Hey there!
Can someone explain the group-import function? I don't know how to use it
I want to import ALL ripped meshes without importing every single one.
@BlackNinja BTW it would be awesome if you could make an option to rip all meshes into a single .rip.
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Ninja Ripper
- Tosyk
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Re: Ninja Ripper
just type 0-N where N is the number for latest mesh of your folder rip.Slandey wrote:Hey there!
Can someone explain the group-import function? I don't know how to use it
I want to import ALL ripped meshes without importing every single one.
- Slandey
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Re: Ninja Ripper
Thanks!!
But now I have the problem that my PC will freeze because it has not enough RAM (3DS Max uses more than 3GB, WTF??) when I try to import all 2122 meshes.
(Game: Slender - The Arrival) I'll try to import them step-by-step, I mean the first 1-100, then 101-200, and so on.
But now I have the problem that my PC will freeze because it has not enough RAM (3DS Max uses more than 3GB, WTF??) when I try to import all 2122 meshes.
(Game: Slender - The Arrival) I'll try to import them step-by-step, I mean the first 1-100, then 101-200, and so on.
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Re: Ninja Ripper
you shouldn't put your 3ds max into some sort of a unaffordable task. Even though your pc rig has 8gb of ram and you'll be able to load all of 2122 meshes into 3ds max scene at once (or either step by step) I'm perfectly sure that you can not do anything with these meshes.Slandey wrote:But now I have the problem that my PC will freeze because it has not enough RAM (3DS Max uses more than 3GB, WTF??) when I try to import all 2122 meshes.
I would suggest to move textures out of the rip folder somwhere else and turn wireframe mode of your current 3ds max scene on. Then you can import rip files group by group.
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Re: Ninja Ripper
Ok. BTW i have only 4 GB RAM
The problem is that I cant set the render distance in Slender: The Arrival (and most other games) so I rip a lot more than I need, and I have no idea what I import cause there is no preview function etc.
Why is no 3D ripper perfect??
3D Ripper DX: Warped meshes (FOV)
Ninja Ripper: Only 3DS Max support & this importing stuff
DX Ripper: Milkshape3D license needed
GameAssassin: Complicated & chinese
I don't want to complain, but this bothers me a bit.
NinjaRipper would be perfect if it rips to OBJ or FBX.
The problem is that I cant set the render distance in Slender: The Arrival (and most other games) so I rip a lot more than I need, and I have no idea what I import cause there is no preview function etc.
Why is no 3D ripper perfect??
3D Ripper DX: Warped meshes (FOV)
Ninja Ripper: Only 3DS Max support & this importing stuff
DX Ripper: Milkshape3D license needed
GameAssassin: Complicated & chinese
I don't want to complain, but this bothers me a bit.
NinjaRipper would be perfect if it rips to OBJ or FBX.
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Re: Ninja Ripper
we always faced with limitations of possibilities, knowledge, interest. You have to be patient to get a perfect result. The Magic button simply can not existSlandey wrote:Why is no 3D ripper perfect??
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Re: Ninja Ripper
I really don't get the point about dx-ripper and ninja ripper which have an almost perfect noesis plug-in with preview, totally free.Slandey wrote:Ok. BTW i have only 4 GB RAM
Why is no 3D ripper perfect??
3D Ripper DX: Warped meshes (FOV)
Ninja Ripper: Only 3DS Max support & this importing stuff
DX Ripper: Milkshape3D license needed
GameAssassin: Complicated & chinese
I don't want to complain, but this bothers me a bit.
NinjaRipper would be perfect if it rips to OBJ or FBX.
Then with noesis tool u can can convert your rips in what format you want.
- Slandey
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Re: Ninja Ripper
You're right, but my knowledge changed A LOT since this postAres722 wrote:I really don't get the point about dx-ripper and ninja ripper which have an almost perfect noesis plug-in with preview, totally free.Slandey wrote:Ok. BTW i have only 4 GB RAM
Why is no 3D ripper perfect??
3D Ripper DX: Warped meshes (FOV)
Ninja Ripper: Only 3DS Max support & this importing stuff
DX Ripper: Milkshape3D license needed
GameAssassin: Complicated & chinese
I don't want to complain, but this bothers me a bit.
NinjaRipper would be perfect if it rips to OBJ or FBX.
Then with noesis tool u can can convert your rips in what format you want.
I didn't know that importing to 3DS Max fixes warped meshes.
EDIT: When I view a .rip model in Noesis it works & I have textures, but when I export it I have no textures?
I didn't tick "No texture" and tried to change the texture setting or the format.
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Re: Ninja Ripper
Ah! Thanks; I wanna try that script -- I was using XnView's RGB -> BGR option and boy was it tedious.deadca7 wrote:To fix the blue textures you need to swap the red channel with the blue channel.fil1969 wrote:Sorry, i have problems with Hitman Absolution... and also problems with the textures uv's ..
also the textures are a kind of blue... please help! and sorry for my english
Here's my quick and dirty Photoshop script that does the job for you http://filebeam.com/349161abf2095301b9f2c1cf1002c0d6
Almost every DX11 game I have ripped with NinjaRipper has this channel bug.
==========================================================
Also, I have a general question about importing ripped .obj files into 3Ds Max:
Why do my models come out looking so...blocky and triangular?
I rescaled and rotated the mesh in 3DS Max 2010, rearranged the UV Map and textures in UV Mapper, and in Milkshape I aligned the Normals and added backfaces (cuz 3DS Max confuses me on a good day). But the mesh just doesn't look any better.
This is the screen snap I ripped
And yet in 3DS Max/Milkshape it was just a fugly mess. It wasn't even low poly, either -- there were like 4000 vertices alone, before I added the backfaces and it doubled the size.
