• Destiny WebGL Model Rips
    149 replies, posted
Any chance of getting the Omolon HC1?
FFS I cannot get the ripper to work again. Could you get me Atheon's Epilogue, Jigoku SR, Outbreak Prime, Vex Mythoclast and the Fallen weapons?
Ah just woke up okay so! I actually already ripped the omolon HC1 (I'm pretty sure I did at least) I'll upload it in a few I can rip that stuff for you PO but do u have the tools to convert the rip files for those ones? Because if so that would save me ALOT of time! And I'll look into the scout armors soon, I'm gonna be outta town this weekend so I can't do anything while I'm gone but I'll try and get done what I can before I go! EDIT: K heres the omolon HC1, i bit the bullet and assembled the textures, CCs and normals into single files aswell for this one! [IMG]https://imgur.com/ffFWlPk.png[/IMG] Download: [url]https://mega.nz/#!vxYyTSYL!QtLQoqrOTAf7TPtsyrclkYXrpaLPmxJ7BiV7e8zw4MM[/url]
Yeah you can just send me the raw rip folders. Send me the ones for the weapons you already ripped while you are at it, I need to check something. Danger Wasp, I assume you recreated the skins by copying the original color off a screenshot? Because the textures in here are all just masks.
[QUOTE=Portugalotaku;52752904] -Snippity-Snip- [/QUOTE] Heres the files: [url]https://mega.nz/#!W8pEiBba!X9RCPGwTfcsZlVFSoMziR7abrETLgo7RHQTT3TCxcvU[/url]
How do you get the models? I don't really understand it. Because I am trying to get the model of th Mida Multitool, as I am modelling it on Fusion360 but the original model will help a lot with some details :S Any chance you can get it for me? I can do all the postwork needed
[QUOTE=Portugalotaku;52752904]Yeah you can just send me the raw rip folders. Send me the ones for the weapons you already ripped while you are at it, I need to check something. Danger Wasp, I assume you recreated the skins by copying the original color off a screenshot? Because the textures in here are all just masks.[/QUOTE] yes. I use the control/cc maps to color the weapons. unless there is another way to do that. but I figured it what happened to the model. when exporting as a .smd, you should only do that once. if your going to make changes to it, you need to use the original, not the .smd, else it loses the normal map data and sharers them go all whack :v
What the fuck? That never happened to me. Also, I know you used the control maps to color the weapons, but how did you get the actual colors?
[QUOTE=dante1783;52753013]How do you get the models? I don't really understand it. Because I am trying to get the model of th Mida Multitool, as I am modelling it on Fusion360 but the original model will help a lot with some details :S Any chance you can get it for me? I can do all the postwork needed[/QUOTE] Actually thats a good point, I'll make a quick tutorial! Tut: Prerequisites: - Ninjaripper ([url]http://cgig.ru/ninjaripper/[/url]) - Google Chrome (I'm Using V56 im not sure if that holds any significance) - Noesis ([url]http://richwhitehouse.com/index.php?content=inc_projects.php[/url]) - Noesis .rip Plugin ([url]https://www.dropbox.com/s/78dmlurg2ew2o66/fmt_ninjaripper_rip.py[/url]) - Autodesk FBX converter ([url]http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909[/url]) - Some kind of modeling program that supports Autodesk .FBX files Steps: Step 1: Find your model! Visit this site: [url]https://lowlidev.com.au/destiny/gear-viewer[/url] and search for the model you want, once you've found it make a mental note of it! Step 2: Boot up Ninjaripper x86 and assign google chrome as the program to capture from. Make sure in the drop-down it says "Intruder inject" In settings, bind the force rip key to one of the number keys on your keyboard. (Mine is 2) Start the capture process by pressing the run key. Step 3: Capture the model. Go to the site (The one above) and find your model, press the force rip key you bound before to let the program rip the mesh, because the screen will freeze for a few seconds while its ripping, i like to jiggle the render view around like a madman so i know when its done because it will start moving again. Step 4: Convert the mesh! So now you're left with a slurry of models and textures! Open noesis and find the folder you extracted your meshes to (By default its C:/Users/-urnamehere-/Ninjaripper) Now go through and convert the meshes that are parts of the model into FBX files by right clicking on them and pressing export, and selecting FBX as your export format. (IK obj is simpler but it doesnt preserve the UVs if you use OBJ) Step 5: Convert dem FBXs! Open up Autodesk FBX converter and select and drag all the fbx files you just converted into the left side of the converter window, dont change any settings in the converter, just press convert. A new folder in the folder you copied the meshes from should be created called "FBX 2013" Copy all the .dds files starting with 00_000 and selecting them all until you hit a .dds that is significantly higher mbs wise than the rest, thats a screenshot, thats where you stop. (usually its between 5 and 9 MBs) Step 6: Assemble dat sh1t! Open your FBX supporting program of choice and import your meshes, you have to manually import them all, its annoying but theres no batch importer for blender so :( I assume you guys can take it from there but yeah so thats how ive been doing it at least!
