With the importer, I start with 1 & 2, if the uvs are fucked, delete, increase the values by 1 then import again... rinse and repeat. It's tedious but it works :)
Also with the character models, the clothing is grayscale because again the use camos as an overlay. I may have to get Photoshop and edit them myself...
I'm using ninjaripper, tried ripping models from hitman: sniper challenge, i manage to localize 47's models and I import them but the textures are all wrong, so are the UVs, and the scale on everything is wrong, it's all just in a little box. I used the DirectX11 wrapper since the intruder one didn't work, but I'm gonna try intruder again and see if I have any luck, if it was the ripping itself or if I just can't import properly.
[B]EDIT:[/B] OK Intruder didn't do anything so blah
[QUOTE=Jojje;38192118]I'm using ninjaripper, tried ripping models from hitman: sniper challenge, i manage to localize 47's models and I import them but the textures are all wrong, so are the UVs, and the scale on everything is wrong, it's all just in a little box. I used the DirectX11 wrapper since the intruder one didn't work, but I'm gonna try intruder again and see if I have any luck, if it was the ripping itself or if I just can't import properly.[/QUOTE]
It worked? I tried ripping from Sniper Challenge and texture ripping worked, but regular ripping just didn't get anything.
[QUOTE=simkas;38192145]It worked? I tried ripping from Sniper Challenge and texture ripping worked, but regular ripping just didn't get anything.[/QUOTE]
With the DX11 wrapper yeah I got textures and meshes.
Meshes were cocked up as I said but I dunno if I'm configuring the importer right so who knows.
I remember seeing Tosyk having imported 47 perfectly on their forums.
haha this shit is hard :V
And nobody answered my question. Are there any ripping tools that could rip meshes from Spiral Knights (aka a Java based game.). I could use Spiral-Spy as a method to bypass Spiral Knights anti-cheat checker.
MOH:W first person scene;
[IMG]http://i49.tinypic.com/335ej4x.jpg[/IMG]
[QUOTE=Ellis :P;38190428]I was wondering if it was possible to rip models from java games. Something like Spiral Knights.[/QUOTE]if java game can be emulated on directx tool, or if this java is working on directx (8,9,11) then yes, you can
[QUOTE=KENNITHH;38190444]But now I have a question, I ripped the M9 and M60 from Bad Company 2 but the only textures I find for them is blue which looks like some kind of spec/normal map. Isn't there some colored texture?[/QUOTE]mostly bf diffuse textures are green and colored, blue textures is for normal maping, and i got all uv (all kind) for weapons when i repped them off from bf games
[QUOTE=simkas;38190881]The numbers differ for different .rip files. Like, for a torso of a character in BF3, I had to use 30 - 31 to get proper UV maps, but for example the pants used like 26 - 27.[/QUOTE]correct, and also for one .rip file there may be several uvs: for diff, spec, nm, scratches etc (it was in bad company 2)
[editline]26th October 2012[/editline]
[QUOTE=Jojje;38192202]With the DX11 wrapper yeah I got textures and meshes.
Meshes were cocked up as I said but I dunno if I'm configuring the importer right so who knows.
I remember seeing Tosyk having imported 47 perfectly on their forums.
haha this shit is hard :V[/QUOTE]yeah, models are fucked up in a box for some games, so we can't do nothing about this, it's some kind of packed vertices
[QUOTE=Tosyk;38192525]if java game can be emulated on directx tool, or if this java is working on directx (8,9,11) then yes, you can[/QUOTE]
Umm... I remember alot of people stating in the forums that Spiral Knights runs on OpenGL. So would that work?
[QUOTE=Ellis :P;38192714]Umm... I remember alot of people stating in the forums that Spiral Knights runs on OpenGL. So would that work?[/QUOTE]no chance
[QUOTE=Tosyk;38192525]yeah, models are fucked up in a box for some games, so we can't do nothing about this, it's some kind of packed vertices[/QUOTE]
how did you manage to get 47 so perfect did you just rescale everything manually
[QUOTE=Ellis :P;38192775]GameAssassin?[/QUOTE]can be, but i'm not sure, 'cause open gl it's week place in any ripping tool
[QUOTE=Jojje;38193050]how did you manage to get 47 so perfect did you just rescale everything manually[/QUOTE]correct, but it's better than nothing
That's truly awesome! The only thing is, that the textures look kinda low-res for me.
Yeah, i was thinking the same, was looking around for ages, but that was all i found, gonna port some more weapons or something and see if it's really that low-res or something's fishy around here
I remember using some OpenGL Wrapper to DX, worked in some way but failed at another lol !
Btw Tosyk, so you're saying you actually get the real Diffuse textures in Bad Company 2 of the weapons? I get them from vehicles and stuff but not weapons and thats what I actually need (M9, M60 and RPG)
And I also tried to open the FBRB files of BC2 to browse there but then I can't open the RES files to find the texture :/
EDIT: This is how it looks like, most textures apply the diffuse when you import right? I get these pink ones which looks weird too..
[url]http://img824.imageshack.us/img824/4452/testij.jpg[/url]
[QUOTE=EBITUSA16;38188040]Oh hai, I'll just leave these here...
images[/QUOTE]
How the fuck? I can import the models, but I can't get the textures to work. What UV-map settings did you use?
