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matthewmhinson

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  1. zMaZT3Rz
    zMaZT3Rz
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    When porting objects to TR2013, do I need to fill all of the og objects places with my custom objects, or if all of the custom objects I need have appropriate amount of vertex groups and there's 10 or 15 original objects I didn't replace, can I just exclude them from exporting and they're not suddenly going to appear over the modded objects in the game? I'm adding Definitive Edition assets and for example pants and boots are individual objects and not one solid block like in 360/PS3 era version of the game.

    As I recall, in the original mod tools, you had to make the original parts invisible by removing the geometry but leave their object data intact.

    Second, I noticed that Lara's eyebrow mesh doesn't get imported for some reason, the one that texture 500 belongs to. I'm not 100% sure, but material 73 is the only one that doesn't get by any object that gets imported to Blender.

    Also, is there a way to tell if multiple models share the exact same skeleton, so for example if I'm modifying Lara, I can parent all other outfits to for example v2_lara's skeleton in Blender

    Finally, I'm guessing the binary templates can be used with this game despite it saying tr11?
    1. zMaZT3Rz
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      Oh and what does the "Export all Lara duplicates" do? Can't find anything in the documentation about it.

      Sorry for the spam, but I noticed that the exporter also seems to export objects  that are simply parented to the skeleton but I didn't select. I've got some stuff I don't want exporter as a backup, but don't want to constantly remove from being parented. Would be better if it exporter only everything that you manually select.
    2. matthewmhinson
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      The Blender addon here is more flexible than the previous Noesis plugin. You can do everything you want with the model parts - change them, delete them, add new ones - without caring about the original. The same goes for vertex groups. You can also reference materials from other models as mentioned in the documentation. And you don't even need to overwrite an original file.

      The addon imports the complete model, so if there's no mesh for the eyebrows, they're defined in some other place that I'm not aware of. For example, the game has "action graphs" which can swap a model's default material for another.

      For Lara, the game only uses the skeleton from laracroft.drm in practice, so the outfit skeletons don't matter much.

      The tr11 templates only work for TR11 (SOTTR). For TR2013, you need to use the tr9 templates, which I only created for 010 Editor. (The ImHex mention on the Description tab was a copy-paste from the SOTTR page - I went ahead and deleted it.)

      "Export all Lara duplicates" does what it says: if you export e.g. v2_lara, it'll also produce files for v1_lara, v4_lara and so on. This is a convenience feature for modders who simply want to create one outfit that gets applied throughout the whole game. (It'll be disabled by default in the next update, however)

      When you select a model part that's parented to a skeleton, the addon will indeed export the other parts under that skeleton as well. This is again a convenience feature - I think most modders only work on one outfit at a time and don't want to have to select all the parts each time they export. If you want to have multiple outfits in one scene, you can parent them to different copies of the skeleton.
    3. zMaZT3Rz
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      Alright thanks.

      About the last part, basically I have bunch of prototype objects of various objects I don't want to delete in case I need them in the future, which are parented the main skeleton for convenience sake and have random material name and the addon wants to also export them as well, which results in me getting an error that something is wrong. It would be nice if there was an option to maybe turn on "export only selected objects" like there is with the obj and other Blender factory default formats.

      In addition, it's now complaining when exporting that:

      ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
        File "C:\Users\User\AppData\Roaming\Blender Foundation\Blender\4.3\scripts\addons\io_scene_tr_reboot\BlenderNaming.py", line 224, in parse_bone_name
          raise Exception(f"{name} is not a valid bone name.")
      Exception: Exclude me is not a valid bone name.


      It doesn't say what is not a valid bone name. I haven't changed any of the bone names of the skeleton and vertex groups to me look just fine with exportables.

      Edit: Ah damn, it's complaining about a vertex group I needed for custom normals for the hands. Would be nice if it just ignored all groups that don't match the game bones.

      Edit 2: It's also now complaining about shape keys as well.
    4. zMaZT3Rz
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      Another question, can you modify the proprietary TR2013 purehair system or whatever it's called instead of plainly removing it as you mentioned in the documentation? I noticed you can import the splines into Blender as a hair curve object, but can one basically convert the ROTR/SOTR purehair system into the hair curve format and export that for the game?

