Sanya wrote:yeah, works pretty nice
http://rghost.ru/43190242
another rip. There's no such mess, just inverted normals. Just havent lots of games ATM, tested on few. All rips from this game has this problem.
And about UVs. Anyway to change it like in max import plugin (maybe in python script, if there's no way to make popup menu)? Models itself are correct, but UVs are not.
Noesis script is way better, since it take no time at all to load + faster preview. I think every user of ninja ripper would appriciate your work
.
As far as I know, neosis had no possibilities for popups per plugin.
I had no problems with the UVs or Face-Normals on my own game models. But every game produces other rip files with different data-structure. Its not really possible to make an automated version, which load every type of model. See the
ninjaripper-instructions to understand the problem.
As far as I can see, your car .rip has no valid UV-data, or maybe I cannot figured out, how the data is stored.
The 3DSMax-Importer is not be able to load the correct UVs, too. I see 3 floats for the vertices and then a row of integers, but no UV-floats, maybe half-floats, I don't know.
(-56.753353118896484 | -24.916292190551758 | 37.73585510253906 | -1.0 | 255 | 255 | 255 | 255 | 129 | 48 | 195 | 55 | 214 | 131 | 34 | 63 | 38 | 164 | 45 | 63)
The car-.rip has TEXCOORD-Blocks, but they filled with these useless integer-vales (index 8-11 = 129 | 48 | 195 | 55 and index 16-19 = 38 | 164 | 45 | 63), but this should be floats between 0|1.
214 | 131 | 34 | 63 is declared to be Normals-Data, but should be floats, too. Dont know why - blackninja should take a look at this and tell us how the data is stored.
index 4-7 (255 | 255 | 255 | 255) is a COLOR-block - pure white. If blackninja could make the correct changes for the 3DSMax-Importer, then I can update the plugin for this type of models.
For your sunglasses-rip its a similar problem. It has UVs but the 3DSMax-Importer is reading the false block (0|1), instead of 10|11. That is why you can change the parameters manually in the 3DSMax-Importer.
If you want to load the correct UVs in neosis for this game-models you have change this variables in the plugin:
Code: Select all
g_VertexFormatRecog = 1 # default 0
g_Tc0_U_Idx = 10 # default 6
g_Tc0_V_Idx = 11 # default 7
I rewrote the plugin to speed it up a little bit to prevent to many vertices-loops. [
download]