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Ninja Ripper

General game file tools that are useful for more than one game
Doronetty
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Re: Ninja Ripper

Post by Doronetty » Fri Dec 04, 2015 3:08 pm

REDZOEU wrote:Finally! DirectX7 support! Will test it out tomorrow after my exam :D
Big thanks Tosyk :)
Yeah, it's a really GREAT NEWS about DX7 for me too!

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lionheartuk
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Re: Ninja Ripper

Post by lionheartuk » Sun Dec 06, 2015 9:41 am

Tosyk wrote:
lionheartuk wrote: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 DX7 Ripper on A Final Fantasy IX World Map viewer, it ripped the models and textures, however the application splits the map into tiles, so it means Ninja Ripper turns all these tiles into tiles at the 0axis, so the end result is millions of individual tiles.

Perhaps some sort of option to merge vertices in memory before completing the rip? I'm not entirely sure how it works under the hood, but my thought is if the mesh is combined/merged then it will be ripped as 1 single large mesh, instead of lots of individual pieces, if that makes sense.

But its likely not possible as you say.
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Re: Ninja Ripper

Post by blackninja » Sun Dec 06, 2015 10:57 am

Try import mesh groups not single mesh
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lionheartuk
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Re: Ninja Ripper

Post by lionheartuk » Sun Dec 06, 2015 4:12 pm

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.
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Re: Ninja Ripper

Post by freakshow » Sat Dec 12, 2015 12:41 am

Has anyone tried to ninja rip the game Panzar forged by chaos? its russian and i love the models but i cant seem to make ninja ripper work with it

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Tosyk
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Re: Ninja Ripper

Post by Tosyk » Sun Dec 13, 2015 8:51 pm

New version released.

1.5.1 (09.12.2015)
+ Bug fixes in D3D11 ripper - minor issues with uv solved;
+ New importer added;

Tutorial is updated:
http://cgig.ru/en/2012/10/how-to-use-ninja-ripper-en/

http://cgig.ru/ninjaripper/

Suggestions/questions are always usefull.
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borisquezadaa
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Re: Ninja Ripper

Post by borisquezadaa » Tue Dec 22, 2015 3:49 pm

I tried to rip the head from tutorial with no luck. Using firefox in windows 7 x64, both x32 and x64 executables and all modes intruder and wrapper. Only intruder creates a folder with some text in it but no rip at all.

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Tosyk
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Re: Ninja Ripper

Post by Tosyk » Tue Dec 22, 2015 8:20 pm

borisquezadaa wrote:I tried to rip the head from tutorial with no luck. Using firefox in windows 7 x64, both x32 and x64 executables and all modes intruder and wrapper. Only intruder creates a folder with some text in it but no rip at all.
it's a problem we can't reproduce on devs end. so I'll be appreciate for any details on how you ripping it, logs etc
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freakshow
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Re: Ninja Ripper

Post by freakshow » Wed Dec 23, 2015 12:22 am

How can i use this to rip from webGL viewers on browser?

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Tosyk
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Re: Ninja Ripper

Post by Tosyk » Wed Dec 23, 2015 7:39 am

freakshow wrote:How can i use this to rip from webGL viewers on browser?
why don't you like the tutorial on how to do it?
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Re: Ninja Ripper

Post by Modman69 » Fri Dec 25, 2015 7:50 pm

This Tool is Freaking Awesome!

Just wanted say that.

Is there any possible way to add vertex color support in the Rip process? such as in the formats like .ply, and I believe .wrl

I'm really curious to know if it's possible.

And... Thank you for the Great tool!

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Tosyk
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Re: Ninja Ripper

Post by Tosyk » Fri Dec 25, 2015 9:12 pm

Modman69 wrote:Is there any possible way to add vertex color support in the Rip process?
vertex coloring rips and can be loaded for some games with new 3ds max importer.
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Re: Ninja Ripper

Post by Modman69 » Sat Dec 26, 2015 3:31 am

OOOHH! I can't wait, I'm gonna try this now:)))

Hmm...I couldn't get it to work, however I was using web browser rips maybe that's my problem.

Thanks for this great tool anyhow:)

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Tosyk
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Re: Ninja Ripper

Post by Tosyk » Sat Dec 26, 2015 8:41 am

Modman69 wrote:Hmm...I couldn't get it to work, however I was using web browser rips maybe that's my problem.
are you ripping from web browser? if so why do you think those models have vertex color?
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Re: Ninja Ripper

Post by blackninja » Sat Dec 26, 2015 11:30 am

Vertex color attribute presentation can be determined from rip file dump or vertex shader analyze(for experts)
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