Aye Ninja ripper will work on Dolphin emute if you set the wrapper to DX11 and the Emute to DX11, Game assassin also works on dolphin but not all games get T posed, Now lets see if it works with PCSX, cause the current PCSX method is annoying.
Ahhhh... Now I gotta ask if any of you gents know how to work with that piece of crap for a program called GameAssassin.
[QUOTE=Ellis :P;38196230]Ahhhh... Now I gotta ask if any of you gents know how to work with that piece of crap for a program called GameAssassin.[/QUOTE]
Alt plus your rip button rips, then you click the 3d button to view the OBJ files, which arent real btw, you can convert them to regular OBJ from there I think.
there isnt a tutorial anymore for it I can link.
Also anyone want to help me PCSX2 ripping? I've tried it on DX9/11 mode and used multiple wrapper settings with both, no luck I'm using v9.8 for PCSX2 so if anyone has other versions and wants to try....
Is there someone who can help me with my current blight?
[url]http://facepunch.com/showthread.php?t=1220982[/url]
It's just one model. One friggen' model.
I was told it cannot be rigged or T-Posed in it's current state.
[QUOTE=plasmid;38196464]Alt plus your rip button rips, then you click the 3d button to view the OBJ files, which arent real btw, you can convert them to regular OBJ from there I think.
there isnt a tutorial anymore for it I can link.
Also anyone want to help me PCSX2 ripping? I've tried it on DX9/11 mode and used multiple wrapper settings with both, no luck I'm using v9.8 for PCSX2 so if anyone has other versions and wants to try....[/QUOTE]
Well something ripped except that it didn't. Everytime I tried to rip it created empty folders. And I thought the program could capture already open programs.
Hey, since you guys are showing off your fancy uber-ripping tools, maybe someone can help me out here. I have no idea if this was an issue with the rip, or if it's just the way model is going to be, but I am currently working on giving Adam Jensen faceposing.
However, his left eyelid... well...
[t]http://filesmelt.com/dl/TheEyeballConsumingEyelid.png[/t]
His right eyelid is perfectly fine, but his left eyelid, as you can see here, clips through his eyeball. As I am sure you guys can imagine, that makes giving him eyelid flexes a bit more difficult for me. I could try and fish out the eyelid, but truth be told, I'd rather just have a fixed head to deal with.
Basically, I was just wondering if anyone would be willing to rip Adam from DX:HR, in the hopes that ripping it with the new Ninja Ripper will result in a face that doesn't have this problem.
Thanks in advance.
[QUOTE=Tosyk;38193146]can be, but i'm not sure, 'cause open gl it's week place in any ripping tool
correct, but it's better than nothing[/QUOTE]
Do you remember the values you used for the UV stuff. I've tried a LOT of values but nothing looks right
Jojje, I just saw that some weapons their parts need different UV coordinates, like the trigger is 12-13, the grip is 13-14 etc and that you might need to change the Tex Num but I'll let Tosyk confirm on that one.
[QUOTE=Ellis :P;38197088]Well something ripped except that it didn't. Everytime I tried to rip it created empty folders. And I thought the program could capture already open programs.[/QUOTE]
Same thing here, which means its not getting anything, Guess we are stuck with the old method then.
[QUOTE=Gmod4ever;38197488]Hey, since you guys are showing off your fancy uber-ripping tools, maybe someone can help me out here. I have no idea if this was an issue with the rip, or if it's just the way model is going to be, but I am currently working on giving Adam Jensen faceposing.
However, his left eyelid... well...
[t]http://filesmelt.com/dl/TheEyeballConsumingEyelid.png[/t]
His right eyelid is perfectly fine, but his left eyelid, as you can see here, clips through his eyeball. As I am sure you guys can imagine, that makes giving him eyelid flexes a bit more difficult for me. I could try and fish out the eyelid, but truth be told, I'd rather just have a fixed head to deal with.
Basically, I was just wondering if anyone would be willing to rip Adam from DX:HR, in the hopes that ripping it with the new Ninja Ripper will result in a face that doesn't have this problem.
Thanks in advance.[/QUOTE]
Why not just move those vertices out from the eyelid? It'd take like 10 seconds.
Because I am entirely incompetent and I spent 15 minutes trying and couldn't get it without the entire operation ending up looking like ass.
You seem to presume I actually have any modelling prowess whatsoever. There is a reason I'm sticking to just faceposing - it's piss easy.
[QUOTE=Gmod4ever;38197920]Because I am entirely incompetent and I spent 15 minutes trying and couldn't get it without the entire operation ending up looking like ass.
You seem to presume I actually have any modelling prowess whatsoever. There is a reason I'm sticking to just faceposing - it's piss easy.[/QUOTE]
You select vertices, you move vertices, bam, fixed, done, pack it and ship it.
[QUOTE=Gmod4ever;38197920]Because I am entirely incompetent and I spent 15 minutes trying and couldn't get it without the entire operation ending up looking like ass.
You seem to presume I actually have any modelling prowess whatsoever. There is a reason I'm sticking to just faceposing - it's piss easy.[/QUOTE]
if you can face pose you can move some verts out of the way.(soft selection)
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