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 Post subject: battleye and ninja ripper
PostPosted: Sun Jul 08, 2018 1:54 pm 
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ultra-n00b

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Hi guys

i have a problem, I am trying to take a model from a game with ninja 1.7 but Battleye stop the process. any idea how to bypass it ?


14:53:36: Starting BattlEye Service...

14:53:37: Launching game...
14:53:39: Note: File blocks can be ignored if they don't cause problems with the game.
14:53:39: [INFO] Blocked loading of file: "E:\Ubisoft Game Launcher\games\The Crew 2\d3d11.dll".

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 Post subject: Re: battleye and ninja ripper
PostPosted: Sun Jul 08, 2018 9:00 pm 
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Hi
The utility does not work with anti-cheats.

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 Post subject: Re: battleye and ninja ripper
PostPosted: Mon Jul 09, 2018 1:23 am 
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rallyart04 wrote:
i have a problem, I am trying to take a model from a game with ninja 1.7 but Battleye stop the process. any idea how to bypass it ?

First of all, the security of the game has greatly improved since the first one, and for good reason since its an online game only and the first one was filled with cheaters and people using trainers and such.

Second, why don't you just use the unpacker already made for the game and the already made 3dsMax script as well to import what ever geometry you want to your hearts content, it supports both first and second game.

Search function is your best friend, try it and you'll love it, no need to struggle with other software.


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 Post subject: Re: battleye and ninja ripper
PostPosted: Mon Jul 09, 2018 12:23 pm 
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ultra-n00b

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first of all thanks for answer both of you guys. really i saw something about the first title but I didn't think that it worked with the second tittle


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 Post subject: Re: battleye and ninja ripper
PostPosted: Mon Jul 09, 2018 11:00 pm 
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I have followed your suggestion, even if there are a lot of confusion of files and lods, however where is the textures ?


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 Post subject: Re: battleye and ninja ripper
PostPosted: Tue Jul 10, 2018 1:26 am 
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rallyart04 wrote:
I have followed your suggestion, even if there are a lot of confusion of files and lods, however where is the textures ?

Assuming you used the unpacker that got all files out, with XBG as meshes and the textures as XBT, they are DDS inside, there was tool that can make them work, I no longer remember where it was posted unfortunately.
I also remember trying to access the textures a very long time ago with Dragon UnPACKer 5.

And yes your right the files are kind of a mess, no names no file/folder structure, its all pretty much a guessing game, but its all we have right now.

Good luck.


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 Post subject: Re: battleye and ninja ripper
PostPosted: Tue Jul 10, 2018 1:59 am 
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the last thing omg i have never had problems this way lol ok i used the TC2 Unpacker and XBGmover, now the big problem. in the folders The Crew 2\data_win32\Unpacked\vehicles_resources\graphics\vehicles\cars\bentley i have the files 00F700498FC775FE.xbg etc etc well i assembles the car and look perfect but the poblem is i miss the roof and other things now my question is.... the other parts are in __Unknown folder??? please tell me no because there are billions file :(

I thank you for your help!!!!!!!!!!


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 Post subject: Re: battleye and ninja ripper
PostPosted: Tue Jul 10, 2018 3:54 am 
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rallyart04 wrote:
ok i used the TC2 Unpacker and XBGmover

XBGmover was designed to work and synchronized with the first game only and its unpacker, I personally never tried it with the second game to see the results, so expect unwanted results.
rallyart04 wrote:
now the big problem. in the folders The Crew 2\data_win32\Unpacked\vehicles_resources\graphics\vehicles\cars\bentley i have the files 00F700498FC775FE.xbg etc etc well i assembles the car and look perfect but the poblem is i miss the roof and other things now my question is.... the other parts are in __Unknown folder??? please tell me no because there are billions file :(

That is correct, XBGmover will place the known meshes based by the material files which they hold folder structure with some main textures but not all, and that's how it guesses few meshes only, now the crazy part is that, majority of moving parts or those than can be customized, are spread out all over the _Unknown folder, that's where the guessing game begins, you need to import one by one, take notes as to which one works, then move to another, so on and so forth, sounds like fun right?

Well, it is what it is, for now at least, I hope.



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