The only method provided for opening the .rip files of Ninja Ripper is through 3ds Max, which I'd rather not download just for that. Maybe if it is a natural filetype which is just renamed because it is oddly constructed, but...
Point being, could someone else render out the devil? I've only seen it via texture, but you can tell it's creepy as hell. It seems like, at least near the end of the game, it is always at full quality in the RAM Ninja Ripper pulls from. [sp]I first noticed it in the sequences past the Bathysphere, but when I went back to the start of the fight where you control Songbird, it was there too.[/sp] That's why I believe either: 1: You play as this devil as a type of easter egg for most of the game, and this is basically the only way to see it. 2: It is constantly behind you, waiting for the game to bug whereas if you turn too quickly at the right moment, you'd see it for a split second. 3: It is just set to randomly appear to scare you.
[QUOTE=MikeyLevi;40240000]and wasn't it blue when she put it on his hand?[/QUOTE]
Ripped models seem to be mirrored.
Same with Elizabeth:
[thumb]http://farm9.staticflickr.com/8532/8637195759_528b6c969b.jpg[/thumb] [thumb]http://cloud.steampowered.com/ugc/864964469382018473/851F08F9A6664202F1BC1DFBE50C2161996BB545/[/thumb]
Hey, could you port Columbia's flying buildings too?
[QUOTE=fancy990;40242574]Hey, could you port Columbia's flying buildings too?[/QUOTE]
That will be a task....Id wait for UMODEL for that...
I think the buildings might be brushes, so you cant..
I know for sure that brushes in UE engines are not moveable so i think its a meshes.
Oh, and that creepy texture you are talking about - you mean this:
[img]http://farm9.staticflickr.com/8100/8640241830_e202c54dbd.jpg[/img]
Its a part of Booker's bandage. The thing is that this creepy skull is not cuvered by UVW map. in other words you can't see this thing ingame even by a glitch.
-snip- figured it out.
Working with Ninja Ripper is a pain in ass. Took me hours to finally find old Elizabeth's hair
[IMG]http://farm9.staticflickr.com/8260/8641098772_3ba04e2d57_b.jpg[/IMG]
[QUOTE=unidentified;40242877]I know for sure that brushes in UE engines are not moveable so i think its a meshes.
Oh, and that creepy texture you are talking about - you mean this:
[img]http://farm9.staticflickr.com/8100/8640241830_e202c54dbd.jpg[/img]
Its a part of Booker's bandage. The thing is that this creepy skull is not cuvered by UVW map. in other words you can't see this thing ingame even by a glitch.[/QUOTE]
So my guess is, maybe it's an easter egg where the devil texture is hidden beneath Booker's bandage?
[QUOTE=unidentified;40242877]I know for sure that brushes in UE engines are not moveable so i think its a meshes.
Oh, and that creepy texture you are talking about - you mean this:
[nobbc][img]http://farm9.staticflickr.com/8100/8640241830_e202c54dbd.jpg[/img][/nobbc]
Its a part of Booker's bandage. The thing is that this creepy skull is not cuvered by UVW map. in other words you can't see this thing ingame even by a glitch.[/QUOTE]
Full quality, although it turned black when converted by XnView: [url=http://img577.imageshack.us/img577/5255/tex00071.png]High definition image[/url]
[B]Edit:[/B] Okay... There might be a secret area in the church you go to, before the priest, in the room with the glass mural of Lady Comstock alone. Ninja Ripper gave me the Vox connection board texture in that room for some reason... So apparently it's used somewhere in there...
There's also a The People's Voice book cached... Maybe a secret Vox room? Or it could just be something simpler. I was in Lady Comstock's room, the one with her glass mural solely of her, looking at the statue to the left of it from center.
[B]Edit2: [I]Warning about Ninja Ripper:[/I][/B] I was trying to find the highest resolution textures I had, so I did a normal Windows Explorer search of my Ninja Ripper folder. What it turned up was a 2GB .log.txt file Ninja Ripper was keeping. It seems to log EVERYTHING it does, amounting 2GB of plain text events in a single file. The files you get are big enough without that. Remember to delete it if you don't think you need it.
