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Re: Ninja Ripper

Posted: Thu Jul 06, 2017 10:38 am
by Tosyk
frogz2007 wrote:In all technicality: Could PCSX2 support be added? It appears to rip at least SOME geometry when using D3D11 (Hardware) mode, but the models are a bit skewed.
this is more about emulator specific render method than ripper itself — in other words ripper just rips what PCSX2 renders and its render engine making that skewed models. If you ask why PCSX2 renders that way - my answer will be: I don't know, maybe it's easiest way or cheaper.
anime663 wrote: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?
all the "distortions" are unique, how do you think developers can help you without any samples, logs or images?

Re: Ninja Ripper

Posted: Thu Jul 06, 2017 9:22 pm
by anime663
Tosyk wrote:all the "distortions" are unique, how do you think developers can help you without any samples, logs or images?
Image:
Image

Log:
https://mega.nz/#!Wk1hQIzL!LFvnPzgXrv_Y ... TsAD5ByKSM

I've posted samples of the actual model files in another post of mine.

Re: Ninja Ripper

Posted: Thu Jul 06, 2017 10:10 pm
by Tosyk
anime663 wrote:
Tosyk wrote:all the "distortions" are unique, how do you think developers can help you without any samples, logs or images?
Image:
Image

Log:
https://mega.nz/#!Wk1hQIzL!LFvnPzgXrv_Y ... TsAD5ByKSM

I've posted samples of the actual model files in another post of mine.
hm, wierd distortion. this tells me that vertices may be actually compressed so no way to get the models in original shape. Devs might do this compression purposly. Though the NR's author may be more clear on this.

Re: Ninja Ripper

Posted: Thu Jul 27, 2017 12:45 pm
by ElyosOfTheAbyss
Tosyk wrote:
anime663 wrote:
Tosyk wrote:all the "distortions" are unique, how do you think developers can help you without any samples, logs or images?
Image:
Image

Log:
https://mega.nz/#!Wk1hQIzL!LFvnPzgXrv_Y ... TsAD5ByKSM

I've posted samples of the actual model files in another post of mine.
hm, wierd distortion. this tells me that vertices may be actually compressed so no way to get the models in original shape. Devs might do this compression purposly. Though the NR's author may be more clear on this.
Just figured I would put it out there.
the weird distortion only seems to happen to models that have bones (or animations?) assigned to them.

Re: Ninja Ripper

Posted: Wed Aug 16, 2017 10:14 am
by faizeq
blackninja wrote:NinjaRipper is open source now. Merry Christmas

https://github.com/blackninja2/ninjaripper

Hi Blackninja. I've been an admirer of your fine works on Ninja Ripper. Any chance we can have access to the current ninjaripper source code. Based on what I've gathered with the github revision, it is already benched. Would appreciate it if I can get a hold of it.

Thank you

Re: Ninja Ripper

Posted: Sun Aug 20, 2017 8:56 pm
by blackninja
faizeq wrote:
blackninja wrote:NinjaRipper is open source now. Merry Christmas

https://github.com/blackninja2/ninjaripper

Hi Blackninja. I've been an admirer of your fine works on Ninja Ripper. Any chance we can have access to the current ninjaripper source code. Based on what I've gathered with the github revision, it is already benched. Would appreciate it if I can get a hold of it.

Thank you
Sorry, after refactoring and adding x64 support, tool is not open source

Re: Ninja Ripper

Posted: Mon Aug 21, 2017 3:27 am
by lionheartuk
Do you have any plans to add DX12 or Vulkan, or even OpenGL at any point.
A few emulators are slowly switching to using Vulkan instead of DX11.

Though I don't imagine ordinary games are going to do that, just emulators probably.

Re: Ninja Ripper

Posted: Mon Aug 21, 2017 8:24 am
by blackninja
lionheartuk wrote:Do you have any plans to add DX12 or Vulkan, or even OpenGL at any point.
A few emulators are slowly switching to using Vulkan instead of DX11.

Though I don't imagine ordinary games are going to do that, just emulators probably.
there are no plans for support. as there are no donations

Re: Ninja Ripper

Posted: Tue Oct 03, 2017 7:15 am
by justshopatkmart43
Any chance you know why I get errors like 'can't create dir' with 32 bit firefox dr9 wrapper on windows 10, I run as admin?

Re: Ninja Ripper

Posted: Sat Nov 11, 2017 3:22 pm
by ExorNor
Hello

Ninja Ripper 1.7.1 partially supports Google Earth Pro (last build)
The problem is that 3D in Earth is now generated via satellite photos and a terrain with chunks is created.
Before Earth displayed 3D buildings made by users.
Ninja Ripper seems to export the chunks but does not place them correctly.
Chunks are one on top of each other, and textures are messed up too.

Ninja Ripper seems to be the closest and only one to google earth export.

Re: Ninja Ripper

Posted: Mon Nov 13, 2017 10:22 pm
by fenasi
i want to rip some locked cars from openIV application.but ninjaripper doesnt support it.can you have a look?

Re: Ninja Ripper

Posted: Tue Nov 14, 2017 11:12 am
by Tosyk
Image
I've made a Discord channel for quick chatting about ninja ripper. Russian forum is still official help place for feature/problems discussions.
Click on Discord logo to join or here.

Re: Ninja Ripper

Posted: Wed Nov 29, 2017 9:44 am
by MrZasen
I've downloaded Akiba's Trip for pc, and since there's no longer support in here on this game (ps3 version), I just ripped the models with ninja ripper.
But I'm having some trouble, the UV mapping looks incorrect. I can provide you with any model you might need from the game, or any texture, but I just need the map models :C
I tried several UV values and frlipping the UV too...

Image

Re: Ninja Ripper

Posted: Thu Jan 25, 2018 8:01 pm
by BL4CK0UT
Can you guys help me out opening a .RAW File?

Re: Ninja Ripper

Posted: Thu Feb 01, 2018 12:12 am
by brennoarts
guys, when i try open ac origins with Ninja ripper, nothing happen, the game not load, its from steam and uplay, someone can help-me?