So is there an important step I missed?
Or a setting in Ninjas Ripper I overlooked?
Or maybe my computer graphics, I dunno. Cuz it's just not sexy.
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Re: Ninja Ripper
Rippers like Ninja Ripper, work by looking at what polygons are in the RAM or GPU memory, as it is being rendered, and trying to interpret that back into a file.
Some programs, games, emulators, etc., alter this data as it is rendered.
Many games transform the on screen geometry, by shrinking the models themselves as they get farther away from the camera object. This is how these games create the effect of perspective.
More than that, many games shrink models in the along the visual X and Y (according to the camera) while increasing the Z direction (camera 'depth').
More still, the game is always rendering as long as it is able. It's not uncommon for a game to store the next frame in RAM while the current one is being drawn, so that it can be immediately processed when the screen is filled. This could cause multiple copies of almost identical polygons to be ripped.
When you merge two vertices front to back, (such as a plane being merged to a plane just behind it) the normals are recalculated to try and find an appropriate light angle by taking the average of all the vertex normals connected to it, which on a single surface results in a nice smooth effect over an entire model. However, with the surfaces (which the computer sees as only having one side) are connected front to back, in the center somewhere, the average cannot be properly calculated, and ends up being some inverted angle or something of the like, which is why they tend to appear black (their surface normal is facing at an angle which never receives light).
All PS2 games transform the actual vertex positions before rendering.
Many PC games do as well, but not all.
Some games do store nice T pose models in memory, and those are the games that get ripped nicely... others do not.
This is the reason for your issues.
There is no current tool for accurately fixing the camera frustum matrix transform that I am aware of. That is why it is always best to look for a more direct way of importing models, before relying on 3D Printscreen ripping, if you care about the accuracy.
Keeping that in mind, most 3D printscreen tools are not designed for the purpose of ripping game scenes, and this one is. And Ninja Ripper is far more reliable at it because of this.
Some programs, games, emulators, etc., alter this data as it is rendered.
Many games transform the on screen geometry, by shrinking the models themselves as they get farther away from the camera object. This is how these games create the effect of perspective.
More than that, many games shrink models in the along the visual X and Y (according to the camera) while increasing the Z direction (camera 'depth').
More still, the game is always rendering as long as it is able. It's not uncommon for a game to store the next frame in RAM while the current one is being drawn, so that it can be immediately processed when the screen is filled. This could cause multiple copies of almost identical polygons to be ripped.
When you merge two vertices front to back, (such as a plane being merged to a plane just behind it) the normals are recalculated to try and find an appropriate light angle by taking the average of all the vertex normals connected to it, which on a single surface results in a nice smooth effect over an entire model. However, with the surfaces (which the computer sees as only having one side) are connected front to back, in the center somewhere, the average cannot be properly calculated, and ends up being some inverted angle or something of the like, which is why they tend to appear black (their surface normal is facing at an angle which never receives light).
All PS2 games transform the actual vertex positions before rendering.
Many PC games do as well, but not all.
Some games do store nice T pose models in memory, and those are the games that get ripped nicely... others do not.
This is the reason for your issues.
There is no current tool for accurately fixing the camera frustum matrix transform that I am aware of. That is why it is always best to look for a more direct way of importing models, before relying on 3D Printscreen ripping, if you care about the accuracy.
Keeping that in mind, most 3D printscreen tools are not designed for the purpose of ripping game scenes, and this one is. And Ninja Ripper is far more reliable at it because of this.
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Re: Ninja Ripper
I have a new problem that appears only in some games, not in every game.
(Test model: Camera from Portal 1)
In 3DS Max the model looks normal:
IMG
But when I export it and view it in other programs like Unity3D or Noesis, it looks like I can look through it and the outside is inside...
IMG
How can I fix this? I happens only in Portal (maybe all Source games, I haven't tried other)
EDIT 3/27/15: Images removed
(Test model: Camera from Portal 1)
In 3DS Max the model looks normal:
IMG
But when I export it and view it in other programs like Unity3D or Noesis, it looks like I can look through it and the outside is inside...
IMG
How can I fix this? I happens only in Portal (maybe all Source games, I haven't tried other)
EDIT 3/27/15: Images removed
Last edited by Slandey on Fri Mar 27, 2015 1:07 pm, edited 2 times in total.
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Re: Ninja Ripper
don't you think this is beside this thread?Slandey wrote:But when I export it and view it in other programs like Unity3D or Noesis, it looks like I can look through it and the outside is inside...
flip polygons and remove map from alpha channel.
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Re: Ninja Ripper
Thanks ^^Tosyk wrote:don't you think this is beside this thread?Slandey wrote:But when I export it and view it in other programs like Unity3D or Noesis, it looks like I can look through it and the outside is inside...
flip polygons and remove map from alpha channel.
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Re: Ninja Ripper
Its like just about every other 3D issue people have on the forum so often.Tosyk wrote:don't you think this is beside this thread?Slandey wrote:But when I export it and view it in other programs like Unity3D or Noesis, it looks like I can look through it and the outside is inside...
flip polygons and remove map from alpha channel.
Its always simply because people just don't really know how to use 3D software properly, Nobody expects people do be able to rig, weightpaint, or anything advanced of course, but flipping a normal or actually 'applying' a texture to a material, these are the most basic of things (ok flipping normals might not be taught so early on I guess).
I think the forum could actually do with a 3D Software section so people could post all their 3D issues and people can simply reply with the tutorials they found when googling another users problem.
It might sound a bit dickish but the 3D issues are getting more and more basic and wasting several posts on fixing an issue a user could just google most of the time (the above post not withstanding as it was fixed in 2 posts)