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Re: Ninja Ripper
Posted: Sat Jul 13, 2013 3:18 am
by soulslayerzx
OH wait I get boxes if I import more than 6 objects.
Well, at least I got a good script from page 9 i think. Hitman Absolution or I don't even know.
Well, gonna try it on and old version, I hope max 2009 works.
Re: Ninja Ripper
Posted: Sat Jul 13, 2013 6:51 am
by snowboundmage
soulslayerzx: I can clearly see a head's polygons in there. Just because you import a model, doesn't necessarily mean it will be the main character. Try importing all models in the folder, the delete them one by one.
Re: Ninja Ripper
Posted: Thu Aug 08, 2013 8:47 pm
by Escope12
Tosyk wrote:Utility to extract / ripping 3d models (mesh), textures, shaders directly from the running game.
(It's new version of
dx ripper)
Author:
blackninja
Features:
Extracting all available vertex information of the models (position, all the texture coordinates, normals, weights, BLENDWEIGHT, BLENDINDICES, BINORMAL, TANGENT), indices, textures, shaders. Theoretically all extracted information could be import in the 3D editor!
Support for D3D11, D3D9, D3D8 (processed, however not all methods/techniques, but should work for 95% of all games).
Ripper page |
English Instructions |
Official author's website |
Official support page
Hitman: Absolution | Agent 47:

The other day I used Ninja ripper to rip models from Code Lyoko Quest for Infinity, but The characters were not in T-pose. Can you make them rip in T-pose?
Re: Ninja Ripper
Posted: Mon Aug 19, 2013 9:57 am
by magarcan
I've a little problem... When I import my frame into 3D Max (2012) that's what I get:
All my the objects are centered instead of being placed in their position.
Here you can find the link to that files:
https://docs.google.com/file/d/0BzMqUV6 ... sp=sharing
Any idea about how can I fix it?
Re: Ninja Ripper
Posted: Fri Aug 30, 2013 4:31 am
by snowboundmage
magarcan wrote:I've a little problem... When I import my frame into 3D Max (2012) that's what I get:
All my the objects are centered instead of being placed in their position.
Any idea about how can I fix it?
I think that's how it's supposed to work. If you want to rip a scene with all models in place use dxripper or something similar. Every game i have tried with this works well but yes, moves all models to the centre.
Re: Ninja Ripper
Posted: Sun Sep 08, 2013 3:02 pm
by hotgoblin
Is there a solution of steam games?
When I start the game "Ghost Master" with Ninjaripper (installed via steam) an error pops up and says "Failed to find Steam".
But Steam is running :/
Re: Ninja Ripper
Posted: Sat Oct 19, 2013 6:58 pm
by fedeita
when i rip models from rome2 the uv's are broken, any way to solve this?
Re: Ninja Ripper
Posted: Sat Feb 08, 2014 6:10 pm
by freakshow
Can u add support for Panzar-Forged by chaos?
http://www.panzar.com/
Re: Ninja Ripper
Posted: Tue Mar 04, 2014 6:08 pm
by kingfisher13
Hey, I've been trying to rip from Dolphin emulator, and it looks like all the keys you can use to rip with Ninja ripper are already hardcoded as load state keys in Dolphin... so every time I try to rip a model from dolphin, it says "missing state"
This happens with F1-F12, so how the heck am I supposed to rip models? I was trying to rip from a game called Custom Robo.
I even tried using the old 3d Ripper DX program, but it wouldn't even load Dolphin, AND even if it did, it still uses the F buttons, which are already mapped in Dolphin.
Re: Ninja Ripper
Posted: Thu Mar 06, 2014 9:00 am
by Andrakann
kingfisher13 wrote:it looks like all the keys you can use to rip with Ninja ripper are already hardcoded as load state keys in Dolphin
You can reassign keys in Dolphin. I change save state key from F8 to 8, and assign NR rip-key to F8 - works fine.
Re: Ninja Ripper
Posted: Fri Mar 07, 2014 2:27 am
by kingfisher13
Ok, so I changed the key config, and ran NR with Dolphin... I pressed F8, checked my rip folder, and there was nothing there. I tried both intruder and DX11 inserts... DX9 won't work with this game since the game is glitchy with the DX9 plugin... is there a way around this? How do I fix it?
Thanks for all your help so far, it was a stupid mistake on my part, lol...
EDIT: Not sure if this matters, but Dolphin is 64-bit, version 3.5...
Re: Ninja Ripper
Posted: Sat Mar 08, 2014 4:07 am
by Andrakann
kingfisher13 wrote:Not sure if this matters, but Dolphin is 64-bit, version 3.5...
I tried ripper with this version - all as you said - nothing seems to rips or even injects.
Ripping works fine with old version of Dolphin 3.0-872 (32-bit i think), i can't test with more recent versions, maybe only 32-bit matters.
Btw, how can you change DX version in Dolphin? I have only OpenGL, Direct3D and Software Rendering in video output submenu.
Re: Ninja Ripper
Posted: Sat Mar 08, 2014 4:17 am
by kingfisher13
Hmmm... that must be it then.
I think the newest version of Dolphin included a plugin selector, and plugins for both DirectX 9 and 11... its really nice for working around glitches and compatibility issues.
I assume older versions only run DirectX 9, which could be a problem... I'll have to try switching to 32 bit first.
Re: Ninja Ripper
Posted: Sat Mar 08, 2014 4:15 pm
by kingfisher13
Ok, so I tried the 32 bit version of Dolphin 3.0, and it worked just fine... at least, for that particular game. For some reason, Mario Kart Double Dash won't rip... I really wanted to rip Petey Piranha, because face it, he is AWESOME, but I got nothing in the rip folder :/
Does anyone have an idea as to the ideal settings, dolphin version, etc etc, for ripping from Mario Kart Double Dash?
ALSO, now that I'm all excited about this cool new ripper, does anyone have the best settings for ripping from PCSX2? I attempted to rip models from PCSX2 0.9.8, a game called Shinkon Gattai Godannar- which has some freaking cool mecha models, and got nothing in the rip folder either.
Any help would be greatly appreciated... when ripping PS2 models, the current standard method is extremely difficult, and ends up with a model that is NOT T-posed, and has mucked up UV mapping.
If I could get Ninja Ripper to work with PCSX2, and utilize its T-posing ability, it would make rigging and texturing PS2 models much MUCH easier.
Re: Ninja Ripper
Posted: Mon Mar 10, 2014 12:29 am
by luigimario
kingfisher13 wrote:Ok, so I tried the 32 bit version of Dolphin 3.0, and it worked just fine... at least, for that particular game. For some reason, Mario Kart Double Dash won't rip... I really wanted to rip Petey Piranha, because face it, he is AWESOME, but I got nothing in the rip folder :/
Does anyone have an idea as to the ideal settings, dolphin version, etc etc, for ripping from Mario Kart Double Dash?
ALSO, now that I'm all excited about this cool new ripper, does anyone have the best settings for ripping from PCSX2? I attempted to rip models from PCSX2 0.9.8, a game called Shinkon Gattai Godannar- which has some freaking cool mecha models, and got nothing in the rip folder either.
Any help would be greatly appreciated... when ripping PS2 models, the current standard method is extremely difficult, and ends up with a model that is NOT T-posed, and has mucked up UV mapping.
If I could get Ninja Ripper to work with PCSX2, and utilize its T-posing ability, it would make rigging and texturing PS2 models much MUCH easier.
why not use bmdview, or the max script to get the double dash models?