Could you port the Sky-Hook? And if you can, is it possible to rig it in a way that allows for animating the hook-bit? :v:
I took a rip at the guy with the sky-hook, found the texture in my files. The only method offered for opening the .rip files it makes isn't possible for me, so I can't test that. I'd say, if you want to seriously use anything from the game, wait for UModel. Ninja Ripper is good for perspective and some elements that UModel [I]might[/I] not be able to cover like GUI elements, but the fact it is pulling everything from the cache makes it difficult to navigate. The files themselves have no specific identification, and what you rip is relative to perspective, so if you want something, you have to play through to get it. Time consuming.
Well, you don't have to play far to see the Skyhook in third-person if that's the issue. You see it the first time when that one policeofficer brags about it to another less than 10 minutes into the game. That is, if I understood you right on this.
Well, I can't vouch for Ninja Ripper's ripped models. I'd much rather have them taken directly from the files with UModel than from the RAM. Neither of them would likely support animations, anyway, so you'd have to reconstruct them. I keep repeating that, but that's because it bums me out too that you usually can't get animations out of BioShock games. You could end up with the models, but any motions added to them aren't exactly faithful to the game itself.
Well, it wouldn't need actual animations, just a skeleton that would allow for it to be done manually, which correct me if I'm wrong could be added. Especially given the Skyhook only does one thing and that's spin.
Unless that's what you mean with animations not being faithful to the game, I suppose. But like I said, all the Skyhook does is spin around.
I'm trying to make sense of it in my head but it's probably not as easy as I'd hope. Sorry if I come out as stupid.
[QUOTE=Rinfect;40278544]i have the skyhook ripped and ported i can probably rig it and just post it here
[IMG]http://puu.sh/2A0i5[/IMG][/QUOTE]
Wow! Extremely cool! What did you use to get it? Just Ninja Ripper, or...?
[QUOTE=Rinfect;40278544]i have the skyhook ripped and ported i can probably rig it and just post it here
[IMG]http://puu.sh/2A0i5[/IMG][/QUOTE]
Dude, I love you.
If you could have this thing ready for use in SFM within a week I'd love you even more.
[editline]14th April 2013[/editline]
Although, isn't the texture a bit dark? I remember the skyhook being more silver-ish.
Ah. Well, nothing a little photoshop touchup can't fix.
Seriously though if you rig it and get that done you can have my unborn child.
Rinfect is godlike.
[media]http://www.youtube.com/watch?v=scVe_Pwk8Fk[/media]
I still recommend keeping in mind UModel, when it works. I feel as though if you start relying on this version, which does need fixes, you'll never get around to the direct extracted versions which should be more reliable.
[QUOTE=MegaScience;40282459]I still recommend keeping in mind UModel, when it works. I feel as though if you start relying on this version, which does need fixes, you'll never get around to the direct extracted versions which should be more reliable.[/QUOTE]
I hope he updates it but that will be awhile, there is always a chance it will never be supported.
Sweet! Our first bioshock Infinite thingy is in SFM!
Any word on umodel?
bah! i was totally going to rig up that pistol for a pistol mod in TF2, but the file isn't downloadable anymore :c does anyone still have the file and could possibly upload it?
It'd probably be best if you ran Ninja Ripper yourself, or better if you waited for UModel.
For myself using Ninja Ripper, I had to change the wrapper to DX11 or something to work.
[B]Edit:[/B] Bad news: [quote=Gildor]
[quote=MegaScience]
It comes down to finding time to download 17GB of game, run through the files, and update UModel accordingly. Since the game's launch coincided with a transition, it could be a bit before he finds time. But he can take his time.
[/quote]
Unfortunately I have [b]much more[/b] things to do for moving forward to Bioshock 3 reversing.
