in those archives which is not extracted or needed to be.


New script update in OP.

Yes im sure, but as i said and also ekey, only base files are getting extracted, rest is data from DRM put in random places in TIGER format, repack is impossible in this case.. :(
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by Gh0stBlade » Wed Nov 18, 2015 9:59 pm

michalss wrote:
Gh0stBlade wrote:
michalss wrote:i guess i found it, each tiger file has 2 sets of headers... this is very interesting crap also depending on the size of archive

Any help would be nice :)
It shouldn't be a problem to extract those files with the information EKey provided. Are you sure you are extracting all of the sections correctly? Also, each file is aligned so there's tons of unused space in those archives which is not extracted or needed to be.


New script update in OP.

Yes im sure, but as i said and also ekey, only base files are getting extracted, rest is data from DRM put in random places in TIGER format, repack is impossible in this case.. :(
Repacking is not impossible, it's just a lot of work to do. The best way to do this is to modify the PATCH tiger files and inject modified DRM files into those. The game will automatically load anything with higher priority in the PATCH tiger files so that way, you can still modify the game without altering the larger bigfiles.
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by michalss » Wed Nov 18, 2015 10:33 pm

Gh0stBlade wrote:
Yes im sure, but as i said and also ekey, only base files are getting extracted, rest is data from DRM put in random places in TIGER format, repack is impossible in this case.. :(
Repacking is not impossible, it's just a lot of work to do. The best way to do this is to modify the PATCH tiger files and inject modified DRM files into those. The game will automatically load anything with higher priority in the PATCH tiger files so that way, you can still modify the game without altering the larger bigfiles.

I sort it already, im specializing on repacking things, this one is bad for this purpose, but on X360 found the way how to make a localization tools and it working just fine... Just glad i did not need to edit fonts, coz it is impossibl, for me, to even found it. I will post it in Tools Forum soon...
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by OrangeC » Tue Nov 24, 2015 2:59 pm

Anyone success on parsing the MUL files?

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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by michalss » Tue Nov 24, 2015 7:34 pm

OrangeC wrote:Anyone success on parsing the MUL files?

Nope, very hard, hard format, not even 1 was able to parse it, even aluigi :(... I would also need that, but not success at all :(
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by SILENTpavel » Thu Nov 26, 2015 7:59 am

Gh0stBlade wrote:fmt_TR2_mesh_1_0.py - Version 1.1 - 18/11/15
Deleted?

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