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Re: ghost recon (online) phantoms help
Posted: Sun Mar 22, 2015 3:25 pm
by zaramot
No problem
Soon I'll release maxscript which will import NinjaRipper rips (.rip) with weights for YETI engine games (tested Ghost Recon Series and Lost: Via Domus)
Re: ghost recon (online) phantoms help
Posted: Wed Mar 25, 2015 5:07 pm
by Vindis
If you release your script, you'll be my biggest reverse engineer hero!!!
I tried literally hundreds of ways to RE grp, without any luck.
Re: ghost recon (online) phantoms help
Posted: Wed Apr 08, 2015 10:19 am
by jakkrit
Anything update? I really want to try to rip models from the ghost recon phantom.
Re: ghost recon (online) phantoms help
Posted: Sun Apr 26, 2015 6:37 pm
by zaramot
Okay guys, sorry for such huge delay! Here's script to import NinjaRipper .rips of YETI Engine game (Ghost Recon: Phantoms/Lost: Via Domus/ Beawulf). You will get game rig - just bones misplaced, but skin weights will be original. I will post script for original in-game files of Ghost Recon:Phantoms soon
P.S. Report bugs and problems
Re: ghost recon (online) phantoms help
Posted: Mon Apr 27, 2015 7:16 am
by raykingnihong
zaramot wrote:Okay guys, sorry for such huge delay! Here's script to import NinjaRipper .rips of YETI Engine game (Ghost Recon: Phantoms/Lost: Via Domus/ Beawulf). You will get game rig - just bones misplaced, but skin weights will be original. I will post script for original in-game files of Ghost Recon:Phantoms soon
P.S. Report bugs and problems
Hi zaramot My friend. The script is very good, thanks for your great work
Re: ghost recon (online) phantoms help
Posted: Sun Sep 13, 2015 10:49 am
by kapul
Re: ghost recon (online) phantoms help
Posted: Sun Sep 13, 2015 8:10 pm
by zaramot
You should use wrapper not injector method (buy choosing wrapper and clicking "run" button NinjaRipper will copy d3d9.dll into folder with .exe, it's important to have this file in the same place as .exe of GR:Phantoms) then just run game from launcher
Also, you can get here my script to import models directly into 3d max without NinjaRipper, textures are headerless .dds files
http://zenhax.com/viewtopic.php?f=5&t=1332
Re: ghost recon (online) phantoms help
Posted: Mon Sep 14, 2015 4:59 pm
by kapul
Re: ghost recon (online) phantoms help
Posted: Tue Dec 08, 2015 8:53 pm
by kapul
Hi all again
I have another little question. I've extracted the hole yeti.big file from the Ghost Recon Phantoms, and it seems to have pretty cool thins inside. Nevermind, files are extracted as ".File" and the crappy way of renaming the file as ".obj" or something, doesn't work.
Has anyone an idea or suggestion of what can I do?
Thanks in advance
Re: ghost recon (online) phantoms help
Posted: Wed Nov 30, 2016 3:18 am
by Acewell
zaramot, so the solution to the square mesh problem was the vw part right?
Code: Select all
for x = 1 to (VertexCount) do (
getPos = ftell f + 32
vx = ((readshort f))
vy = ((readshort f))
vz = ((readshort f))
vw = ((readshort f))
tu = ((readshort f))
tv = ((readshort f)*-1)
append vertArray ([(vx * vw), (-vy * vw), (vz * vw)] / 655350) --??
append UV_array ([tu, tv, 0] / 1024) --??
)
also, what is the reason behind dividing by 655350 and 1024?
Re: ghost recon (online) phantoms help
Posted: Fri Nov 24, 2017 3:50 pm
by kapul
Hi there!
Is there any chance to get the links alive? The original ones are deleted by mediafire.
Thanks in advance