Slant Six Games
CAPCOM
AGS
LINK
Selasa, 13 November 2012
Kamis, 08 November 2012
Selasa, 06 November 2012
Minggu, 04 November 2012
Sabtu, 03 November 2012
Jumat, 02 November 2012
PDW-R [BATTLEFIELD 3]
The PDW-R is a Personal Defense Weapon that appears in Battlefield 3.
"Developed to as a Personal Defense Weapon the PDW-R differs from most other PDW concepts by utilizing the standard 5.56mm NATO rounds of the M16 or M4. This allows the PDW-R to share magazines and supply lines with standard troops while its short length and bullpup configuration allow the PDW-R to be easily operated in CQB. Though it lacks the accuracy of a rifle, the PDW-R has a greater punch at range than other PDWs."
LINK
Kamis, 01 November 2012
Selasa, 30 Oktober 2012
SCORPION [UT3]
Credits:
EPIC GAMES
MIDWAY GAMES
AGS
LINK
PASSWORDS : goreface
GOLIATH [UT3]
Goliath from Unreal Tournament 3, now for Xxnalara & XPS.
Credits :
EPIC GAMES
MIDWAY GAMES
AGS
LINK
PASSWORD : goreface
Senin, 29 Oktober 2012
Minggu, 28 Oktober 2012
Sabtu, 27 Oktober 2012
Kamis, 25 Oktober 2012
Rabu, 24 Oktober 2012
NINJA RIPPER
The article describes how to "rip" models and textures of the games using as an API directx 8, 9, 11 versions, and import ripped models/textures into 3ds max. Important: if you're an experienced PC user, then your problem may be only getting properly uv. The rest is easy. However, I specifically "chewed" ripping process for all users.
Note: The article is designed for users familiar with working in 3ds Max and does not cover detail things such as, for example, texturing objects, setting up materials, etc.
For the conversion process, we need the following tools:- 3ds Max (i'm using 2009 х86) should work on versions: 2009-2013
- Ninja Ripper v1.1.0 (ripper) Author: blackninja [page]
- ninja_importer v1.3 (3ds max import script) Author: blackninja [download]
Extracting all available vertex information of the models (position, all the texture coordinates, normals, weights, BLENDWEIGHT, BLENDINDICES, BINORMAL, TANGENT), indices, textures, shaders. Theoretically all extracted information could be import into the 3D editor!
Support for D3D11, D3D9, D3D8 (processed, however not all methods/techniques, but should work for 95% of all games).
ripper function descriptionSupport for D3D11, D3D9, D3D8 (processed, however not all methods/techniques, but should work for 95% of all games).
- Target (DX8, DX9, DX11 application):
- Exe - field for a direct path for the executable file of the application/game
- Arg - field for additional settings for an executable file
- Dir - field for a direct path to the folder containing the executable file (entered automatically when you select .exe, no need to change by the default)
- No Wrapper - mode in which the ripper will try to run .exe of the application/game directly, using for ripping only intruder.dll, if this mode does not work (do not rip) then you need to select one of the wrapper modes!
- wrapper modes - a modes in which ripper will copy d3dX.dll in to a
folder containing the executable file of the application/game, after
this ripper windows can be closed, then you can start the game from any
location, copied d3dX.dll will automatically clinging into the game.
Thus no longer need to run the ripper himself for this game.
- D3D8 Wrapper - for directx8 games only
- D3D9 Wrapper - for directx9 games only
- D3D11 Wrapper - for directx11 games only
Note: you need to delete .dll from the game folder manually (if necessary), ripper configurations is stored in the registry from now on! - RUN - button to start the application/game
- Output Directory:
- Dir - field for output folder (automatically entered), this folder can be selected manually, be sure that checkbox "Don't overwrite by EXE" is cheked
- Browse - button to explore folder with selected .exe file
- Don't overwrite by EXE - by activating this function, the choice of the executable file does not overwrite the output folder
- Settings:
- RIP - you can change rip button
- Forced to save (Textures) - activating this will forced saving only texture
Note: You can add game's .exe by drag-and-drop from explorer window to the ripper window
Choose the mode in which will produce ripring process of the games. Mode depends on which directx game is running. Modes description:• No Wrapper - mode in which the ripper will try to run .exe of the application/game directly, using for ripping only intruder.dll, if this mode does not work (do not rip) then you need to select one of the wrapper modes!
