Hey, howdy. It is to my awareness that a few people here have had trouble ripping from some of the modern LEGO Games. So I'm here to show you just how it's done. First in a video, and secondly in text. Here we go!
2. Once you've got the two program folders extracted, stick the "fmt_ninjaripper_rip.py" that came with Ninja Ripper into Noesis' \plugins\python folder. You're going to need to have this set up for later.
3. Open Ninja Ripper. On the right side of the "exe" path line, press the button with the three dots and select the .exe of the game/program you want to rip from. As an optional, you can change the output directory after you select your exe too.
4. Almost ready! But before we head off to the game, double check your settings so you know your ripping keys, and also see what injection or wrapper method you have selected (this is the drop-down below the big "Run" button). For most TTLEGO games d3d9 wrapper works fine, but for something like LEGO Worlds I find I need to use to its DX11 .exe and use the d3d11 wrapper for it.
6. Go to your output directory, and within the "_NinjaRipper" folder you will find your rip folder and your .rip files inside, should everything have gone well. Good, now that we know it ripped we can proceed.
7. Open up Noesis and select one of the rip files. The program will load all the .rip at once, so be patient. Once it is loaded, you can either go through all the models one by one until you find what you want, or you can batch convert them all at once. I'll be batching. From the menu bar and the tools menu drop-down, select the "batch process" option.
9. Almost ready to blender, but before we do, I suggest getting this batch import plugin, the 2nd response, the one with "io_import_multiple_objs.py" in it is what you want. I won't be covering plugin installing, so look that up if you need. Okay, so now that we're set up. Select the multiple obj import button (if you installed the plugin), select all your obj files, and wait for them all to import.
10. At this point its pretty much just picking apart the jumbled model mess to find exactly what you need, and fixing up textures should it be needed (not needed most of the time), and smoothing out the model.
The one that comes with Ninja Ripper. The "fmt_ninjaripper_rip.py" file. It is outside the x86/x64 folders. You need to put that .py file in Noesis' \plugins\python\ folder (the place shown at 3:11 in the video)
Do you have lego marvel avengers? I have it but I don't know why I can't get the 100 save game on it, (I tried everything!) and I'd like a model from there (hydra computer stuff), can you get it and share it there?
Hello, everyone and @hagen.deloss! I have come across a problem with a flight simulation model I am trying to edit. I captured the model below in flight simulator 2004 using 3d ripper DX, as an .obj file, but it comes out flat in 3ds max. I have attached images of it in 3ds and the .obj file. the last photo is how I want the model to look (from the simulator), in actuality. What can be the problem? & may I request that a screencast be provided to me of how it can be fixed? I learn best when seeing these kind of things be done. Thank You! Your help is appreciated.
Thanks for posting your question on the forums! What happens if you scale the model in the Y direction? I found a video that illustrates that this may be a common occurrence in this type of 3rd party software.
Working on a project at the moment where I could really do with having the LIDAR/3d scan data from Google earth in the background. I've tried using some (apparently) old software called 3D Ripper DX which just seems to crash google earth for me. I've browsed to forums a bit and many people have asked this, but the 3D ripper DX software appeared to be the choice in the past, but as I said; not working for me.
Another solution may be to experiment with a free photogrammetry software and feed it with lots of pictures from google earth, perhaps that will do? Just a though, not sure if it would work. If you do discover something that works, it would be nice if you share your findings!
Without doing the hard work of actually reading the link, Open StreetMap, last I looked, was surface data. And the 'open' part means its not hard to get data. I think I did see some program to get the info, but would have to look for it again.
3DripperDX used to work well on the defunct Mocrosoft version of GoogleEarth, which was in some ways better. That is because it was DirectX-based, while GE is OpenGL-based. I have tried a few other programs that are supposed to work on OGL and no luck.
There was someone who made it all work and ripped a number of cities and was selling them online through a model site. I bought the NYC ones. They are out of date now, but still useful. They were land and buildings, seperated into zones or chinks, but not trees.
