Tomb Raider Legend Models

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Tomb Raider Legend Models

Postby Alhexx » Thu Jun 08, 2006 23:26

I have been working on the TRL model format for some time, and I have the first (though very simple :mrgreen: ) results:

Image

This is a screenshot of a part of Lara's torso rendered in Milkshape 3D.
I know it's not much - but it's a beginning... 8)

I'll tell you as soon as I make some progress.

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Postby Alhexx » Mon Jun 12, 2006 20:43

Some progress, hehe...

I have been able to decode almost the complete geometry...

This is Mrs. Croft in her white bikini outfit.
Image

As you can see, I still have some problems with the normals.
And the texture coords are playing an evil game with me, too...

- Alhexx

- edit -
I have just found out, that I was reading out the normals well. Just Milkshape mixed them up.
I can view the model perfectly in my own viewer:
Image
Last edited by Alhexx on Tue Jan 02, 2007 13:30, edited 2 times in total.
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Postby mirex » Tue Jun 13, 2006 12:45

Very nice ! :-) keep up the good work.
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Postby Alhexx » Tue Jun 13, 2006 23:21

I have made some progress with grouping and texture coordinates, but it's really weird...

Image

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Postby jacobian » Thu Jun 22, 2006 17:04

Well done! :o

Were you able to solve the issue with the UV coordinates?
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Postby dany25 » Fri Jun 23, 2006 10:05

did you use hex2float for converting the hex?
How to recover the polygon?
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Postby Alhexx » Fri Jun 23, 2006 14:30

jacobian wrote:Were you able to solve the issue with the UV coordinates?

Unfortunately not. And I doubt that I will have time for that during the next week :(

dany25:
No, I'm not using hex2float. I can view all that stuff in my hex-editor.

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Postby dany25 » Sun Jun 25, 2006 13:48

what is the name of your hex éditor (i use ultraédit)?
and what is the shp file did you have décoding?
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Postby Alhexx » Fri Jul 14, 2006 15:33

I Am The King Of The Hill! :P

Finally, after spending dozens of hours in front of my Hex Editor, I have finally managed to decode the texturing information in the model files!

Image

Expect more results (soon).

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Postby jacobian » Fri Jul 14, 2006 21:26

Image

Just awesome. Kudos to ya!
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Postby mirex » Sat Jul 15, 2006 7:05

Very nice man ! Good work !
Do you want to show the format description here or some kind of plugin / converter ?
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Postby Alhexx » Mon Jul 17, 2006 19:55

mirex wrote:Do you want to show the format description here or some kind of plugin / converter ?


Not yet, I'm not far enough to decode the models 100% automatically.
However, I plan writing some plugins for Milkshape, 3ds Max and Maya.

A format description will come, however, I cannot say when yet...

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TRL Mesh

Postby JackDaniels » Sun Aug 13, 2006 2:04

Nice, I'm waiting for the Milkshape plugin....
Maybe Mete would help at this point, you've come so far....and I think he had to make changes for Sims2 to work
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Postby Mark » Sat Sep 02, 2006 2:56

Any news on the 3ds max importer? There is a program that can extract some files from the game. It can convert the DRM files into OBJ files, so you can import them in any 3D app. It can extract textures as well.

http://bloodraynemassacre.info/portal/v ... .php?t=153
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Played with the bigfile format...

Postby deresoluted » Sun Sep 03, 2006 20:46

Witness my feeble effort at decoding the fileformat of the bigfile.000 at
http://www3.sympatico.ca/richmann/.
Use the "Lara !" menu...
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Postby Alhexx » Sun Sep 03, 2006 23:42

I have also decoded the bigfile format some while ago, but since DarkFader had already written a bigfile ripper, which was also able to rip the filenames, I did not see any reason why I should investigate that format any further.

As for the model format, Turfster has written a working DRM-2-OBJ converter for the models.
(damn, I thought I would be the first to convert Lara to OBJ - but it seems like I've been to lazy... :evil: )

If you are interested in playing around with Lara in 3ds max or maya, grab it.

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Thanks for reply...

Postby deresoluted » Sun Sep 03, 2006 23:54

..I have both these and others (like the TombRipper source code) but the fact remains, until the fileformat has been described enough that differently-sized block of data can be replaced and the FAT ajusted, we can't say we can really edit that game, much less make our own (like Turnbo Pascal did with TR4 (and he was undone by the official TRLE (TombRaider Level Editor)))

Anyone has any info on how to parse that file?

I'll keep at it but I am probably not the most adept at this...
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Postby OmegaThree » Mon Jan 01, 2007 19:42

I'd also like to see the skeletal rig retained. Models by themselves aren't very useful unless you're good at skinning, which I am not.
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Postby Alhexx » Tue Jan 02, 2007 10:12

Yes, but unfortunately, I didn't find the skeleton within the models yet... :(

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awesome

Postby shades » Fri Sep 21, 2007 1:18

hey good job...i gt a question you might be able to help.

i'm trying to get some cool wallpaper stuff done with TR:L. But theres only so much you can do in-game. Like all the movements are pre-programmed...how she walks..jumps etc..

Is there a mod or way I could get the Lara model seperate (prefferably in a black/white background to make it easier for editing) which allows me to effectively drag her limbs and control each joint etc. For example...some of the renders and "model poses" you see of tomb raider are not achievable in-game.

Anyone know how you could do this?
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