Incredible, Ninja fail with Settlers 7
this damned game still unbeatable
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Ninja Ripper
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Re: Ninja Ripper
Attach logMaximilianPs wrote:Incredible, Ninja fail with Settlers 7
this damned game still unbeatable
Ninja Ripper 2: https://ninjaripper.com/
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Re: Ninja Ripper
Nevemind D3D9 wrapper do his jobs!
But find what I'm looking for is a mess between 1209 files
... but sometime still fail:
F12 didn't caputre anything and F10 did the same "cube" with useless meshes just like with GoogleEarth, so I've left the log in attach.
[edit]
Ok, i've removed the d3d dll from the game folder, now it import correctly
[/edit]
But find what I'm looking for is a mess between 1209 files
... but sometime still fail:
F12 didn't caputre anything and F10 did the same "cube" with useless meshes just like with GoogleEarth, so I've left the log in attach.
[edit]
Ok, i've removed the d3d dll from the game folder, now it import correctly
[/edit]
You do not have the required permissions to view the files attached to this post.
Re: Ninja Ripper
Hey Guys, so I've been trying to rip Heroforge.com , which works very well. Now the have some very nice poses there but when i rip it i get char in T-Pose,
Is there a way to get the pose displayed? I know i can rig the character which works but takes a lot of time, i would love to just capture the pose!
Is there a way to get the pose displayed? I know i can rig the character which works but takes a lot of time, i would love to just capture the pose!
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Re: Ninja Ripper
Any chance to import the objects (group of objects) displaced, instead having it all at 0,0,0 ?
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Re: Ninja Ripper
as the red line claims here: http://cgig.ru/en/2012/10/ho-to-use-ninja-ripper/ So basically NO.MaximilianPs wrote:Any chance to import the objects (group of objects) displaced, instead having it all at 0,0,0 ?
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Re: Ninja Ripper
just as idea:
what if you calculate the bounding box (volume) for each object and place all object in a 2D array on an X - Y grid?
On this way we could avoid the problem of 3700 overlapped object... just an idea.
what if you calculate the bounding box (volume) for each object and place all object in a 2D array on an X - Y grid?
On this way we could avoid the problem of 3700 overlapped object... just an idea.
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Re: Ninja Ripper
good field for thoughts and researches which devs have no time for these daysMaximilianPs wrote:just as idea:
what if you calculate the bounding box (volume) for each object and place all object in a 2D array on an X - Y grid?
On this way we could avoid the problem of 3700 overlapped object... just an idea.
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Re: Ninja Ripper
Hi everyone, ive got my models ripped with texures no problem. The problem i have is the model is all dumped at 0,0,0, coordinates in Max and Blender. Has anyone found a way to get the whole model imported to the right positions. At the moment its a mess of 1000 objects all at the center.
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Re: Ninja Ripper
you kidding, right?JohnRWMarchant wrote:Hi everyone, ive got my models ripped with texures no problem. The problem i have is the model is all dumped at 0,0,0, coordinates in Max and Blender. Has anyone found a way to get the whole model imported to the right positions. At the moment its a mess of 1000 objects all at the center.
Tosyk wrote:as the red line claims here: http://cgig.ru/en/2012/10/ho-to-use-ninja-ripper/ So basically NO.MaximilianPs wrote:Any chance to import the objects (group of objects) displaced, instead having it all at 0,0,0 ?
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Re: Ninja Ripper
Dante was used to say "Don't care about the other but watch and pass by"
Which mean "keep calm and don't kill who didn't read the early post"
Which mean "keep calm and don't kill who didn't read the early post"
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Re: Ninja Ripper
Two questions.
Nvm. Answered the first question on my own. Derp.
Also, I tried to use it on Danganronpa Despair Girls, and the models come out completely distorted. Any way to fix that?
Nvm. Answered the first question on my own. Derp.
Also, I tried to use it on Danganronpa Despair Girls, and the models come out completely distorted. Any way to fix that?