I uploaded some posters I got to BioShock Wiki. Ninja Ripper is difficult to work with, so when I clear out spare files, I end up deleting things I wanted but forgot about or simply couldn't find mixed in the rest of the textures. If you find any posters, check if they are uploaded anywhere and then trim them out for the wiki, too?
[URL=http://bioshock.wikia.com/index.php?title=Special%3AContributions&contribs=user&target=MegaScience&limit=500&namespace=6]My file uploaded, latest ones being from Ninja Ripper.[/URL]
-snip snap-
I'm stupid.
So no one has found the Vigor bottle models yet ? :/
Found Bronco Vigor, but textures is lot darker than they are in game.
[url]http://i049.radikal.ru/1304/68/87468205c1af.png[/url]
if ya can upload the file maybe I can have a look?
Or if all else fails I could edit the textures.
It's usually a tweak in the alpha setting
Sure, but where exactly i should upload it?
4shared or rapidshare or something ?
[editline]23rd April 2013[/editline]
I'm also really looking for the crow vigor bottle so if ya find it (even without textures) let me know :D
Ok, here it is. .obj and .dds in archive [url=http://www.filedropper.com/bronco]http://www.filedropper.com/bronco[/url]
By the way, someone on gildor's site are digging in this. He already can extract textures and static meshes. He promised to release his tool once he finished with Skeletal Meshes.
[t]http://www.gildor.org/smf/index.php?action=dlattach;topic=1809.0;attach=423;image[/t]
Ah, the texture he shows is 512x512. The textures can be much higher resolution than that. I left a post inquiring about his ability to dig into the high resolution sections.
By the way, for anyone wanting the vigor bottles at their best resolution using our current methods, run Ninja Ripper right as you pick up the vigor. The in-hand model is about the best quality you can get. The texture for Charge was amazingly detailed.
[QUOTE=unidentified;40391918]By the way, someone on gildor's site are digging in this. He already can extract textures and static meshes. He promised to release his tool once he finished with Skeletal Meshes.
[IMG]http://www.gildor.org/smf/index.php?action=dlattach;topic=1809.0;attach=423;image[/IMG][/QUOTE]
Holy crap! I thought it was going to be a month or two before Gildor did something for us!
That man is The Impossible!
edit: okay, it's actually a guy named Ehamloptiran. Well, he's impossibly cool, too!
Could you please port Elizabeth with her first outfit rather than her second one?
[QUOTE=thexfiles123;40408981]Could you please port Elizabeth with her first outfit rather than her second one?[/QUOTE]
Go back one page.
[QUOTE=thexfiles123;40408981]Could you please port Elizabeth with her first outfit rather than her second one?[/QUOTE]
In progress.
*Scrubbed*
[QUOTE=Sims_doc;40417268]So, Will you guys be releasing the models Or. Do i have to climb out of debt and buy this game just for the express purpose of [I]re-living parts of the trailers[/I] like fighting that [B]Massive Artillery Gun[/B].[/QUOTE]
I refuse to use Ninja Ripper after seeing how inefficient it is, when and if a tool allows extraction of the models, I will love to give everyone all the models.
[QUOTE=Sims_doc;40417268]So, Will you guys be releasing the models Or. Do i have to climb out of debt and buy this game just for the express purpose of [I]re-living parts of the trailers[/I] like fighting that [B]Massive Artillery Gun[/B].[/QUOTE]
Actually that never made it into the game
*Scrubbed*
[QUOTE=Sims_doc;40419437]Well, Assuming someone wants to do it. You could just decrypted the entire game and slowly piece together all the models. It would take a little longer than a 3d Ripper tool but you would get everything.
[B]- Edit[/B] But from what I'm told it runs on the Unreal Engine doesn't Umodel do Unreal Engine?[/QUOTE]
It does, but each game use a different build of engine, custom build, cause of that there are no many compatibilities between games. Like if umodel in this build can extract, let's say Batman Arkham City, that doesn't mean it will also extract Bioshock Infinite.
Gildor need to reverse and add support for Bioshock Infinite in order to export models through his tool.
Was playing around with texture maps from Bioshock Infinite in 3ds max
[URL="http://i074.radikal.ru/1304/a6/be80569eaf3b.png"]http://i074.radikal.ru/1304/a6/be80569eaf3b.png[/URL]
Thats relly nice, so much info covered in one map. The only question now is how to recreate this cool hair shader in SFM.
I will say it's lucky I decided to get a new harddrive when the game came out. As we've said several times, it drops GBs of excess files quickly, including what I assume are various maps (light? etc?) from the current world which don't actually come from textures or anything. Although the worst part is either the files I really want are getting buried in the excess ones, or what it actually seems Ninja Ripper isn't giving me all the files on capture. What I did was just play through the game and do captures along the way over several hours. I noticed some files weren't in the folder, but considering how many there are, there is the chance I missed them... Twice... Because I loaded the game back up, tried again, and some still weren't there.
That person of Gildor's forum does seem to be making progress on their extractor, but he's building whatever he is doing from the ground up, so... Well, I'm not sure.
He is trying to add support of animations. If he decided to release his tool only when animations will work then i think we are stuck for a long time. As i know, Morpheme (animation system in Bioshock Infinite) combines procedural (like Euphoria) and prerecorded animation. And it is super complicated shit.
As for about my own expirience with Ninja Ripper - i load all textures in Ph at once and just look at the names of the each texture. its "tex_[number]_[second number]" where first number means material and second is texture in that material. 99% of the time first number also means the name of a mesh. Most of the time. But working with Ninja Ripper is still a pain in ass.
[QUOTE=unidentified;40424822]He is trying to add support of animations. If he decided to release his tool only when animations will work then i think we are stuck for a long time. As i know, Morpheme (animation system in Bioshock Infinite) combines procedural (like Euphoria) and prerecorded animation. And it is super complicated shit.
As for about my own expirience with Ninja Ripper - i load all textures in Ph at once and just look at the names of the each texture. its "tex_[number]_[second number]" where first number means material and second is texture in that material. 99% of the time first number also means the name of a mesh. Most of the time. But working with Ninja Ripper is still a pain in ass.[/QUOTE]
I [i]think[/i] he's already said he thinks it'd be pointless to add in all the super complicated animation stuff, so I don't think we'll be waiting for that.
He already has full character support ready to rock outside choreographed animations, though. Loaded into 3dsmax and fully animatable and expressible from there. So technically it's at the point where we could just export every single damn character and item into 3dsmax and from there go straight to the process of converting for SFM and Gmod.
*Scrubbed*
Indeed.
The Lutece twins really stole the show in Bioshock Infinite, I'd love to see them in Gmod sometime.
[IMG]http://24.media.tumblr.com/c0e5f288abb10fc6e38b75fbb996d44a/tumblr_mkjo22e2Pv1qf98nao1_500.png[/IMG]
[QUOTE=Ryu-Gi;40493409]The Lutece twins really stole the show in Bioshock Infinite, I'd love to see them in Gmod sometime.
Picture[/QUOTE]
I agree, though I think people will make some interesting screenshots.
Because you know,
People are fucking amazing.
apparently the building in the background got drunk and slumped against its neighbor.
*Scrubbed*
Gildor's extractor and decomressor tools are now support Bioshock Infinite.
Btw, that guy has released his [URL="http://www.gildor.org/smf/index.php/topic,1809.30.html"]tool[/URL] but i cant get it work - it just crashes. Texted on PC and Notebok. Anyone have a success?
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