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Ninja Ripper

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

Post by Acewell » Thu Jan 24, 2013 10:24 pm

eh, what's a point to rip from UE games, when we have umodel?
Exactly. Gildor has the Unreal Engine games figured out already, no need to rediscover anything unless you're trying to get the terrain or something procedural. The focus of this plugin should shift toward rips from other game engines. I think the ultimate tool would be to combine Noesis, UEViewer and Ninja Ripper into a single app. :-D

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Re: Ninja Ripper

Post by deadca7 » Thu Jan 24, 2013 10:53 pm

AceWell wrote:
eh, what's a point to rip from UE games, when we have umodel?
Exactly. Gildor has the Unreal Engine games figured out already, no need to rediscover anything unless you're trying to get the terrain or something procedural. The focus of this plugin should shift toward rips from other game engines. I think the ultimate tool would be to combine Noesis, UEViewer and Ninja Ripper into a single app. :-D
The main reason I asked was because there are a lot of games out there that have the normals flipped. Like Street Fighter, Prototype, Darksider, Unreal games (which has umodel), WoW (which has model viewer) and more. So if there is a way to detect if the normals are flipped, and flip them in the script. It would save us time over all.

Sammie
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Re: Ninja Ripper

Post by Sammie » Thu Jan 24, 2013 11:12 pm

deadca7 wrote:...there are a lot of games out there that have the normals flipped. Like Street Fighter, Prototype, Darksider, Unreal games (which has umodel), WoW (which has model viewer) and more. So if there is a way to detect if the normals are flipped, and flip them in the script. It would save us time over all.
Upload some of the .rips ;)

I've uploaded a new plugin-version. [Download v1.14]
Removed all UV-detection-stuff for single games and replaced it with a game-detection based on hash-keys from the .rip-struct.
So we have faster loading and easier updates for specific games. Send me new .rips and I can update the game-list inside the plugin.

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Re: Ninja Ripper

Post by deadca7 » Fri Jan 25, 2013 1:34 am

Sammie wrote:Upload some of the .rips ;)

I've uploaded a new plugin-version.
Nice work man, will upload some flipped rips tomorrow.

deadca7
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Re: Ninja Ripper

Post by deadca7 » Fri Jan 25, 2013 12:51 pm

As promised yesterday, 9 game rips.

http://filebeam.com/188a455dfccdbeb83aef70652170cefd

Sammie
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Re: Ninja Ripper

Post by Sammie » Fri Jan 25, 2013 6:36 pm

Thx for the .rips. I will script something tonight.

The shape of the Trine2-model seems to be badly distorted.
When I look on the texture it should be a guy, but the model looks like a long space vehicle :D
Dont know if this can be fixed. Can you upload an additional character-.rip from this game?

Edit:

New Version online
Added support for: Deus Ex, Street Fighter IV, Super Mario Galaxy, Zelda Wind Waker, Metro 2033, Prototype, Sonic 4 and Tropico 3
No UV-Support for Trine 2 at the moment, but shape fixed.

UV-Format for Trine 2 is stored as 4 signed integers. If somebody has an idea how to decode this to two floats, let me know ;)

Code: Select all

32689 | -19532 | -26301 | -615 
30343 | -18329 | -26449 | -6175 
29733 | -18145 | -26339 | -7117
18244 | -8381 | -29707 | -10995 
23718 | -21261 | -24890 | 1450 
1241 | -23411 | -22925 | -117 
9427 | -20562 | -21358 | -13952 
-21162 | -10837 | -29326 | -9806 
3939 | 22337 | -23596 | -4232
15353 | -5391 | -18252 | 26673 
-8702 | -10804 | 8098 | 29855 
15610 | -5186 | -18811 | 26322 
-29424 | 1719 | -29532 | -14090
-26248 | 1893 | -26745 | -18834
-22711 | 1648 | -22991 | -23288
10293 | -8915 | -13150 | -28657
8279 | -7002 | -19516 | -25372 
Edit2:
Added option to disable detection via game-list
Added option to swap normals for manual values

[download v.1.17]
Last edited by Sammie on Sat Jan 26, 2013 8:39 am, edited 2 times in total.

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Re: Ninja Ripper

Post by deadca7 » Fri Jan 25, 2013 10:59 pm

Nice ! I wont be home until tomorrow, cant wait to try it out.

