[QUOTE=Gmod4ever;38718923]So, here's a stupid question, and forgive me for asking it, but:
Does anyone know if Ninja Ripper can rip custom characters from Skyrim? I was told by someone whose authority I trust in this regard some time back that 3D Ripper DX could not rip custom characters' heads from Skyrim, due to some shader system or other than Skyrim uses.
However, since Ninja Ripper seems to be a very large improvement over 3D Ripper DX, I was thinking that it may be possible to use it to rip custom heads?
I tried it myself, but I couldn't get the ripper to hook into Skyrim. I think it just kept hooking the launcher, because when I hit F10, nothing happened at all. I'm also completely incompetent when it comes to such things, so I was wondering if anyone else with more experience has tried it.[/QUOTE]
Were you trying Dx11 wrapper instead of intruder, or vice versa, or hell just try all of them, perhaps try to find an option to launch in Dx9 if possible.
Anyways Ninjaripper did rip customized characters from APB flawlessly, so it's a possibility it will preserve the mesh deformations and customizations, etc. It's also a possibility that without the bones to preserve morph targets the face will be completely fuckified.
Aka just keep trying things until you can get it to work, or someone else can tell you how to launch it properly, and good luck.
Well, the D3D9 wrapper seems to be the right one, because when I run with that wrapper enabled, the launcher resets my video quality settings (to Low, even though I have a Nvidia GTX 680M and can play normally on Ultra High Quality; might be picking up my onboard graphics, though).
However, a far bigger issue is the fact that, when the DX9 wrapper DLL is in the game's directory, the game crashes to desktop trying to load to the main menu. :v:
[QUOTE=A big fat ass;38713875]When you're installing 3D Ripper DX, it should install the 3DR plugin, which is supported for 2012.[/QUOTE]
Would you mind explaining how? I've tried installing the 3ds Max 2010 version and the 2011 version and the installer hasn't given me the option for 2012. 2010 and 2011 both throw and error saying: "DLL <C:\Program Files\Autodesk\3ds Max 2012\PlugIns\3drimport.dli> is not made for this version of the program - not loading."
Oh sorry, you're right. I just checked the site, and I guess there isn't support for 2012 yet.
[quote]Import plugin should work with 3DS Max versions 5.0-9.0, 2009 and 2011.[/quote]
[QUOTE=Korro Bravin;38703472][img]https://dl.dropbox.com/u/11742779/DeusEx_WiPs/Adam%20Jensen/Adam_01.jpg[/img] [img]https://dl.dropbox.com/u/11742779/DeusEx_WiPs/Adam%20Jensen/Adam_02.jpg[/img]
Sup?[/QUOTE]
Oh, i know what korro's going to deliver this christmas!
[img]https://dl.dropbox.com/u/18177532/Perskin%20Drawings%2B%20Various%20Art/korror2.png[/img]
I don't know why everybody has a problem with those heads, they look fine.
[QUOTE=A big fat ass;38721416]I don't know why everybody has a problem with those heads, they look fine.[/QUOTE]
I don't know either, So I am just going to use enhanced cits for belltower. More diversity with those too anyway...
I bring good news. I have one HASMAT soldier in 3ds Max thanks to A big fat ass. Here he is:
[img]http://puu.sh/1xEvF[/img]
[img]http://puu.sh/1xEyk[/img]
How did you rip from Area 51?
[QUOTE=Biscuit-Boy;38719004]Were you trying Dx11 wrapper instead of intruder, or vice versa, or hell just try all of them, perhaps try to find an option to launch in Dx9 if possible.
Anyways Ninjaripper did rip customized characters from APB flawlessly, so it's a possibility it will preserve the mesh deformations and customizations, etc. It's also a possibility that without the bones to preserve morph targets the face will be completely fuckified.
Aka just keep trying things until you can get it to work, or someone else can tell you how to launch it properly, and good luck.[/QUOTE]
You can already port existing NPCs, iirc when I was going through the BSAs I noticed there was a folder that had every single NPC face (named by formid) as a nif. I think one of the console commands that exports your character into the editor creates a head mesh or something.
[QUOTE=Kuro.;38722608]You can already port existing NPCs, iirc when I was going through the BSAs I noticed there was a folder that had every single NPC face (named by formid) as a nif. [b]I think one of the console commands that exports your character into the editor creates a head mesh or something.[/b][/QUOTE]
That'd be nice to know. You wouldn't happen to know what that command is, would you?
Truth be told, I don't care about any premade NPCs. I would like to create a semi-changeable (via flexes) face, and for that, I'd need to get a lot of different renders of the face, using the various morphers the character creator provides us.
I don't even know why I started this, guess I wanted to see what one of the Resident Evil 1 mansion zombies would look like if it was still alive. Everything is from the original model. None of it is anywhere close to being done. Just thought some of you might find it interesting.
[IMG]http://i.imgur.com/DhJFq.png[/IMG]
[IMG]http://i.imgur.com/ZUMv4.jpg[/IMG]
I never agent 47 was a zombie
[QUOTE=Well534;38723634][URL=http://www.radikal.ru][IMG]http://s018.radikal.ru/i519/1212/7a/57e0bf5bba29.jpg[/IMG][/URL]
[URL=http://www.radikal.ru][IMG]http://s017.radikal.ru/i435/1212/46/89687e11d77b.gif[/IMG][/URL][/QUOTE]
Where are these from?
