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Ninja Ripper

General game file tools that are useful for more than one game
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Andrakann
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Re: Ninja Ripper

Post by Andrakann »

ricmetal wrote: Sun Jan 17, 2021 2:47 am the game(s) is dead island definite edition and dying light. i used to be able to rip dying light correctly, dead island im not so sure i tried previsouly, but both get the same gargled results, as shown in the images above. and dying light i def used to rip meshes, with the same setup i have now.
I checked in dead island DE, and yes, static meshes all garbaged, but character models looks ok.
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Re: Ninja Ripper

Post by ricmetal »

Andrakann wrote: Fri Feb 19, 2021 10:30 pm I checked in dead island DE, and yes, static meshes all garbaged, but character models looks ok.
unfortunately, it's the static meshes i am after :(

i'm guessing a windows update messed the ripper up? i can't seen other explanation. i use the same ripper (rip setup as a long time ago).

i mean, dying light could have been updated, breaking the ripper somehow (idk if that could happen, i'm assuming), but my dead island ain't on steam, and both games result in the same effed up meshes, so i'm thinking dying light being updated (which it still is, to this day) had nothing to do with it and it's something else.

what else is there, but a windows update (in very broadly terms)

hm - does this usually happen to other games, and does it get fixed, usually? would it be possible to ask for a fix to whomever is concearned? :roll:
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Andrakann
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Re: Ninja Ripper

Post by Andrakann »

ricmetal wrote: Sat Feb 20, 2021 12:15 am i'm guessing a windows update messed the ripper up?
...
what else is there, but a windows update (in very broadly terms)
I'm sure it's not win update, because i never update my 7x64 SP1 (maybe 2-3 updates installed manually over time for some software requirements).

Possible reason is videocard upgrade (1060 6Gb for now), videocard drivers also different.

So, my best guess it's caused by new videochip abilities, unknown to ripper, or by addressing more than 4 Gb of video RAM, which can be unsupported by ripper too.

Ripper developing is abandoned, so, it's better to try something different, like this: viewtopic.php?f=33&t=21379
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Re: Ninja Ripper

Post by Carvalho243 »

xorterenshe wrote: Fri Feb 19, 2021 1:21 am Probably for a few months now, I can't get Ninja Ripper to work with Star Trek Online anymore. Could anyone suggest a way to fix this? I'm using the Steam version of STO. Haven't checked it with the standalone version yet, though I'm probably going to try that once I get the chance to install it. [EDIT] I've now also checked it with the standalone version. No difference.[END OF EDIT]

The way I used to be able to do it was as follows:
1)Point NR to ***>steamapps>common>Star Trek Online>Star Trek Online.exe
2)Run it as D3D11 wrapper.
3)Once launcher opens, close it down again.
4)Go into ***>steamapps>common>Star Trek Online folder and move the created D3D11.dll from there into the following folder:
***>steamapps>common>Star Trek Online>Star Trek Online>Live>x64
5)Close and relaunch NR, then run in Intruder mode

That's how it worked in the past, up until a few months ago. At least, I'm 99% positive I am remembering how I used to do it correctly.

Now, when I try to run with Intruder inject, it gives me an error:
"The application was unable to start correctly (0xc0000005). Click OK to close the application."


I've also tried with substituting the D3D11 wrapper with the D3D9 one. No difference.
I also cant get it to work with just using one of the D3D* wrapper modes. The game runs, but I cant extract anything. It just creates a log file in the extract location and that's it. It always used to need Intruder mode, but now none of them seem to work.

Any suggestions?

I just solved this problem yesterday. It was my antivirus (Avast). Turned it off for an hour and worked. Maybe it works with you too, but can be many other reasons as well...
Galveston
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Re: Ninja Ripper

Post by Galveston »

anyone know if it would be possible to rip from Division 2? I tried doing both D3D11Wrapper and Intruder inject but division 2 does not use a d3d11 dll, and when trying with Intruder inject the game will not move past the launch process from uplay, saying it cannot sync achievements and will cancel the launch. The game supports both Dx11 and Dx12
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Re: Ninja Ripper

Post by xorterenshe »

Carvalho243 wrote: Fri Feb 26, 2021 1:52 pm I just solved this problem yesterday. It was my antivirus (Avast). Turned it off for an hour and worked. Maybe it works with you too, but can be many other reasons as well...
You are a gentleman and a scholar. Yep, it was Avast causing the problem! Thank you very much. Man, Avast is such a pain.