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Re: Ninja Ripper

Post by RacingFreak » Sat Jan 26, 2013 9:09 am

I confirm it works 100% with DRIV3R, even better than the original rip plugin did. Thanks so much Sammie!!

Sammie
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Re: Ninja Ripper

Post by Sammie » Sat Jan 26, 2013 11:21 am

RacingFreak wrote:I confirm it works 100% with DRIV3R, even better than the original rip plugin did. Thanks so much Sammie!!
Can you upload some DRIV3R-rips, too? Because its still possible, that some games share the same .rip-structure, but need separate calculation for the UVs.
To prevent this behaviour I have to collect as many game-.rips as possible, to include special rules for this games. It doesn't matter if your rip work properly - I need everything. ;)

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Re: Ninja Ripper

Post by deadca7 » Sat Jan 26, 2013 1:04 pm

Two new rips, gonna see if I can do a couple more before I have to afk.

Included Mario Galaxy DX11 rip, the one I posted yesterday is DX9.

http://filebeam.com/3d12f8e1abad94641e7da37b9413ea8a

Edit:

Looks like the Mario rip is the same as DX9, the texture was corrupt. Had to re save it, and it became blue. I get this error with every DX11 rip.
If I open the DX11 textures in IrfanView they look fine, but the alpha goes to hell. If I open the dds in Photoshop they become blue. Noesis just gives error. Looks like diff from IrfanView + Alpha from Photoshop is the way to go.

Edit:

Two new rips, including Trine 2 re-rip.
http://filebeam.com/a319aa09866655ebf91bdaf541470570

Edit:

Crysis2
http://filebeam.com/04621c875835680e08431265b257dda7

Edit:
Batman Arkham City
http://filebeam.com/87eb88262298b1982fb25096eeb385b4

Sammie
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Re: Ninja Ripper

Post by Sammie » Sat Jan 26, 2013 2:18 pm

Added support for Lara Croft, Crysis 2, Batman Arkham City and Alan Wake's American Nightmare

Dont know whats wrong with the DX11 blue dds-files.. maybe a bug in ninjaripper? :-o
Looks like red/blue channels are inverted
Last edited by Sammie on Sat Jan 26, 2013 2:35 pm, edited 1 time in total.

RacingFreak
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Re: Ninja Ripper

Post by RacingFreak » Sat Jan 26, 2013 2:35 pm

Sammie wrote:
RacingFreak wrote:I confirm it works 100% with DRIV3R, even better than the original rip plugin did. Thanks so much Sammie!!
Can you upload some DRIV3R-rips, too? Because its still possible, that some games share the same .rip-structure, but need separate calculation for the UVs.
To prevent this behaviour I have to collect as many game-.rips as possible, to include special rules for this games. It doesn't matter if your rip work properly - I need everything. ;)
With pleasure - the rip I tested and it worked all right: http://www.solidfiles.com/d/5929b50da2/

I will post DSF, DPL and some more rips once I get to them (as I remember DPL had problems with DXRip as far I remember)

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Re: Ninja Ripper

Post by Sammie » Sat Jan 26, 2013 3:02 pm

RacingFreak wrote:With pleasure - the rip I tested and it worked all right: http://www.solidfiles.com/d/5929b50da2/

I will post DSF, DPL and some more rips once I get to them (as I remember DPL had problems with DXRip as far I remember)
There are flipped Normals on your Driv3r-Rips. Added Driv3r to the game list to fix that.

@deadca7
As I said, red<->blue channels are swapped
Example from the Metro 2033 Texture:
ImageImage
This is how the "Avatar"-movie was made :D

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Re: Ninja Ripper

Post by deadca7 » Sat Jan 26, 2013 3:52 pm

Sammie wrote:This is how the "Avatar"-movie was made :D
haha :D
I only tried to invert them, I'll make a quick action script in Photoshop to swap them. Thanks ;)

3 new games
http://filebeam.com/da06c8423322650943e46ea2330eca8c

Batman need 'swap': 'X'

Edit:
GTA4
http://filebeam.com/d47ff230f7c06cc6486750f155be5988

Sammie
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Re: Ninja Ripper

Post by Sammie » Sat Jan 26, 2013 4:32 pm

Can you upload some better Mario64 & Zelda Models? Can't check the UVs if the textures are too small. Should be at least 256px or higher. Some ingame-characters would be nice

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