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Search found 629 matches

by lionheartuk
Tue Nov 01, 2016 4:58 pm
Forum: Game Tech Tips
Topic: ninjaripper problem / space coordinates
Replies: 2
Views: 1022

Re: ninjaripper problem / space coordinates

Hello, I'm kwen, cg artist. Sorry for my english it's not my birth language. I have to say i'm not a coder and don't understand most of posts and subjects post in this forum but wathever i try to do my best ... First thanks for this forum. Second my problem ^^ I use ninja ripper for ripping differe...
by lionheartuk
Sat Oct 29, 2016 3:14 pm
Forum: 3D/2D models
Topic: Persona 5 Model and Animation importer v0.8.1 - MaxScript -
Replies: 24
Views: 8218

Re: Persona 5 Model and Animation importer v0.8.1 - MaxScrip

Is anyone able to help with the CPK extraction error at all?
by lionheartuk
Mon Oct 24, 2016 5:51 pm
Forum: 3D/2D models
Topic: Persona 5 Model and Animation importer v0.8.1 - MaxScript -
Replies: 24
Views: 8218

Re: Persona 5 Model and Animation importer v0.8.1 - MaxScrip

I still can't get the files extracted from the cpk archives honestly. I' only get this error after a certain point in the extraction, it doesn't get to characters or environments, and ps3.cpk is just odd, the tool doesn't even notice there anything in it. http://i.imgur.com/SffIOSL.png PC is set to ...
by lionheartuk
Sun Oct 23, 2016 8:18 am
Forum: 3D/2D models
Topic: Persona 5 Models
Replies: 14
Views: 5873

Re: Persona 5 Models

Can someone please share what they used to extrat the persona 5 cpk files, I've tried a bunch of QuickBMS scripts and even some other tools but none of them seem to work on the cpk files from this game.
by lionheartuk
Wed Sep 28, 2016 4:57 pm
Forum: 3D/2D models
Topic: Persona 5 Models
Replies: 14
Views: 5873

Re: Persona 5 Models

TGE wrote:https://puu.sh/rnP3O.png

I've been working on a maxscript for a while. It'll be done in about a day or maybe 2.
Does your script work with environments too or only player models?
by lionheartuk
Wed Jun 29, 2016 1:30 pm
Forum: General game tools
Topic: Ripping from cutscenes
Replies: 2
Views: 1162

Re: Ripping from cutscenes

Hello mates, Does anyone know which ripping program can rip models, textures and maps from cutscenes? I did try with NinjaRipper but with no effects. Can you explain a bit more, like what game you're trying to rip from exactly? And what you mean by cutscenes? If NinjaRipper can rip from the normal ...
by lionheartuk
Mon Jun 13, 2016 5:35 am
Forum: General game tools
Topic: Spotlight: Señor Casaroja's Noesis
Replies: 1813
Views: 296340

Re: Spotlight: Señor Casaroja's Noesis

Your problem is also likely to be that you're viewing the second UV set instead of the first.

Or that the UVS are now microscopic (it happens sometimes).

Check those first and see what you get.
by lionheartuk
Sun Jun 05, 2016 7:31 am
Forum: Game Archive
Topic: [Help] Final Fantasy X X-2 HD (steam) (*.vbf)
Replies: 34
Views: 10883

Re: [Help] Final Fantasy X X-2 HD (steam) (*.vbf)

The unpacker and repacking works. I wish there was a way to view the field models from these games though, that'd be awesome. Actually you can but you have to use Ninjaripper as well as plugin for Noasis to convert the bin but it works. I ripped the starting sword of Tidus and imported it to Blende...
by lionheartuk
Thu Jun 02, 2016 10:42 am
Forum: Game Archive
Topic: [Help] Final Fantasy X X-2 HD (steam) (*.vbf)
Replies: 34
Views: 10883

Re: [Help] Final Fantasy X X-2 HD (steam) (*.vbf)

The unpacker and repacking works. Does someone know how we can open dds.phyre files? Neither Gimp nor Photoshop with DDS ext. works. DDS.phyre aren't normal DDS files, they're .Phyre files that USED to be .DDS files. There is a Noesis plugin that opens them, but it doesn't work with the X/X-2 colle...
by lionheartuk
Tue May 03, 2016 2:13 pm
Forum: Code Talk
Topic: Final Fantasy IX: Engine modification
Replies: 9
Views: 2579

Re: Final Fantasy IX: Engine modification

This is great. When you mention there are plans to export graphics. Will that include the walkmesh, as right now I'd like to extract the walkmesh for various scenes, but no tools seem to be able to do this because the walkmesh isn't being rendered, so nothing picks it up. I would try NinjaRipper on...
by lionheartuk
Fri Apr 29, 2016 6:07 am
Forum: Code Talk
Topic: Final Fantasy IX: Engine modification
Replies: 9
Views: 2579

Re: Final Fantasy IX: Engine modification

This is great. When you mention there are plans to export graphics. Will that include the walkmesh, as right now I'd like to extract the walkmesh for various scenes, but no tools seem to be able to do this because the walkmesh isn't being rendered, so nothing picks it up. I would try NinjaRipper on ...
by lionheartuk
Tue Mar 22, 2016 3:40 am
Forum: 3D/2D models
Topic: PSV 東亰ザナドゥ
Replies: 4
Views: 1059

Re: PSV 東亰ザナドゥ

For anyone wondering the game, its Tokyo Xanadu.

However it's a PSVita only game, I'm super interested in how you managed to get the .pkg file from the vita itself.
by lionheartuk
Sun Dec 06, 2015 4:12 pm
Forum: General game tools
Topic: Ninja Ripper
Replies: 660
Views: 199284

Re: Ninja Ripper

blackninja wrote:Try import mesh groups not single mesh
Ah tried it, same situation unfortunately, just overlaps hundreds of map tiles ontop of eachother.
Damn.
by lionheartuk
Sun Dec 06, 2015 9:41 am
Forum: General game tools
Topic: Ninja Ripper
Replies: 660
Views: 199284

Re: Ninja Ripper

Is it possible to add a function to enable ripping in place. For some environments for example, having all objects recenter to 0 can get quite messy, is it possible to enable not reset to 0 positions at all? more NO than YES. It's completely different type of ripper. Hmm interesting. I tried the DX...
by lionheartuk
Fri Dec 04, 2015 6:08 am
Forum: General game tools
Topic: Ninja Ripper
Replies: 660
Views: 199284

Re: Ninja Ripper

Is it possible to add a function to enable ripping in place.

For some environments for example, having all objects recenter to 0 can get quite messy, is it possible to enable not reset to 0 positions at all?