Let me ask you if you're still around, when you tried to rip models from STO, were their UV maps all mess up? This time 'round, that's how they appear for me.
If any one knows why this is happening, I'd gladly like any advice. It could be just that STO's updates have messed up how NinjaRipper interacts with it.
For example, the models' UVs are supposed to look like this:
Saucer - https://i.imgur.com/U2gAb1C.jpg
Windows/Escape Pods - https://i.imgur.com/MJcQ1Vk.jpg
...because the textures are formatted like this (here are two hull textures and three window textures, for example): https://i.imgur.com/0VoDiq0.jpg

That particular ship in my previous images, the Concorde, was update in-game during the time Avast was preventing me from using NinjaRipper, and so here's the newer model I just ripped. As you can see, the UV maps are, for some reason, circular mesh balls.
Saucer - https://i.imgur.com/N4CqcUW.jpg
Windows/Escape Pods - https://i.imgur.com/mqpG5xX.jpg
The model order in the NinjaRipper rip folders have changed, but I doubt that would have anything to do with it, in my uneducated opinion. When I used to rip models from the game, there were always two copies of the ship, one pure white without textures auto-applied and one with textures auto-applied. Now, there are still two copies of the ship, but both with these messed up UV and textures auto-applied.
I've tried using both dx11 and dx9 mode and tried using both of NR's 3dsmax importer scripts with no difference noticeable.

Any idea why this happening?
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Re: Ninja Ripper

Post by MarKreationsStudios »

Can somebody please help me figure out a way to use Ninja Ripper on the RPCSX3 or the PCSX2 emulators?
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Re: Ninja Ripper

Post by andree »

https://ninjaripper.com/

Ninja Ripper 2 is in development by blackninja.
main feature is post vs scene ripping as in 3dripperdx tool. All object positions saved as in game world. Old ripper save only in object space (t-pose). You can "fly" over level in blender.
Basically what I think he said, Ninja Ripper 2 will be a modern version of 3d ripper dx.

EDIT: It's now available in a beta state.

https://youtu.be/MMkLdWBn5Ew
Rexamon
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Is Ninja Ripper able to rip from HeroForge

Post by Rexamon »

If not is their any alternatives that work

Thanks in advance
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Re: Ninja Ripper

Post by lionheartuk »

MarKreationsStudios wrote: Thu Apr 08, 2021 4:45 pm Can somebody please help me figure out a way to use Ninja Ripper on the RPCSX3 or the PCSX2 emulators?
RPCSX3 uses Vulkan, and from my understand uses a special type of Zbuffer, there is no way to get that data without changing the way its rendered in the source code.

PCSX2 does not have Z Depth, it means that the scene LOOKS 3D but it all gets turned into an image and you're viewing that 'image' basically, there isn't actually any depth, its just a flat image that gets output in the end. Again you'd have to create a new rendering plugin for it, or edit the source code, it doesn't really matter much about the tool used, there would have to be a tool that interacts with the way the software is running, which would be more complicated than just creating a new 'model dump' branch of the emulator anyway. PS1 emulators have the exact same issue, no zbuffer, so no depth.
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Re: Ninja Ripper

Post by blackninja »

Ninja Ripper 2.0.1 beta is out NOW!
What's new:

- Shader parameters dump (*cbuffer*)
- Projection matrices (get correct FOV directly from game)
- Ripper bug fix
- Better output mesh validation (blender can load more meshes)
- Import script bug fix (you'll need to update import script in blender)

Instructions
https://www.youtube.com/watch?v=y4s6BmySd_E

Download: (only from Patreon with Early Access) https://ninjaripper.com/download
Ninja Ripper 2: https://ninjaripper.com/
blackninja
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Re: Ninja Ripper

Post by blackninja »

Ninja Ripper 2.0.2 beta is out NOW!
What's new:

Better games ripping support.
-If your game crashed while ripping(eg Genshin Impact, Subnautica) try this version.
Instructions on how to create your own theme
Instructions on how to create your own localization (language)

Instructions
https://www.youtube.com/watch?v=y4s6BmySd_E

website: https://ninjaripper.com/

Download: (only from Patreon with Early Access) https://ninjaripper.com/download
Ninja Ripper 2: https://ninjaripper.com/
lilyampykidYTXeNTaX
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Re: Ninja Ripper

Post by lilyampykidYTXeNTaX »

PSP uses Directx11, when I rip from that rendering backend, I get is broken colors of a texture. And normal models.
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Re: Ninja Ripper

Post by honeybudger »

Is there any instruction how to rip models from game, that using Easy Anti Cheat? Can't rip Hunt Showdown :[
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Re: Ninja Ripper

Post by blackninja »

Ninja Ripper 2.0.3 beta is out NOW!
What's new:

Improved support for ripping games
-In previous version some meshs failed to save due incorrect indexes
Keys mapping
Improved import script
-You can use all texture coordinates.
New injection method (D3D Wrapper as in NR1.7.1)
-Copy d3d11.dll from bin/wrapper directory to target exe dir and normally start target exe
Updates checker
Styles (qss) fixes

Web: https://ninjaripper.com
Discord: https://discord.com/invite/u8kMqNm
Youtube: https://www.youtube.com/channel/UCgT-ET ... cECNtW9gyw
Ninja Ripper 2: https://ninjaripper.com/
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