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 Post subject: Re: Ninja Ripper
PostPosted: Thu Jun 01, 2017 12:02 am 
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Escope12 wrote:
Is it possible to edit the intruder.dll to force the game models from Tales of Zestiria and Tales of Berseria in T-Pose?

If their animation files is available (not packed to big archive or within model file), you can try to replace them to zeroed files or copy and replace with smallest animation files from another models - if you lucky and game doesn't crash, you can get models staying in t-pose in game. Then rip it.


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 Post subject: Re: Ninja Ripper
PostPosted: Thu Jun 01, 2017 1:49 am 
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Andrakann wrote:
Escope12 wrote:
Is it possible to edit the intruder.dll to force the game models from Tales of Zestiria and Tales of Berseria in T-Pose?

If their animation files is available (not packed to big archive or within model file), you can try to replace them to zeroed files or copy and replace with smallest animation files from another models - if you lucky and game doesn't crash, you can get models staying in t-pose in game. Then rip it.

I may have trouble doing that.


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 Post subject: Re: Ninja Ripper
PostPosted: Wed Jun 07, 2017 3:54 pm 
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Incredible, Ninja fail with Settlers 7 :(
this damned game still unbeatable :cry:


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 Post subject: Re: Ninja Ripper
PostPosted: Wed Jun 07, 2017 6:09 pm 
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MaximilianPs wrote:
Incredible, Ninja fail with Settlers 7 :(
this damned game still unbeatable :cry:

Attach log

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 Post subject: Re: Ninja Ripper
PostPosted: Wed Jun 07, 2017 7:39 pm 
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Nevemind D3D9 wrapper do his jobs! :D
But find what I'm looking for is a mess between 1209 files :eek:

... but sometime still fail:
F12 didn't caputre anything and F10 did the same "cube" with useless meshes just like with GoogleEarth, so I've left the log in attach.


[edit]
Ok, i've removed the d3d dll from the game folder, now it import correctly :ninja:
[/edit]


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 Post subject: Re: Ninja Ripper
PostPosted: Thu Jun 15, 2017 12:39 pm 
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Hey Guys, so I've been trying to rip Heroforge.com , which works very well. Now the have some very nice poses there but when i rip it i get char in T-Pose,
Is there a way to get the pose displayed? I know i can rig the character which works but takes a lot of time, i would love to just capture the pose!


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 Post subject: Re: Ninja Ripper
PostPosted: Sat Jun 17, 2017 2:02 pm 
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Any chance to import the objects (group of objects) displaced, instead having it all at 0,0,0 ? :?


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 Post subject: Re: Ninja Ripper
PostPosted: Sat Jun 17, 2017 4:55 pm 
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MaximilianPs wrote:
Any chance to import the objects (group of objects) displaced, instead having it all at 0,0,0 ? :?
as the red line claims here: http://cgig.ru/en/2012/10/ho-to-use-ninja-ripper/ So basically NO.

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 Post subject: Re: Ninja Ripper
PostPosted: Wed Jun 21, 2017 12:52 pm 
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NinjaRipper 1.7
http://dropmefiles.com/7Vk6S

+ Bug fixes in x64
+ Better browsers rip support

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 Post subject: Re: Ninja Ripper
PostPosted: Wed Jun 21, 2017 5:01 pm 
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also here's updated: http://cgig.ru/ninjaripper/

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 Post subject: Re: Ninja Ripper
PostPosted: Thu Jun 22, 2017 9:14 am 
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just as idea:
what if you calculate the bounding box (volume) for each object and place all object in a 2D array on an X - Y grid?
On this way we could avoid the problem of 3700 overlapped object... just an idea. :D


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 Post subject: Re: Ninja Ripper
PostPosted: Thu Jun 22, 2017 9:19 am 
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MaximilianPs wrote:
just as idea:
what if you calculate the bounding box (volume) for each object and place all object in a 2D array on an X - Y grid?
On this way we could avoid the problem of 3700 overlapped object... just an idea. :D
good field for thoughts and researches which devs have no time for these days :wink:

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 Post subject: Re: Ninja Ripper
PostPosted: Sat Jun 24, 2017 3:01 pm 
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Hi everyone, ive got my models ripped with texures no problem. The problem i have is the model is all dumped at 0,0,0, coordinates in Max and Blender. Has anyone found a way to get the whole model imported to the right positions. At the moment its a mess of 1000 objects all at the center.


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 Post subject: Re: Ninja Ripper
PostPosted: Sat Jun 24, 2017 3:11 pm 
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JohnRWMarchant wrote:
Hi everyone, ive got my models ripped with texures no problem. The problem i have is the model is all dumped at 0,0,0, coordinates in Max and Blender. Has anyone found a way to get the whole model imported to the right positions. At the moment its a mess of 1000 objects all at the center.

you kidding, right?
Tosyk wrote:
MaximilianPs wrote:
Any chance to import the objects (group of objects) displaced, instead having it all at 0,0,0 ? :?
as the red line claims here: http://cgig.ru/en/2012/10/ho-to-use-ninja-ripper/ So basically NO.

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 Post subject: Re: Ninja Ripper
PostPosted: Sat Jun 24, 2017 4:53 pm 
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Dante was used to say "Don't care about the other but watch and pass by" :D
Which mean "keep calm and don't kill who didn't read the early post" Image


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