Poll & Discussion: We wish the site to continue (Y/N)
Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
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Ekey
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
Dunno. For example on Delphi writed game : Space Rangers HD: A War Apart (2013) and on BCB writed Act of War series. I do not think it sucks 
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howfie
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
i didn't say delphi sucks
, it's just that the guy who created delphi no longer works on it. he works on C# now
. were you programming when borland became inprise for a few years a decade or so ago? some people stuck with them but a lot of people, including myself, abandoned ship on anything Borland lol.
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Ekey
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
Oh okay... Well maybe you right
... Go write packer on C#
?
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Ekey
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
howfie wrote:be my guest my fellow programming buddy.
Nah... let Rick do it.

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howfie
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
BTW, for those who come in here and see nothing but picture spam, Ekey posted a nice file extractor a page back or so lol.
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Ekey
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
Okay...howfie wrote:
See Below : updated tool. Nothing special, just game path saved in ini settings
Last edited by Ekey on Sat Mar 23, 2013 9:21 pm, edited 1 time in total.
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Sammie
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
Can you tell me 2-3 filenames?howfie wrote:the only thing i'm going to do, if sammie doesn't do it, is get the models that he/she couldn't get (quite a few meshes crash noesis).
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howfie
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
sorry sammie, now that ekey posted his extractor, i deleted all of my files. though i do have some notes saved on the files that crashed.
some of the models have a special parts list. normally the three values are
#1 index buffer start for part
#2 number of triangles in part
#3 number of vertices in part
but in these ones they are something else:
it's like
#1 index buffer start for part
#2 number of indices used in part / 2
#3 number of indices used in part
some of the models have a special parts list. normally the three values are
#1 index buffer start for part
#2 number of triangles in part
#3 number of vertices in part
but in these ones they are something else:
Code: Select all
ib_start n_indice n_indice
--------
2
2C8B1BBD A6527940 B6E009BE 0000803F 00000000 E0120000 C0250000 B2020000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
F216BC3E 5A7489C0 99650BC0 0000803F C0250000 80090000 00130000 B2020000 00000000 00000000 01000000 00000000 00000000 00000000 00000000 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
5F4EC2BF 09274F41 93045FC1 0000803F C0380000 A0120000 40250000 B2020000 00000000 00000000 02000000 00000000 00000000 00000000 00000000 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
031E633F 54544D40 400631C1 0000803F 005E0000 20020000 40040000 B2020000 00000000 00000000 03000000 00000000 00000000 00000000 00000000 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
#1 index buffer start for part
#2 number of indices used in part / 2
#3 number of indices used in part
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Sammie
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
Thx howfie, I found the model (003:3CBA8000).. looks like wisps of hair of lara. I can include a workaround, but I think it's not a "real" mesh, cuz if there is only one "face" between two vertices (number of indices / 2), then its not a real face/triangle. The "faceCount" in the facegroups is not divisible by 3, but by 2. So its not a triangle and the reason why rpgCommitTriangles fails. Its more like a spline or something else for hair-dynamics. Just like a start+endpoint of each hair and the "face"-info is the connection between both.

But now we know Lara has 12576 single hairs

But now we know Lara has 12576 single hairs
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Ekey
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
Fixed strange bug on Win7: "Out of Memory" - while decompression.
see below
see below
Last edited by Ekey on Sat Mar 23, 2013 9:21 pm, edited 1 time in total.
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shadowmoy
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
is it me or lara have 2 skeletons ?
file :0x6bd91800.mesh
what i see :
one skeleton for ingame
one skeleton for facial anims
it is problematic to export it to smd and reimport in max
any clue on this ?
file :0x6bd91800.mesh
what i see :
one skeleton for ingame
one skeleton for facial anims
it is problematic to export it to smd and reimport in max
any clue on this ?
_-=<(¯`·._.·[ CodeMan ]·._.·´¯)>=-_
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howfie
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
codeman, it's all under one skeleton for me.

BTW, Ekey, you own the first post, why not update the first post with your tools and link to Rick's SVN binaries as well?

BTW, Ekey, you own the first post, why not update the first post with your tools and link to Rick's SVN binaries as well?

