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Re: Ninja Ripper

Posted: Sat Mar 12, 2016 1:34 am
by wjh12338093
I'm sorry, I forgot to material.

You can see, UV, it's not open, but a ball.

Image

Re: Ninja Ripper

Posted: Sat Mar 12, 2016 7:29 am
by Snowmeow
Seems interesting.
May it rip from 3d games running under MAME?

Re: Ninja Ripper

Posted: Sat Mar 12, 2016 11:09 am
by AlexNG
wjh12338093 wrote:I uploaded the NinjaRipper file, take a look at.
For some reason that game appears to declare all vertex attributes as UV coordinates. In reality they seem to be:
  1. 4 component position
  2. 2 component UV
  3. 4 components, likely normal but I don't understand the encoding
  4. 4 component blend indices
  5. 4 component blend weights

Re: Ninja Ripper

Posted: Sat Mar 12, 2016 7:24 pm
by Ares722
wjh12338093 wrote:I'm sorry, I forgot to material.

You can see, UV, it's not open, but a ball.

Image
Just curious, what game is it?

Re: Ninja Ripper

Posted: Sun Mar 13, 2016 3:42 am
by wjh12338093
the game is Sky forge.

Re: Ninja Ripper

Posted: Sun Mar 13, 2016 5:16 pm
by Ares722
wjh12338093 wrote:Can't download? I sent up。
Frame0001.zip
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:

Image

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 .

That is the result, i hope this help:

Image

Re: Ninja Ripper

Posted: Tue Mar 15, 2016 2:49 am
by Joserod1980
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

Re: Ninja Ripper

Posted: Wed Mar 16, 2016 5:26 pm
by BOTLANNER
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.

Re: Ninja Ripper

Posted: Tue Mar 22, 2016 12:18 am
by Karric
Tosyk, blackninja, can you give us an update on your interest/plans regarding this thread and NJ?

Re: Ninja Ripper

Posted: Tue Mar 22, 2016 7:04 am
by blackninja
Karric
Ripper development/updates stopped due no donations.

Re: Ninja Ripper

Posted: Tue Mar 22, 2016 11:03 am
by Mkbewe
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

Re: Ninja Ripper

Posted: Fri Apr 01, 2016 10:40 am
by blackninja
Hi.
Tiny update v1.5.2

http://rghost.ru/7t9CbjYb7

Re: Ninja Ripper

Posted: Sun Apr 03, 2016 8:44 pm
by Joserod1980
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

Re: Ninja Ripper

Posted: Mon Apr 04, 2016 7:02 pm
by blackninja
Joserod1980
Attach ripper log on google earth

Re: Ninja Ripper

Posted: Mon Apr 04, 2016 10:40 pm
by JinzoAdvance
Tosyk wrote:
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'm not sure if this link will be useful to you or not, but I'll offer it just in case it is helpful in some way.
http://richardssoftware.net/Home/Post/34

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.