NINJA RIPPER
I surfed our website and didn’t see this program, so I decided to upload it to our website.
NINJA RIPPER is a utility for extracting/ripping 3D models (meshes), textures, shaders directly from a running game.
Current version: 1.1.2
Possibilities:
ALL available information about the model vertices is extracted (position, all texture coordinates, normals, weights, BLENDWEIGHT, BLENDINDICES, BINORMAL, TANGENT), indexes, textures, shaders. Theoretically, you can import this add-on. information in a 3D editor!
Supports D3D11, D3D9, D3D8 (not all methods/techniques are processed, but should work in 95% of games).
Functions:
- Target (DX8, DX9, DX11 application) (select application/game for rip):
- Exe - field for entering the direct path for the application/game executable file
- Arg — field for entering additional launch parameters for the executable file
- Dir - field for entering the direct path to the folder containing the executable file (substituted automatically after selecting exe, no need to change)
Modes in which the ripper will copy the d3dX.dll of the ripper to the folder containing the application/game file being used, after which the ripper window can be closed, then you can launch the game from anywhere, the d3dX.dll copied by the reaper will automatically attach itself to the game when launched in any way, allowing you to rip the model. Thus, you no longer need to launch the ripper itself for this game.
- D3D8 Wrapper - for games on directx8
- D3D9 Wrapper - for games on directx9
- D3D11 Wrapper - for games on directx11
You need to delete .dll from the game folder manually (if necessary), the ripper settings are now stored in the registry!
- RUN - button to launch an application/game
- Output Directory (directory for saving ripped models):
- Dir - field for entering the outgoing folder (automatically inserted), this folder can be selected manually, do not forget to check the box Don't overwrite by EXE
- Browse - button to open the folder of the selected executable file
- Settings:
- RIP - select a button, clicking which will rip
- Forced to save (Textures) — select a button to force save only textures
Importer capabilities for 3Ds Max:
To import models, use 3Ds Max version 2009 and higher. The importer allows you to import models and uv coordinates.
Theoretically, you can also import any data saved in .rip files, including weights for vertices; these weights are used to connect the model and bones. The only question is the generation of the skeleton and the connection of this skeleton with the model.
Importer functions:
- Source select (select source and import mode):
- Group — mode for importing a group of files
- Single - mode for importing files one by one
- List File - mode for importing files through a .lst list file, which contains a list of all models of one rip
- RIP File Nums — field for entering file numbers for import (for Group mode), input format: 0-15, 589, 67
- Vertex Format (selecting the model construction mode):
- Auto - mode for automatically determining groups of data (vertices, normals, uv coordinates), suitable for most games
- Manual - mode for manually defining data groups, required for importing models from new games (mainly directx11)
- Position (x,y,z) - fields for entering a group of data that determines the position of the model vertices; even in manual mode, these parameters remain unchanged in 99% of games
- Normal (x,y,z) - fields for entering a group of data that determines the direction of the normals of each vertex of the model (being finalized)
- TexCoord (u,v) - fields for entering a group of data defining the texture coordinates of the model, one of the most important import parameters. For games whose import does not allow obtaining the correct uv coordinates, a pair of uvs is always selected by brute force. At the moment, it has been revealed that pairs cannot exceed the number 50, i.e. In very rare cases, uv pairs can be 3-4 or 4-5 or 5-6, which is within the “normal definition field”, as well as 8-6 or 12-11, which goes against common sense, but nevertheless it may be.
- TraTransformations:
- Scale — scale of the imported model
- Rotate X — rotation along the axis of the imported model
- Tex.Num — select the texture number that will be assigned to the model after importing
- Flip UV Vertical — invert the vertical position of uv
- IMPORT - button to start the import process
fast and easy
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1375029501_ninjaripper.zipDownload (4.11 MB)Password: libertycity