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arc_

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matthewmhinson

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58 comments

  1. Hello Sir,

    I have done a fresh Installation and installed after this Mod Extractor 1.6.1

    Now, when I launch your Extractor and enter lara in the search field at the top, I will get all the Lara data.
    After this I view Folder called "cine_v1_lara.drm" via Blender 1.42 and import / export this untouched file. 

    Now if Iam playing this new mod, her face is damaged in the game (first sequenz) .

    Can you please check this ?
  2. assem4444
    assem4444
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    Why can't I run all .exe files (Modding Tools)?
    No errors. They just don't work.
    I checked Windows Defender.
    Windows 11 23H2
    Any help?
  3. deleted252308127
    deleted252308127
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    Would you please make it compatible with definitive edition because Lara design there is hot & sexy and i can run game much more smoother than other 3 editions
    1. matthewmhinson
      matthewmhinson
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      I have no plans for that, sorry. It's enough work to support three games as it is :)
  4. zMaZT3Rz
    zMaZT3Rz
    • supporter
    • 30 kudos
    Well well well
    1. JoshiiFox
      JoshiiFox
      • member
      • 3 kudos
      XD I had to leave a comment, never seen this one before ^^
    2. livefreexyz
      livefreexyz
      • member
      • 8 kudos
      lmao
  5. Shadow41429
    Shadow41429
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    How do you get this mod (survivor is reborn) to work? I have tried almost everything, I switched from GOTY edition from EPIC to steam 2013 edition which has the bigfile.000.tiger file. I get these errors.

    "Tomb Raider
    ERROR: Out of memory. Often caused by out-of-date content (rebuild!), or due to heap fragmentation!), "Misc" requested 2921028628 bytes (2852567.0 kB 2785.7 MB) (409440368 total free (399844.1 kB 390.5 MB))
    OK"

    After I hit OK, this error pops up:

    Tomb Raider
    Error while reading game data.
    Please verify the integrity of the game files using the Steam UI. For step-by-step instructions, see
    https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
    OK

    After I do verify the integrity of the files. I can play the game but the mods aren't installed. And if I install the mods the cycle repeats. I have played modded GOTY version of the game without any issues and without the use of a mod tool. Please help or allow me to understand how to install said mods.
    I don't know what to do. I have tried almost everything. Idk if the modding tool is the problem either.
  6. GunshopKendo
    GunshopKendo
    • member
    • 0 kudos
    Hi everyone, I've been trying to make some mods for this game using these tools but haven't been able to. So, would anyone here be willing to make a mod for me and I'd pay them some money for their work in return? If you're interested, please send me a private message. Thanks.
  7. GunshopKendo
    GunshopKendo
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    Good work, thanks
  8. Hey guys, sorry if this is a dumb question, but when I click on the trreboottools mod manager exe it asks me for rottr installation folder. I don't know what that is or where it is, I bought the game on gog and I have the 2013 version. Any help?
  9. Chymtoi
    Chymtoi
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    If I just wanna edit the texture then what format of dds should i use?
  10. zMaZT3Rz
    zMaZT3Rz
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    • 30 kudos
    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
      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
      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
      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
      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
      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
      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.