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 Post subject: Re: Ninja Ripper
PostPosted: Sat May 04, 2013 11:58 am 
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Im trying to rip some meshes from Dead Island, but i got blue texture in 3d max.
I have tried to change the vertex layout from u:3 v:4 up to u:22 v:23 but no success.
can u give me a hint, whats the correct config to import to 3ds max?


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 Post subject: Re: Ninja Ripper
PostPosted: Wed May 22, 2013 7:44 pm 
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Does ninja ripper works on dreamcast emulator?i read above post that ripping result from pcsx2 has a lot of problem using this tools,i wonder if its happen to other emulator (epsxe,project64,dolphin,or even nullDC)?does anyone has tried to rip from other emulator using this tools?how the result?

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 Post subject: Re: Ninja Ripper
PostPosted: Wed May 22, 2013 11:48 pm 
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Ninja Ripper doesnt work on NullDC/EPSXE, however did work on Dolphin and for Project64 if recall there is an option to dump the current
scene on obj there is also more emulators from PSX/XBOX that i didnt test yet so you will need to take a look at those.


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 Post subject: Re: Ninja Ripper
PostPosted: Mon May 27, 2013 1:17 am 
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I have 3d stuido max 9 x86
I downloaded the max script and it tells me every time I try maxscript>run

" Maxscript autoload error

---unknown "processaffinity" in #struct:sysinfo("

it goes on to say a whole bunch <fn> and <systemglobal> listings which I can list if needed.

someone once posted a screenshot of this very error and never got an answer. what am I doing wrong?


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 Post subject: Re: Ninja Ripper
PostPosted: Mon May 27, 2013 6:38 pm 
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octaviousrex wrote:
I have 3d stuido max 9 x86...

The readme says use 3ds Max 2009 or above.

help_en.txt wrote:
IMPORTER FEATURES
to import models used 3ds max version 2009 and above...

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 Post subject: Re: Ninja Ripper
PostPosted: Tue May 28, 2013 7:34 pm 
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I recall the ninja ripper saying it was tested on max 9 x86 and working. but if it needs 2009 version then I'll see what that will set me back. thanks for the information.


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 Post subject: Re: Ninja Ripper
PostPosted: Sun Jun 02, 2013 2:09 pm 
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The Chief wrote:
Ninja Ripper doesnt work on NullDC/EPSXE, however did work on Dolphin and for Project64 if recall there is an option to dump the current
scene on obj there is also more emulators from PSX/XBOX that i didnt test yet so you will need to take a look at those.


Well too bad if that so :( i plan to rip shenmue 2 model on nulldc using this tools,but since you say its not working in that emulator,guess i need to figure other way to rip the models

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 Post subject: Re: Ninja Ripper
PostPosted: Sun Jun 02, 2013 5:35 pm 
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aagems wrote:
The Chief wrote:
Ninja Ripper doesnt work on NullDC/EPSXE, however did work on Dolphin and for Project64 if recall there is an option to dump the current
scene on obj there is also more emulators from PSX/XBOX that i didnt test yet so you will need to take a look at those.


Well too bad if that so :( i plan to rip shenmue 2 model on nulldc using this tools,but since you say its not working in that emulator,guess i need to figure other way to rip the models


well for Shenmue in this forum i recall some models and tools avaible for those games if you wish you can take a look at here:

http://www.shenmuedojo.net/forum/


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 Post subject: Re: Ninja Ripper
PostPosted: Fri Jul 05, 2013 5:26 am 
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blackninja wrote:
Hi. Im author of NinjaRipper

Here beta version 1.1.2 with fixed "purple" textures in Dx11 and gamma in Dx9

http://blackninja2000.narod.ru/files/ninjaripper112.7z


can you please post the updated ninjaripper 1.1.4, can't seem to download from your website
thanks...


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 Post subject: Re: Ninja Ripper
PostPosted: Sat Jul 06, 2013 9:04 am 
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Does someone know how to make ninja ripper work with MK:KE??

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 Post subject: Re: Ninja Ripper
PostPosted: Fri Jul 12, 2013 7:29 am 
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Darko wrote:
Does someone know how to make ninja ripper work with MK:KE??

For UE3 use Umodel


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 Post subject: Re: Ninja Ripper
PostPosted: Fri Jul 12, 2013 2:57 pm 
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Ekey wrote:
Darko wrote:
Does someone know how to make ninja ripper work with MK:KE??

For UE3 use Umodel


Yeah, but the little inconvenient that umodel doesn't support the second uv layer for hair.

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 Post subject: Re: Ninja Ripper
PostPosted: Sat Jul 13, 2013 2:34 am 
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So it rips nicely, but some games got a weird stretch/skew thing going on. Easily fixable manually, and i know it has something to do with the ingame camera/fov(dxripper had the same problem). Dxripper fixed it with the .3dr importer script.

Anyway to fix it with the ninja ripper importer script?
from this:pic.twitter.com/6xc4LiXm9i
to this:pic.twitter.com/kdBpE5zJIR

:) Also, mega props to the guy who made this, I'm talking to you, blackninja(also tosyk) :)

EDIT: Forgot to add, look up a tool called "game assassin", it's Chinese, but it seems very similar(weights etc). It can do animations as well(apparently).

Also, after it captures a frame, the screen goes black, but the game resumes playing like normal. Any reason? I can still capture another frame while the screen is black. Directx9, spiderman:web of shadows


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 Post subject: Re: Ninja Ripper
PostPosted: Sat Jul 13, 2013 3:06 am 
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Am I using wrong version of max or something? I just dled latest version of ninja ripper, using dx 11 for the options in the gui.

I spent the whole day trying to ninjarip hitman absolution and then in 3dsmax, the textures are ripped, but all the models are a thin piece of square that just slaps the whole texture on it -_-

So it doesn't work....


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 Post subject: Re: Ninja Ripper
PostPosted: Sat Jul 13, 2013 3:09 am 
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can ninjaripper support x64 apps in the future?


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