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

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

Post by MrAdults » Sat Feb 06, 2016 4:45 pm

shakotay, why'd you delete that post? I was just coming here to reply to it.

I assume that 0xFFFF is a valid triangle index based on what Gh0stBlade is saying. If as shakotay said those are not actually indices, then obviously, the solution is to not feed them in as indices.

I haven't looked at any script or data here, I'm only here because Gh0stBlade PM'd me.

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

Post by MrAdults » Sat Feb 06, 2016 5:11 pm

By the way, with all these people running out of memory, you ought to be using rpgConstructModelSlim instead of rpgConstructModel if you aren't already (didn't look), Python object overhead is gross and the Slim version will reduce the amount of data that gets back-translated to Python after the model's constructed. If that's not enough, well, that's what native plugins are for.

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

Post by shakotay2 » Sat Feb 06, 2016 5:13 pm

MrAdults wrote:shakotay, why'd you delete that post? I was just coming here to reply to it.
After I reread Gh0stBlade's post and your reply I found that:
I assume that 0xFFFF is a valid triangle index based on what Gh0stBlade is saying.
this is true.
If as shakotay said those are not actually indices, then obviously, the solution is to not feed them in as indices.
and I was not.
So there was nothing in my post that would help to clear up things.
(It ony would have shown that I always need more time to understand things in their depth, especially at times where I'd better sleep. :D )
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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

Post by Gh0stBlade » Sat Feb 06, 2016 6:44 pm

aobw wrote: @Ekey Hi
The scene model appears to be a bit of a problem.
Could you fix it
THANKS!
Image
Section_1159.zip
That file is from the Xbox 360 version. It is already known that some meshes have vertices packed into a single 32-bit integer. The method in question is presumably the same as what they used to encode/decode the normals. I'm guessing there are other flags/parameter differences for specific types of meshes as it doesn't work on them all.

To save yourself the trouble I would recommend you use assets from the PC version. All art assets from the PC version are higher quality. An example of this is the chair mesh you uploaded X360 has 6012 vertices. PC: 21121. That's more than 3x the X360 vertex count there.

Unfortunately the Xbox 360 script is dis-continued as the PC version is released, though any features such as bones which were implemented recently should still work for Xbox 360.
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Post by Taner038 » Sat Feb 06, 2016 11:07 pm

still waiting for translation tools. (PC)
[roll] [roll]

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

Post by Blechpappen » Sat Feb 06, 2016 11:10 pm

Pleez guys I just want to know how I can extract those goddang mul files

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

Post by gula » Sun Feb 07, 2016 8:51 am

Image

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

Post by michalss » Sun Feb 07, 2016 9:33 am

I almost finnish localization. I will publish tools once im done completely with localization, not early then that. Please accept this..... All i can do for all of you is to extract all text and put it in here :) Also if game does not support your accent i cannot help, coz i dont know how to replace fonts. Fonts are in GFX format... Also have complete access to MUL files.....

This is from POLISH fonts....
Image
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0

Downloads from DropBox : https://dl.dropboxusercontent.com/u/

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

Post by Taner038 » Sun Feb 07, 2016 10:11 am

michalss wrote:I almost finnish localization. I will publish tools once im done completely with localization, not early then that. Please accept this..... All i can do for all of you is to extract all text and put it in here :) Also if game does not support your accent i cannot help, coz i dont know how to replace fonts. Fonts are in GFX format... Also have complete access to MUL files.....

This is from POLISH fonts....
Image
You're sharing font supports my language.
I'm waiting for you finish localization.
Thanks the helping us

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

Post by Blechpappen » Sun Feb 07, 2016 11:42 am

But how can I get AUDIO out of the mul files?? :(

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

Post by lacek33 » Sun Feb 07, 2016 11:46 am

Bet wins as the gfx files?

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

Post by michalss » Sun Feb 07, 2016 5:08 pm

All text from Game include DLC..

Code: Select all

https://dl.dropboxusercontent.com/u/38234344/Revers%20Engineering/Rise%20Of%20Tomb%20Raider_PC.rar
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0

Downloads from DropBox : https://dl.dropboxusercontent.com/u/

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

Post by aobw » Sun Feb 07, 2016 5:33 pm

Gh0stBlade wrote: That file is from the Xbox 360 version. It is already known that some meshes have vertices packed into a single 32-bit integer. The method in question is presumably the same as what they used to encode/decode the normals. I'm guessing there are other flags/parameter differences for specific types of meshes as it doesn't work on them all.

To save yourself the trouble I would recommend you use assets from the PC version. All art assets from the PC version are higher quality. An example of this is the chair mesh you uploaded X360 has 6012 vertices. PC: 21121. That's more than 3x the X360 vertex count there.

Unfortunately the Xbox 360 script is dis-continued as the PC version is released, though any features such as bones which were implemented recently should still work for Xbox 360.
THANKS @Gh0stBlade
Image

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

Post by Gh0stBlade » Sun Feb 07, 2016 7:03 pm

New fmt_TR2_mesh_1_5.py is available in first post. Special thanks to MrAdults Issue with triangle lists should be fixed on models containing meshes with face indices equivalent to 65535.

A new texture type is also supported.
Click the thanks button if I helped!

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

Post by Blechpappen » Sun Feb 07, 2016 8:46 pm

Hellooooou, please someone! How can I extract audio of these mul files? Is there a special tool for that that I don't know about but you all do? Please just help me, at least tell me IF there's a tool for that.

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