      Also where's the patch002 backup file located?
    5. matthewmhinson
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      The Blender addon meanwhile supports not just importing but also exporting TR2013 hair - it's just not officially announced/documented yet. You can edit the hair, but not convert from Rise or Shadow.

      The tiger backup is stored right next to the original.
    6. zMaZT3Rz
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      Importing back to the game?

      I mean, I have a way of extracting the ROTR/SOTR purehair with some older Deus Ex Mankind Divided tool released years ago from Xentax and importing it to Blender as edges, that then can be converted to what ever one desires.
  2. zMaZT3Rz
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    Not sure what I'm missing. I made sure that vertex group and object names matched exactly between the modded objects and the original objects, yet, this is what for example v5_lara looks like (ignore the mismatched textures, I haven't modded those in yet, wanted to test the models.)



    I'm guessing this is what all of the outfits look like as well since I just finished modding all of the outfits.

    All of the clothing is missing and the hands I presume have incorrect weight painting, yet in Blender, the hands and everything work perfectly fine with the v5 skeleton and same is true for all of the outfits.

    Edit: Rest of the body I guess is imported to the game, but they don't work correctly at all. All the missing objects are those small spaghetti wraps right below Lara.

    1. zMaZT3Rz
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      As you can see, it works just fine in Blender (this is v5_lara), all objects are children of armature v5_lara_skeleton_23800 and they all have same names of the og objects which I saw fit best. Materials also look fine, at least everything is attached to some game material and they don't have .001 in the names.
    2. zMaZT3Rz
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      This is the armature hierarchy:



      This is the weight painting on the pants. I manually renamed all of the Definitive Edition armature bones to match the TR2013 bone names and before that, I imported all of the outfits in one scene and made all of the outfit objects the children of the DE armature I was editing after the TR2013 armature. Draw ids and flags are also the exact same in namesake objects.



      Upon exporting v5_lara, it also made files 23800.tr9modeldata, 23803.tr9dtp, 106886.tr9dtp and 106888.tr9dtp. Same is true for all of the other outfits, except the names are different and file sizes vary. Game also worked and loaded just fine.

      Edit: Okay so I tried inserting just one original object with rest of the modded objects and it appeared. However, it looks the exact same as the namesake modded object within Blender.
    3. zMaZT3Rz
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      Okay, new update. I imported the original v5 outfit, removed the visual geometry from the tanktop mesh and joined the custom Definitive Edition mesh to the original object and imported that to the game. Nothing else was changed, all vertex groups and materials remained the same and it worked.

      So, in short, directly replacing the mesh of the original object worked, but if I make a new object and just rename the object name and material and just add the appropriate vertex groups, it doesn't work.

      Unless, this was always the intended way, but I was under the impression that you only had to adhere to the naming protocol, not that you need to edit the original objects' visual geometry, especially since OP mentioned in the first comment to me that
      "You can do everything you want with the model parts - change them, delete them, add new ones - without caring about the original. The same goes for vertex groups. You can also reference materials from other models as mentioned in the documentation. And you don't even need to overwrite an original file."
      , which I pretty much initially did.

      Edit: I deleted meshes of all the original objects, then joined all modded objects with the original namesake objects, cleaned them up and imported them to the game it worked. Not sure if this was always the intention, but I got the impression from earlier that you didn't have to do that.
    4. matthewmhinson
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      Joining new objects with original ones was and is not necessary. I just retested it: imported v2_lara, added a cube, renamed it, parented it to the skeleton, added a vertex group + assigned weights, assigned a material, and set flags and draw group ID. Exported the model and the cube showed up ingame, undeformed. As such, I'm not sure what's going wrong on your end, sorry.

      I will point out that you should be careful with changing the skeleton. Outfit skeletons must exactly match the skeleton in laracroft.drm, so if you replace one outfit's skeleton by the DE one without also changing laracroft.drm, you'll likely get problems even if the bone names match.

