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Re: Ninja Ripper

Posted: Tue Apr 05, 2016 9:12 am
by AlexNG
JinzoAdvance wrote: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.
My recently made blender importer add-on already supports weights, vertex colors and multiple UV maps, although it's only tested on Dark Souls 1 data. Also, obviously there's no skeleton or meaningful bone names, since there's no available data for that.

Re: Ninja Ripper

Posted: Wed Apr 06, 2016 3:01 am
by JinzoAdvance
AlexNG wrote:
JinzoAdvance wrote: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.
My recently made blender importer add-on already supports weights, vertex colors and multiple UV maps, although it's only tested on Dark Souls 1 data. Also, obviously there's no skeleton or meaningful bone names, since there's no available data for that.
It seems to import vertex groups. Nice! You might want to consider seeing if you can use them to produce bones. They might have generic names, but the bones can be renamed after they are imported if it works.

Re: Ninja Ripper

Posted: Wed Apr 06, 2016 6:45 am
by Joserod1980
i tried with the new version of your tool and now is able to rip 3d and textures but when loads on 3d software its a complete mess no way to tell what is what its pretty much useless
maybe this problem has nothing to do with your tools but with the way google earth loads 3d but i dont really know anyway here is the log of the last rip i did
perhaps you might see something wrong
Thanks

Re: Ninja Ripper

Posted: Wed Apr 06, 2016 7:35 am
by Mkbewe
Joserod1980 wrote:i tried with the new version of your tool and now is able to rip 3d and textures but when loads on 3d software its a complete mess no way to tell what is what its pretty much useless
maybe this problem has nothing to do with your tools but with the way google earth loads 3d but i dont really know anyway here is the log of the last rip i did
perhaps you might see something wrong
Thanks
Dude, look on the date of new update - it was April Fools!

Re: Ninja Ripper

Posted: Wed Apr 06, 2016 10:29 am
by blackninja
Joserod1980
From log, new ripper works correctly.
Correct import is not ripper problem.
Read ripper manual, attach rip file etc

Re: Ninja Ripper

Posted: Thu Apr 07, 2016 3:25 am
by Joserod1980
This is what i wanted to rip and thats what i got its really hard to find any usable parts its more than 400 all mix together
here is the rip if you want to take a look

Image
Image

File
http://www.mediafire.com/download/lwfwq ... th.exe.rar

Thanks

Re: Ninja Ripper

Posted: Thu Apr 07, 2016 10:37 am
by AlexNG
Joserod1980 wrote:This is what i wanted to rip and thats what i got its really hard to find any usable parts its more than 400 all mix together
here is the rip if you want to take a look
Yet another program that declares all attributes as UV coordinates. The real types seem to be:
  • 3 component position
  • 4 component blendindices
  • 2 component UV
Applying that it's obvious that the program splits the scenery into cubical fragments. Arranging those unfortunately is up to you.

As an aside, I wonder if it's technically possible for the ripper to export the values of uniform shader parameters (as raw data if nothing else), if exporting shaders is enabled. I think it might enable making import scripts that recover e.g. object positions in specific simple cases.

Re: Ninja Ripper

Posted: Thu Apr 07, 2016 12:46 pm
by blackninja
AlexNG
Yes, it possible to dump shader params with shaders
But as I sayed before, tool development stopped.

Re: Ninja Ripper

Posted: Thu Apr 07, 2016 5:09 pm
by Joserod1980
Hey please contact me if you can help me with this problem like i said i can help you with a donation if its something that you can do thats not too much work as i cannot donate too much but please contact me maybe we can reach an agreement. Google eqrth is free so you can do the testing and see what to fix thanks for the help
joserod1980@hotmail.com

Re: Ninja Ripper

Posted: Thu Apr 07, 2016 5:37 pm
by blackninja
Joserod1980
No time for that now.
Try another tool.

Re: Ninja Ripper

Posted: Thu Apr 07, 2016 10:41 pm
by Joserod1980
There is no tool that can do that and since all the others stopped updating years ago thats why i was asking you you were the only one still updating anyway thanks

Re: Ninja Ripper

Posted: Fri Apr 15, 2016 5:33 pm
by Zoetropes
Blackninja,
First thanks for a great program :)

I'm having some problems ripping many 64-bit games, what happens is that the maps like occlusion, etc. are ripped in display-size textures and 1x1x1 planes, but none of the actual geometry. This does not happen in 32-bit versions (tested on games like Tomb Raider that can be started in either 32- or 64-bit), not sure whether it's a DX9 vs. DX11 problem or something different.

Will you be able to assist? I can donate a few $$$ either way as I've had good use of Ninja Ripper but would definitely consider funding development of working 64-bit ripping if you believe it can be done.

Re: Ninja Ripper

Posted: Sat Apr 16, 2016 5:41 am
by blackninja
Zoetropes
32 and 64 versions uses same code.

Ripper trys to save ALL meshs/textures/shaders in both modes.
Dx9 and dx11 games uses different render techniques.
Try to find better mode for rip 32/64/dx9/dx11 game.

Re: Ninja Ripper

Posted: Sun Apr 17, 2016 5:52 pm
by ravage
Hi, ninja ripper is not working with Just Cause 2, when i press the rip keys like F12 there is no response?

Re: Ninja Ripper

Posted: Sun Apr 17, 2016 10:16 pm
by Zoetropes
blackninja wrote:Zoetropes
32 and 64 versions uses same code.

Ripper trys to save ALL meshs/textures/shaders in both modes.
Dx9 and dx11 games uses different render techniques.
Try to find better mode for rip 32/64/dx9/dx11 game.
Hi, thanks for your response!

I've tried every option and using intruder, force rip and forced interval set to 90-120 seconds, I get more meshes but not at all as many as expected (by a few hundred less) and mostly 1x1 planes holding composed maps for the entire screen (specular, occlusion, and so on). The logfile states "ID3D11DeviceContext_DrawIndexed target hook not found" if that is any help?