Hey guys,
I used to be an author of an Addon called "Halo 2 Marine Pack"
Basically I used files from garrysmod.org but now I was actually thinking of redoing it since I wanna get more into modeling and stuff, now that I'm much older, from the addon originally being posted in back in 2014.
So I'm using Ninja Ripper for Halo 2 and it just doesn't seem to want to work, is it the game or perhaps Ninja Ripper? Any ideas or solutions or have anybody ever tried this?
https://files.facepunch.com/forum/upload/400412/f263002e-8636-4f5e-97bc-812ae386c320/Noesis_gMirDRJkv0.png
https://files.facepunch.com/forum/upload/400412/4a11ccfa-138e-4611-a031-9d4b212143cb/Noesis_r27R48AH92.png
https://files.facepunch.com/forum/upload/400412/c76219fd-74b6-4a49-b350-1e0be337dd01/Noesis_WmFKYltrEy.png
I tried looking for solutions and couldn't find any, well, with Halo 2 or any games similar, sorry if this doesn't belong here.
Any thoughts is greatly appreciated, thanks
Part of the issue with NinjaRipper is that you will get a bunch of bad rips amongst the good ones, and you won't always get all of the pieces of a model. Thankfully, the RIP files have the names of the texture files listed in plaintext inside them. For this reason, it's good to have a utility (such as Unix grep) that can run through files and search for a given string, such as Tex_1234_0 like the names of the textures you get and the bottom of the folder with the RIPs. You can search for the name of a texture and it will give you a list of RIP files that contain said string. You can then pick out the good ones more easily with Noesis or whatever tool you use. It's still a little tedious, but it's way faster than converting the whole folder and/or digging through them one by one.
Also, if the models are squashed or stretched than usually all it takes is scaling it by 2 or 0.5 on the correct axis (after converting) to get them into shape. You might need to rip a model several times to get all of the pieces and with good UV maps (when converting RIP to SMD you will need to flip these along the center of the texture anyways). When doing this it helps to have as much of the model in view and up close as possible, unless you want to rip LoDs.
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