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[PC] Shadow of the Tomb Raider .tiger

Featured Replies

  • Author
  • Localization

Ekey, posted Thu Sep 13, 2018 9:50 pm (38312)


The same situation as with Deus Ex: Human Revolution Director's Cut (Wii U)

AnonBaiter wrote:
Okay, how about this:
Is there any way to extract the files in a sequential order like .000, .001, .002 and up until .027 for the "bigfile-wiiu" archive? The same can also be applied to the "dlcpack-wiiu" archive, which ends at the .005 file.


Code:
struct TigerHeader
{
   uint32_t   dwID; //TAFS
   uint32_t   dwVersion; //5
   uint32_t   dwPartsCount;
   uint32_t   dwTotalFiles;
   uint64_t   dwUnknown;
   uint8_t    m_Platform[32]; //pcx64-w for PC
};

struct TigerEntry
{
   uint64_t   dwNameHash; // Fnv64
   uint64_t   dwLanguageID;
   uint32_t   dwSize;
   uint32_t   dwUnknown1; // ???
   uint32_t   dwUnknown2; // ???
   uint32_t   dwOffset;
};
  • Author
  • Localization

BadBoy, posted Fri Sep 14, 2018 3:19 pm (38352)


aluigi wrote:
The format seems very simple:
http://aluigi.org/bms/tomb_raider_tafs.bms

Thank you, Aluigi. It's works perfectly. But doesn't have names. How do we find the names and Hash?

Ekey wrote:
The same situation as with Deus Ex: Human Revolution Director's Cut (Wii U)

AnonBaiter wrote:
Okay, how about this:
Is there any way to extract the files in a sequential order like .000, .001, .002 and up until .027 for the "bigfile-wiiu" archive? The same can also be applied to the "dlcpack-wiiu" archive, which ends at the .005 file.


Code:
struct TigerHeader
{
   uint32_t   dwID; //TAFS
   uint32_t   dwVersion; //5
   uint32_t   dwPartsCount;
   uint32_t   dwTotalFiles;
   uint64_t   dwUnknown;
   uint8_t    m_Platform[32]; //pcx64-w for PC
};

struct TigerEntry
{
   uint64_t   dwNameHash; //Fnv64
   uint64_t   dwLanguageID;
   uint32_t   dwSize;
   uint32_t   dwUnknown1; // ???
   uint32_t   dwUnknown2; // ???
   uint32_t   dwOffset;
};

Can you make unpacker and packer? :roll: We need make crazy mods :D
  • Author
  • Localization

AnonBaiter, posted Mon Sep 17, 2018 3:17 pm (38569)


holy shit that post ive made regarding that DXHR game for the WiiU was like years ago
damn you notifications
  • Author
  • Localization

Sydie, posted Wed Sep 19, 2018 3:50 pm (38619)


aluigi wrote:
The format seems very simple:
http://aluigi.org/bms/tomb_raider_tafs.bms


Hey Aluigi
I've tried unpacking bigfile.000.tiger with your script tomb_raider_tafs.bms, but got only 75% extracted and the files are without names and most of the extensions are .dat
Can you tell me what this script does - is this just a temporary solution so people can go through the extracted files and see what's what?
Is there a way to identify which of these dat files are meshes and textures?
  • Author
  • Localization

aluigi, posted Wed Sep 19, 2018 5:30 pm (38623)


The archived files have a very small alignment (16 bytes) so you should get a very high % of coverage (above 95%).
The table with the information of the files is simple and there are no compressed or chunked files.
So I don't know why the format of the archive covers only 75% of it.
  • Author
  • Localization

ftc1718, posted Fri Sep 28, 2018 6:57 am (38857)


Sydie wrote:
aluigi wrote:
The format seems very simple:
http://aluigi.org/bms/tomb_raider_tafs.bms


Hey Aluigi
I've tried unpacking bigfile.000.tiger with your script tomb_raider_tafs.bms, but got only 75% extracted and the files are without names and most of the extensions are .dat
Can you tell me what this script does - is this just a temporary solution so people can go through the extracted files and see what's what?
Is there a way to identify which of these dat files are meshes and textures?


Hi Sydie
I got the same problem. Did you fixed it?
  • Author
  • Localization

BadBoy, posted Wed Oct 03, 2018 5:58 am (38960)


Aluigi, Can a filelist be created with Procmon or API Monitor? Or is it impossible? :roll:
  • Author
  • Localization

aluigi, posted Wed Oct 03, 2018 10:53 am (38963)


BadBoy wrote:
Aluigi, Can a filelist be created with Procmon or API Monitor? Or is it impossible? :roll:

That would be possible only if the game tries to load the files outside the archive before those in the archive.
Some games do that, others do the opposite (first archive and then sparse files), others require archives.
  • Author
  • Localization

kotn3l, posted Mon Oct 22, 2018 12:27 pm (39786)


Any news of 3D models extraction from the game? :/
  • Author
  • Localization

sergop, posted Wed Dec 12, 2018 12:12 am (41291)


I used quickbms and Delutto's tool to get the text but i cant find the fonts. Does anyone knows where are the fonts? I need to change the english ones with the russians.
  • Author
  • Localization

kabox, posted Wed Aug 04, 2021 11:32 am (65501)


sergop wrote:
I used quickbms and Delutto's tool to get the text but i cant find the fonts. Does anyone knows where are the fonts? I need to change the english ones with the russians.


yes, I know, Font is gfx in bigfile.000.tiger

use "TIGGERUnpacker.exe" of Ekey modder to extract bigfile.000.tiger then use "DRMDumper.exe" to dump fontuniversal

But no way to re-pack into bigfile.000.tiger. I think Ekey not support tool to re-pack them.

You must inject one dll to the game with your font.gfx.

So anything else ?
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