      For future questions, feel free to DM me so as not to spam this comment section too much.
    5. zMaZT3Rz
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      Outfit skeleton is the same one as imported, nothing was changed with it, the only thing pertaining to Definitive Edition is that I matched the bone names of DE skeleton to the PC version so that the vertex groups of DE objects matched to the PC edition (when you parent objects to armature and add armature modifier to objects, vertex groups update automatically when renaming bones).

      In fact, if I add a freshly imported outfit to blender, then add the modded objects to it as they should be, it still breaks. Or use the older skeleton and add the fresh objects with my modded objects joined to them, it works. I even tried matching the draw groups and flags and it still broke as seen in the screenshots. Only when I joined the modded objects with the freshly imported objects after removing the fresh objects' meshes, it worked. Vertex groups are just fine considering they work when I join the model. I'm using Blender 4.3, but not sure if that even changes anything.

      I'll still try experimenting with something if it's just an issue on my end. Or I'll just join the modded objects to the imported objects, I conjured up a script for Blender that does everything in 2 seconds in any case.

      I should also mention in an unrelated note that even though I adjusted the eyes to a new position and actually modified the eye and eyelid bone origins to the center of the "cornea" meshes, it works just fine in the game, didn't even have to edit laracroft.drm, just editing each outfit skeleton worked. Or at least it appears with the v5 outfit, the eyes don't pop out of the sockets as what happened with the earlier tools.

      In addition, importing higher res textures than what were originally doesn't break the game. Unfortunately have to use the limiting dxt1/5 formats, dxt5nm method or saving as 8.8.8.8 ARGB 32 bpp / unsigned for normal maps instantly crashes the game or the normal map appears flat in the game (dxt5nm).
  3. iceistea
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    Totally great job! I just have one question though. I replaced Lara's boots with Sam's. I adjusted it in a way that it won't deform. But ingame, the boots don't show up. Do you know the reason?
  4. cristians7
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    para que sirve el mod?
  5. VarVarJeg
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    how do i get this working on linux, selected 2013 and after that it crashes, i use ge proton
  6. zMaZT3Rz
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    Do you have a place I can donate? Honestly these mod tools are a godsend.

    Also a question, can you modify the coordinates of the bones of the skeleton and export them to the game so that the game plays the animations in the new coordinates?

    In addition, do I need to adhere to the old principle from the og mod tools, where basically each mesh could only support a certain amount of vertex groups (I think it was 32) and going past it would cause the game to crash and to circumvent this, the models were split into multiple meshes, which also meant you couldn't add crazy detailed weight painting to the models.

    Lastly, is the "lara_fullblood" archive still moddable? When I made my mod to this game in '23, I realized that the outfit was completely unmoddable. Basically, the old mod tools could supposedly find the correct files as I recall, but then nothing appeared in the game and had to use Special K to fix the textures. The fullblood outfit appears when Lara drops into the pool of blood in the geothermal caverns under the Solarii fortress after the Shantytown section of the game.
    1. matthewmhinson
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      I don't take donations, but thank you for offering.

      The Blender addon supports editing the skeleton in laracroft.drm, but I haven't tested whether this affects animations. The feature mainly exists for adding cloth bones.

      Each TR2013 mesh indeed only supports a maximum of 42 vertex groups. This is a limitation of the game, not the modding tools. However, the Blender addon checks the limitation for you, so you don't have to count them yourself before exporting.

      All meshes should be moddable. If you find one that can't be imported or exported, let me know.
    2. zMaZT3Rz
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      Thanks!
  7. zMaZT3Rz
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    Well well well
  8. Xenoi12
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    haave isssue how do you get  it it to work with mods that require larabat to run  i tried put a mod that requires it on the loader didnt work i tried putting the mod in the loaded and running bat didnt work
  9. caotuananh14
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    i play tomb raider GOTY, i extract mod and run TR2013reboot .exe but nothing happen
  10. Gydehn
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    Is there a way to further extract the .tr9dtp file contained within the extracted DRM file? I'm trying to modify the font file, which seems to be embedded within it.