• wrapper modes - a modes in which ripper will copy d3dX.dll in to a folder containing the executable file of the application/game, after this ripper windows can be closed, then you can start the game from any location, copied d3dX.dll will automatically clinging into the game. Thus no longer need to run the ripper himself for this game.
• D3D8 Wrapper - for directx8 games only
• D3D9 Wrapper - for directx9 games only
• D3D11 Wrapper - for directx11 games only
Note:
you need to delete .dll from the game folder manually (if necessary),
ripper configurations is stored in the registry from now on! (the old
version of ripper's settings are stored in the folder with the ripper)
Start the game by pressing the Run button:You will know when ripping is finished by the continue of the game.
It should also be borne in mind that in some games, ripping process "hangs" the whole game, ie after ripping and "hangs out" of the game, you can continue from the same point at which the game "freezes". However, there are some games that continue running even during ripping and after the process is finished, you can run into SUV, and your rivals will be far ahead.
3. Importing models into 3ds max. Open 3ds max. Menu MAXScript > Run Script... choose a script ninja_importer.ms, window opens:
- Source select (source selection and the import mode):
- Group - import group files
- Single - import single files
- List File - import files from list (not implemented yet)
- Input Dir/File - import source, the file or folder (depending on the selected mode)
- RIP File Nums - field to enter the file numbers to import (Group mode only), the input format is: 0-15, 589, 67
- Vertex Format (selecting the model building settings):
- Auto - mode to automatically identify groups of data (vertices, normals, uv-coordinates), will work for most games
- Manual - mode for manual definition of groups of data, you needed to import the models of the new games (mostly directx11)
- Position (x,y,z) - fields for enter data defining the position of the vertices of the model, even in manual mode these parameters in 99% of games will not change
- Normal (x,y,z) - fields for enter data defining the normals at each vertex of the model (not implemented yet)
- TexCoord (u,v) - fields for enter data defining texture coordinates of the model, one of the most important parameters. For games, wich model imports without a proper uv-coordinates, a pair of UV always choosing by search. At the time is Identified that pairs can not exceed number 50, that is can be 6-7 or 18-19 or 24-25 or 39-40 etc. In very rare cases, a pair of uv can be 3-4 or 4-5 or 5-6, which is within the "normal field of definition", as well as 8-6 or 12-11, which is at odds with common sense, but may still be.
- Transformations:
- Scale - the scale of the imported model
- Rotate - turn imported model on the selected axis
- Tex.0 File Level - choice of a number of the texture, which applies to the model after import
- Flip UV Vertical - will flip vertical texture coordinates
- IMPORT - button to start the import process
- vertex data (the model) is based on the first three values (00=x, 01=y, 02=z), also the numbers correspond to what is in the importer, thus 00=0=x, 01=1=y, 02=2=z. These values can be changed in the importer to accept any numbers, but in 99.99% of the games these values remain unchanged, and it is better not to touch them at all
- normal data (for smoothing groups models corresponding to the 03, 04, 05) - in the current version is not complete, changing the values not yield results
- uv, texture coordinates - represented by two numbers (06, 07, or 07, 08 or 24, 25), not three as in the case of vertices or normals - in 80% of the games are the same, but there are games (eg: Battlefield : Bad Company 2 or NFS: Run) where you need to change these values to get proper uv, and sometimes even go in the values of "normal zone" (ie, they can be 03, 04), but they are never go into "verte zone". These values need to change simple by search the numbers. In the picture below - an example.
You can also import models massively. To do this, instead of Single in Source Select choose Group and write the numbers corresponding to the .rip file's name this way: 15,489,0, 50-85 into RIP File Nums
After setting up import process press IMPORT button, all files that match the written numbers will be imported into 3ds max.
Note: If files imoported into 3ds max (models/textures) will be to many than 3ds max will crash. So choose and import exactly what ever you wanna work with by looking in textures.
4. About textures. Textures are always .dds files.
They are automatically loaded into 3ds max. It should be noted that each
model corresponds several textures, for example a model Mesh_0000.rip,
it can have multiple textures with names Tex_0000_1.dds, Tex_0000_2.dds,
Tex_0000_3.dds etc. But you can only load one of these textures in 3ds max. What is the texture will be loaded is selecting in the importer by changing number in Tex.Num function.
Note: If you use a programs for generating "preview" for .dds files in Windows explorer (I use Mystic Thumbs)
then when ripping dx11 games the mini-preview for such .dds will not be
shown, because they have wrong file header, the problem is not solved
yet. However you can edit/view those dx11 .dds files in
photoshop/irfanview/etc.
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