[QUOTE=MattzocrazyX;52752763] EDIT: K heres the omolon HC1, i bit the bullet and assembled the textures, CCs and normals into single files aswell for this one! Download: [url]https://mega.nz/#!vxYyTSYL!QtLQoqrOTAf7TPtsyrclkYXrpaLPmxJ7BiV7e8zw4MM[/url][/QUOTE] God bless you sir. My Wife has asked for Devil You Know and Devil You Don't, but then decided to just shout 'hand cannons'
This is quite interesting, I thought that it only worked with firefox. I should point out that rip files can also be opened in 3ds, and can be bulk-exported.
[QUOTE=Portugalotaku;52753155] I should point out that rip files can also be opened in 3ds, and can be bulk-exported.[/QUOTE] Oh i do not have 3ds, i need to invest in picking that up lol
You can get it for free with a student license. Also, thanks for the files, but I also need the rips for the models you already posted, it seems the finished files you put up have different scales from the rips.
[QUOTE=Portugalotaku;52753182]You can get it for free with a student license. Also, thanks for the files, but I also need the rips for the models you already posted, it seems the finished files you put up have different scales from the rips.[/QUOTE] Oh okay, i actually dont have those still, i can re-rip them but it might take a bit
thought i'd pop in, the incomplete textures are from mipmaps. the bigger ones are mipmap0 and the smaller ones are mipmap1, 2, 3, so on. doom had the same issue. if you want a more complete texture map you'll have to do multiple rips and then go from there.
[img]https://i.gyazo.com/5b7edd4802a7c80dde940285fff565fb.png[/img]
Looks dope!!! Nice work!!! [QUOTE=Red Comet;52753142]'hand cannons'[/QUOTE] Also I'm outta town this weekend so I don't have my rig or any way to work on models till Monday but I'm sure someone else could help u! I'm pretty sure the devil you know and the devil you don't use the same model so provided someone can rip the .44 magnum mesh then the tecxtures for both can probably just be applied to the one mesh!
Released the Khvostuv mod for L4D2 you can try it out here: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=1160656171[/url] [t]https://steamuserimages-a.akamaihd.net/ugc/870742959322050263/B5DD3DBA545D4DBDDF05C91FEDD45EE3246B39CE/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black[/t]
Wasn't it supposed to have brown parts though?
[QUOTE=Portugalotaku;52755018]Wasn't it supposed to have brown parts though?[/QUOTE] that's the Exotic variant. It replaces the wire stock with a wooden one, and adds a wooden grip to the underside of the front. [img]https://i2.wp.com/planetdestiny.com/wp-content/uploads/2016/09/How-to-Get-Khvostov-7G-0X.png?fit=660%2C330[/img]
[QUOTE=MattzocrazyX;52754098]I'm pretty sure the devil you know and the devil you don't use the same model so provided someone can rip the .44 magnum mesh then the tecxtures for both can probably just be applied to the one mesh![/QUOTE] I'll give this a try myself, since I'm the one who was shouting anyways, however if someone gets to it before I figure it out on my own, I'd appreciate them letting me know.
[QUOTE=Wobbegong;52758839]I'll give this a try myself[/QUOTE] So, I attempted to export the models and ended up with a boatload of text files, all of which appear to be nothing but logs of my attempts. Not sure what I did wrong. Did anyone else manage to export something, so maybe I can troubleshoot my issues? [B]Edit: Closed everything and reopened it, and that fixed it. I'm dumb and should have known that "turn it off and turn it back on again" sometimes works.[/B] Edit 2: [url]https://gyazo.com/dfa6b40c9b0fadcb79b07988b5c1d57d[/url] What the hell did I break to get 4000 mesh files? [B]Edit 3: Oh, it's because I downloaded the entire website. Neat.[/B] [url]https://gyazo.com/52f8f94db30bda6ff932b1b1798f09d5[/url]
[IMG]https://i.gyazo.com/1dd8e5a938967fe08946929a07a6635e.png[/IMG] So far so good, but I'm a laze, so I'm making Red Comet help with the textures That said, if anyone wants, I can help jam models together now.
