I'm sorry, I forgot to material.
You can see, UV, it's not open, but a ball.
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Ninja Ripper
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Re: Ninja Ripper
For some reason that game appears to declare all vertex attributes as UV coordinates. In reality they seem to be:wjh12338093 wrote:I uploaded the NinjaRipper file, take a look at.
- 4 component position
- 2 component UV
- 4 components, likely normal but I don't understand the encoding
- 4 component blend indices
- 4 component blend weights
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Re: Ninja Ripper
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:wjh12338093 wrote:Can't download? I sent up。
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:
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Re: Ninja Ripper
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
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
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
Tosyk, blackninja, can you give us an update on your interest/plans regarding this thread and NJ?
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Re: Ninja Ripper
Karric
Ripper development/updates stopped due no donations.
Ripper development/updates stopped due no donations.
Ninja Ripper 2: https://ninjaripper.com/
Re: Ninja Ripper
Well, i can't do that, because boxes in wireframes dissapair too. For the luck i have Ninja Ripper 1.3.3 and works perfectlyTosyk 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.
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Re: Ninja Ripper
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
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
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Re: Ninja Ripper
Joserod1980
Attach ripper log on google earth
Attach ripper log on google earth
Ninja Ripper 2: https://ninjaripper.com/
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Re: Ninja Ripper
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.Tosyk wrote:there is no options to do that, because our (blackninja and my) knowledges in max scripting is poorchrrox wrote:i see no options for anything besides verts normals and uv's.
where are the weighting / bone import options.
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.