Iron Front : Liberation 44
[QUOTE=Korro Bravin;38703472][img]https://dl.dropbox.com/u/11742779/DeusEx_WiPs/Adam%20Jensen/Adam_01.jpg[/img] [img]https://dl.dropbox.com/u/11742779/DeusEx_WiPs/Adam%20Jensen/Adam_02.jpg[/img]
[img]https://dl.dropbox.com/u/11742779/DeusEx_WiPs/BelltowerMercs/Merc_01.jpg[/img] [img]https://dl.dropbox.com/u/11742779/DeusEx_WiPs/BelltowerMercs/Merc_02.jpg[/img] [img]https://dl.dropbox.com/u/11742779/DeusEx_WiPs/BelltowerMercs/Merc_03.jpg[/img]
[img]https://dl.dropbox.com/u/11742779/DeusEx_WiPs/BelltowerMercs/Merc_04.jpg[/img] [img]https://dl.dropbox.com/u/11742779/DeusEx_WiPs/BelltowerMercs/Merc_05.jpg[/img] [img]https://dl.dropbox.com/u/11742779/DeusEx_WiPs/BelltowerMercs/Merc_06.jpg[/img]
Sup?[/QUOTE]
You ripped it with Ninja Ripper or Gameassassin?What texture parameters for import You used(Ninja Ripper)?
[QUOTE=F T;38722408]How did you rip from Area 51?[/QUOTE]
3D Ripper DX. I launched the game with it and took some frames. The model I am working on now is from a frame of when you and your squad are in the elevator in the first level. I took the .3dr of the frame and imported it into 3ds Max 2010 (The .obj's don't work well). I set the Recommended values to the only preset it had and it worked.
[QUOTE=Gmod4ever;38722736]That'd be nice to know. You wouldn't happen to know what that command is, would you?
Truth be told, I don't care about any premade NPCs. I would like to create a semi-changeable (via flexes) face, and for that, I'd need to get a lot of different renders of the face, using the various morphers the character creator provides us.[/QUOTE]
In case anyone is wondering, the console command is this:
[code]SPF <character name>[/code] where character name is the exact name of your player character you want to export.
If it works properly, you should get no output from the console, and you should get a file named [i]<character name>.npc[/i] in your Skyrim installation folder (where the EXE is).
I haven't tested this myself, but the Internet tells me it is so, and the Internet never lies.
Now I have to verify this, then figure out how to get the mesh from the .npc file to a workable form.
Bodygroups that are done
[img]https://dl.dropbox.com/u/11742779/DeusEx_WiPs/Adam%20Jensen/Bodygroups.gif[/img]
Also includes a skingroup for un-augmented jensen
The coat is also ragdoll'd separately where it hangs down
[QUOTE=Korro Bravin;38726091]Bodygroups that are done
Also includes a skingroup for un-augmented jensen
The coat is also ragdoll'd separately where it hangs down[/QUOTE]
Can't wait.
[QUOTE=Korro Bravin;38726091]Bodygroups that are done
[img]https://dl.dropbox.com/u/11742779/DeusEx_WiPs/Adam%20Jensen/Bodygroups.gif[/img]
Also includes a skingroup for un-augmented jensen
The coat is also ragdoll'd separately where it hangs down[/QUOTE]
Send me the files and I'll AUGMENT THE PHONG.
EDIT:
I know you never asked for this, but still.
[QUOTE=7H3_H4CK3R;38725103]3D Ripper DX. I launched the game with it and took some frames. The model I am working on now is from a frame of when you and your squad are in the elevator in the first level. I took the .3dr of the frame and imported it into 3ds Max 2010 (The .obj's don't work well). I set the Recommended values to the only preset it had and it worked.[/QUOTE]
Wait - isn't area 51 extractable with umodel?
Red channel is the AO, Green is the spec, Blue is the gloss (on most models) If I remember correctly. BF3 weapon models use a shared normal map which has little "bumps", their weapons have enough polys to where they don't really need baked normals...
Secret service
[IMG]http://imageshack.us/a/img708/7056/ss1vu.jpg[/IMG]
Cuban PMC
[IMG]http://imageshack.us/a/img651/3748/pmc1.jpg[/IMG]
Kravchenko
[IMG]http://imageshack.us/a/img339/8963/kravchenko.jpg[/IMG]
I have more models but i'm waiting for a BO2 iwi viewer (now in developing)
[url]http://www.mediafire.com/?7p8n6ju6y682g[/url]
Is this a perspective thing or do the BO2 models have abnormally large hands?
Proportions have always been kinda weird. Short, stocky-ish, ham hands. I remember that Johncage used to get up in arms the moment anyone posted a Call of Duty model because of that.
[QUOTE=Depardieu;38731495]Is this a perspective thing or do the BO2 models have abnormally large hands?[/QUOTE]
is the perspective from the render tool in FOV 45 , check the model.
[QUOTE=Rinfect;38734285]decided to get higher res textures for the vaas ninja ported
[IMG]http://puu.sh/1y1lI[/IMG] after[/QUOTE]
Don't mean to be intrusive or anything, but please tell me you are releasing him after rigging if you can.
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