[QUOTE=Wobbegong;52760764] So far so good, but I'm a laze, so I'm making Red Comet help with the textures That said, if anyone wants, I can help jam models together now.[/QUOTE] And here's a custom texture plopped onto the Devil's frame. Not really based on any particular gun, more a generic Queen's Wrath skin, because I like the Queen. [T]https://i.gyazo.com/c285f015a156ac1aeef881ea5f4a3f3b.png[/T] [editline]9th October 2017[/editline] Just a heads up, I'm going to do a whole tutorial post here in a second, so stand by for long post. [editline]9th October 2017[/editline] Alright, gonna throw a quick tutorial for those of you trying to make heads or tales of the textures and how to color them like they look in the game. I'll be using Jade Rabbit since that's the gun I'm working on right now. Everything I'm doing will be in Gimp, but I can tell you how to do it in Photoshop or whatever as well if you need it. Okay, so Jade Rabbit is two main textures. I've got them displayed on the model here as red and blue just to help visualize it. [T]https://i.gyazo.com/e8819f565d81d5860479b6ef5ef6e8cb.png[/T] We'll be working on the red section first, which is the majority of the gun. The texture for that is in a bunch of pieces, but consolidated it'll look like this. [T]https://i.gyazo.com/cb0d087ee11161bdb30adea092cb6a74.png[/T] But it also comes with a funny colored version that looks like this [T]https://i.gyazo.com/dfd74e8689af56cbea8eaabc41c481d0.png[/T] Now, this is a pretty important texture because it's going to give you all the image data for recoloring it. To use it though, we've got to separate it into 3 parts. The red channel, which shows the total painted area of the gun and will mask out any scratches and such when you apply it: [T]https://i.gyazo.com/5e7f9e43d1a175f0c5c33753716bba43.png[/T] The green channel, which is going to be the specular for the gun, essentially. I recommend increasing the contrast a little bit to make the exposed metal in the scratches look more metallic, but it's not necessary. [T]https://i.gyazo.com/59881c0a83c203deeadfe4631f18c034.png[/T] and the blue channel, which will give you your paint color groups. basically what you'll do with this is use it to block out what parts of the gun are supposed to be what color, and then you'll apply the red mask to them once you've masked them into color groups. More on that later. [T]https://i.gyazo.com/8ce60c403a8d9d8902f518ba5803e1a6.png[/T] So first we'll get the two colors we need for the gun. I recommend just tinting the base diffuse to the colors you need so that you'll still have the shadows and such that're baked into that, but you can do it however suits your needs. [T]https://i.gyazo.com/fd51d04a2cfcfb1cb1d274938b381fce.png[/T] [T]https://i.gyazo.com/8448ffb95997c6544c4b17b1f53fc027.png[/T] Okay, so apply the blue channel to your dark grey (or whatever primary you want to do) so that you can see the secondary through it. Apply the same mask to the secondary color, but invert the color on the mask, so it's showing the opposite. Not strictly necessary, but I like to do it to cover my bases. [T]https://i.gyazo.com/fa11e6990df7b5071b09b0e4be769d57.png[/T] Once you've got that applied, save it and create new mask layers for both layers, and apply the Red channel to them to show the metallic details through. [T]https://i.gyazo.com/8fdcb0d6cf0e03b6ee8ad5df174a7337.png[/T] Unfortunately this particular mask leaves us with a little bit of cleanup, leaving some teal details around the edges. It's also set up to leave a border around one of the panels on the gun, which isn't present on the real texture, so we'll be removing that as well. The easiest way to do this is to increase the contrast and decrease the brightness on the Red channel to get a cleaner mask. It'll make the scratches a little more jagged at the edges, but it's better than the alternative. [T]https://i.gyazo.com/b637899b52917b2cc61d54021c8a87dd.png[/T] Once that's fixed we can apply it to both color sections again and get a cleaner bit of weathering on the paint. [T]https://i.gyazo.com/2a85974f28d9eece03531c02ac9602ff.png[/T] From there, it's just exporting the texture and applying it to the gun, and then repeating the process with the other texture, using the same color numbers. [T]https://i.gyazo.com/824440c5ae10e3373be8856f11502164.png[/T] Hope that helps someone, sorry for the fuckhuge post. [editline]9th October 2017[/editline] Finished product [T]https://i.gyazo.com/5b57386180bcd861a956e57b7f7ad443.png[/T]
Ah so the masks are indeed just that. This is what I needed to know. Could you post your vmt settings too? Also, use [t] instead of [img] for smaller pictures.
wow that tutorial was really helpful :O thank you so much!
[QUOTE=Portugalotaku;52761366]Ah so the masks are indeed just that. This is what I needed to know. Could you post your vmt settings too? Also, use [t] instead of [img] for smaller pictures.[/QUOTE] Thanks, edited. As to VMT settings, I don't actually know what that is.
some of the parts are wrong. not all of it is paint masks. two of the textures you grabbed are, in fact, PBR masks, metallicity and roughness. Destiny utilizes it rather than the old blinn highlight format. you'd ought to be careful about that.
True enough, but it works well enough for things that don't use a roughness mask. Gets the job done and reproduces the original well enough, I think
everything in destiny uses a roughness mask. if it doesn't, light projects all fucked up.
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