1. Rent a home, currently we're living in temporary apartment and must move in 2 weeks.
2. Find suitable Internet provider - currently all I can buy is 3G USB dongle with very expensive limited intertet offers (~ £15 for 2Gb of traffic, that's £135 ~ $200 just to obtain 17Gb of Bioshock 3); there's no unlimited 3G offers in UK! I thought UK is very technological country, but Russia is much better in mobile networks and home internet areas.
3. To buy a PC. I'll get my notebook soon. Perhaps I'll be able to use it for reverse engineering, but it's too unpowerful to run even UT3, so which performance could I expect for running a Bioshock 3? I checked UK shops for desktop PC offers - there are a lot of "brands" here (like HP, Dell) which are too expensive, and no ordinary PCs. This is another area where Russia moved forward - I could buy relatively good PC (non-brand) just for $300-400. Perhaps I'll buy a PC on Amazon, collecting it part-by-part. Also I'm looking for [i]used PC[/i] which would be good enough to run a 2-3 years old game. I have a lot of things to do for my family here, and PC has much lower priority in our family budget, so used PC could be a solution. One of my friends (warrantyvoider) offers me his used PC, but it will be too expensive to send it over the postal from Germany to UK ...
So, you may see that there's not "just download the game and reverse it" :(
[/quote]
So we'll be with Ninja Ripper for a while. It sucks that we must work by gamesave and duplicate files, running ourselves on ultra, etc. It rips so oddly, too. But he needs time, so yeah...
[B]Edit2:[/B] Since we'll be stuck with Ninja Ripper for a while, I suggest looking up Cheat Engine tables and such for Infinite. That way, you can quickly get to the parts of the game you need. Just remember to back up your saves and configuration files - I assume you could probably screw some things up. I found some things, but I need to test them first.
[B]Edit3:[/B] This tool works: [url]http://forum.cheatengine.org/viewtopic.php?t=564264[/url] I'm using No Clip (Ghost) right now right after the raffle. It's amazing - they used high resolution textures and models on the statue even really far away. I mean, it is a centerpiece, but it surprised me how much detail they put on it.
Well, looks like we're going to be waiting a [i]really[/i] long time for umodel now since Gildor's got a lot to sort out in real life, so... whatever you guys had planned for figuring bioshock infinite out, definitely don't drop that.
edit: ^^ yeah what he said
For those wishing to use these in Source Film Maker, I'm curious what you have in mind.
[QUOTE=MegaScience;40311776]For those wishing to use these in Source Film Maker, I'm curious what you have in mind.[/QUOTE]
A few things. Some of them would be enhanced by having the last couple levels ported over from the game. For those, they'd probably be single frame stills.
But really anything cool you can think of. I'm pretty decent with the program. You could make a mean skyhook combat sequence in Source Filmmaker if you had all the right assets.
[QUOTE=MegaScience;40311776]For those wishing to use these in Source Film Maker, I'm curious what you have in mind.[/QUOTE]
Will you be porting any of the civilian bodies?
[QUOTE=MegaScience;40311776]For those wishing to use these in Source Film Maker, I'm curious what you have in mind.[/QUOTE]
If it were possible, porting a bit of Colombia as a map would be absolutely amazing. Aside from that, faceposeable models that work with Valves IK-Rig would be stunningly great.
I'm not sure we could get map files - just the models that compose it. Ninja Ripper takes from RAM, UModel would take from the files. I don't think either would have a map file of a fully composed map, so you'd have to reconstruct it.
With Civilian models, you could easily get those. Just use Ninja Ripper while looking at civilians. The problem is getting .rip files opened in other programs besides 3ds Max... I'd rather not get that just for these files.
[QUOTE=Derp Y. Mail;40318877]If it were possible, porting a bit of Colombia as a map would be absolutely amazing. Aside from that, [b]faceposeable models that work with Valves IK-Rig would be stunningly great.[/b][/QUOTE]
This is the ultra important part, for sure! A wide range of emotion would be really fantastic. The models are capable of it, specifically Elizabeth, but I don't know if ripping them using ninja ripper gives you the right info for that.
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