Funny you should mention photogrammetry. I have used a photogrammetry program to get the topo/buildings/tree data of an area by outputting a series of views from Google Earth (desktop--the old 'Pro' version, now free) and outputting a model. The problems are that it takes time to do all that, and the result is a massive spiderweb, and the UV map is for the whole model and therefore almost impossible to edit. So it's a bit of work, but for a background you could just use it as-is.
Some counties and states are publishing raw geo-referenced LIDAR, which also comes in as a mass of land, buildings and trees. Alternatively, there is always regular landform heightfield data (DEMs, now called something else but the same info) from the USGS (probably similar agencies in other countries for GIS data) which is good for hilly or mountainous. It can usually be found in 1meter and/or 10meter resolution.
I tried 3DF Zephyr, a free photogrammetry program that looked promising and fed it 44 pictures taken from google earth in the browser, and got this result. The geometry seems to be even more deformed than what appears in google earth, but at least it works. Would perhaps not use it for anything except background geometry in a scene.
Yeah, that looks pretty good. I used RealityCapture, which is Euro 99 for three months. By using the old GoogleEarth desktop program, you can output images up to 4800 pixels wide, so lots of detail to work with--and no lens distortion since they are renders. And you output a LOT of images from GE.
Tomorrow I have to start a project on an area of lower Manhattan. I just looked at it in Google Earth, and then in Apple Maps on my ipad. The Apple 3D is much more recent, and somewhat better detailed than Google Earth. Neither is perfect, but one could still get a good start on a site or a good background as-is.
Take a look at flux.io's Site Extractor app. It collates OpenStreetMap data with aerial photography to pull a good-enough-for-background context model directly into 3ds max, Sketchup, or Rhino in a handful of clicks.
pretty stratightforward. open google earth pro, find your site, has to have 3d buildings on obviously. Incrementally orbit/rotate around the site (shift + arrow key), save each screenshot, maybe about 30-40 rotates at most. Open recap, load the images, build the model, export it to 3dsmax, scale it up to your unit size and voila... simples good luck!
Yeah in my case most of the time I'm trying to rip entire areas of a downtown. Anything small I just model myself. I've been searching for an easy way of doing this for years. I'm surprised things haven't really changed.
We've used them before Dean, by chance they happened to have already modelled the site we wanted. Alas, this project was too late in the day and being done as a bit of a "freebie" by the practice, so doubt they'd have wanted to shell out for such a model.
Hello there! We take your privacy seriously, and want to be as transparent as possible. So: We (and our partners) use cookies to collect some personal data from you. Some of these cookies we absolutely need in order to make things work, and others you can choose in order to optimize your experience while using our site and services. It's up to you!
Additionally, we and our advertising partners store and/or access information on your device and also process personal data, like unique identifiers, browsing activity, and other standard information sent by your device including your IP address. This information is collected over time and used for personalized ads, ad measurement, audience insights, and product development specific to our ads program.
If this sounds good to you, select \"I Agree!\" below. Otherwise, you can get more information, customize your consent preferences, or decline consent by selecting \"Learn More\". Note that your preferences apply only to Tumblr. If you change your mind in the future you can update your preferences any time by using the Privacy link beneath each ad. One last thing: Some of your data may be processed by our advertising partners based on legitimate interests instead of consent, but you can object to that by choosing \"Learn More\" and then disabling the Legitimate Interests toggle under any listed Purpose or Partner on their respective settings pages.
as well, the textures for the models will be flipped. blender lets you select all the UVs and flip them (iirc on the y axis is where u need to flip them? if not just reflip the y and do the x axis.). this should fix the textures. just know that depending on the game, the textures may need some work done for them to fit. it is not a perfect export.
i did as instructed but still failed to get any models. it does pause and give a log but i cant get it to rip anything. i can get it to work on other games though.im on the latest version of ninja ripper 1.7.1
Dear users, I've recently been curious about an idea of extracting my Fallout 4 character model with possible mods to SFM, to pose it and etc. What I mean is I need my preset to be on a female character model with CBBE mod. Sounds deliriously, I know. Is it possible?
c80f0f1006