I took a fast look at the ripped frame and i noticed that the UV seams were intact, so the uv maps where present, u simply need to change the UV parameters in the import script manually from ( U=6;V=7) to (U=4;V=5) and u get the correct UV maps:
Unfortunately the UV maps are too small, and don't fit correctly the texture so u have to manually scale them. The correct UVmap scale is 400% of the original size. I use the old import script, so i don't know if the new one can automatically scale the UV. If u use the old one, one way is to use this Blue monster script to scale them: http://polycount.com/discussion/124526/ ... ly-3ds-max .
Can anyone help me extract some models from the new Google earth
i have tried all the settings in version 1.5.1 but non of them rip anything please any help would be appreciated
Is it possible to implement some way of importing the modified models or at least textures back into the game from which we ripped it a la Texmod? If it were open source I would have tried myself but I see it is not.
Tosyk wrote:it happens when 3ds max can't handle a huge amount of textures because of a video memory lack. Turn wireframe mode on in you 3d max and try to load meshes again.
Well, i can't do that, because boxes in wireframes dissapair too. For the luck i have Ninja Ripper 1.3.3 and works perfectly
Thanks for the update
I will be happy to donate but can u please tell me how to use your tool to rip 3d from google earth new version
please contact me i tried contacting you before but you didnt answer pm or email let me know please
chrrox wrote:i see no options for anything besides verts normals and uv's.
where are the weighting / bone import options.
there is no options to do that, because our (blackninja and my) knowledges in max scripting is poor
First off, I'd like to say thanks to you and Mr. Ninja. Anyway, if Max Scripting is still a pain, I'd suggest going for Blender 2.77 if you think working with Python 3.5 would be easier.
I'll also mention this. I've tried using the ripdump exe file with a few files and noticed that it did have "blendindices" and "blendweight" variables.