1. Post #1
    Gold Member
    Seibitsu's Avatar
    January 2009
    5,294 Posts
    I want to start at this of port characters but I want to know how to rip models from games.
    I use 3D Rip Max but the program doesn't give me a T-posed ragdoll.
    Have you got any good tutorial?

  2. Post #2
    Erghize's Avatar
    June 2005
    46 Posts
    GameAssassin. Its a chinese-written application, but it works pretty well and can even be used to dump animation and skeleton data.

  3. Post #3
    Gold Member
    Seibitsu's Avatar
    January 2009
    5,294 Posts
    I will try it.
    EDIT: Is complicated to use I think xD and I dont understand it...

  4. Post #4
    Gold Member
    Seibitsu's Avatar
    January 2009
    5,294 Posts
    No answers?...

  5. Post #5
    Gold Member
    smallfry's Avatar
    January 2007
    1,101 Posts
    You have to find a way to get them in a T-Pose ingame, and rip that. It's usually just a matter of luck. When I ripped the SWAT 4 officers and compiled them as CSS Counter-Terrorists, it was a bit easier than normal because SWAT 4 came with a model viewer in its map editor which you could rip models from in a T-Pose. In the case of Hitman: Blood Money, using the teleport cheat around the mission right after it starts will put every onscreen character into a T-Pose, which you can then rip. Sometimes you can screw up a game's animation files before launching it so that the characters move in T-Poses. (If you're going to do that, make sure you back up everything first...)

    Keep in mind that it's always a better idea to extract models directly from the game's files instead of ripping just the mesh when the game is running. You don't risk losing important data, and your output is less likely to be screwed up.

    If you can't find a way to get the characters into a T-Pose, and you can't take any data from the game's files, just rip characters in an idle pose. It's messy and more difficult to fix later, but it's really the best you can do.

    In all cases, the T-Pose that you rip will be slightly different than the animation you'd need for the Source skeleton. You'll still need to move/rotate/scale the mesh a bit to line it up perfectly.
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  6. Post #6
    Gold Member
    DementNeo's Avatar
    April 2006
    3,485 Posts
    GameAssassin. Its a chinese-written application, but it works pretty well and can even be used to dump animation and skeleton data.
    Never heard of that one, does it work on Vista?

  7. Post #7
    Gold Member
    Seibitsu's Avatar
    January 2009
    5,294 Posts
    Try it but you'll never understand it until you learn chinnesse...

  8. Post #8
    Gold Member
    DementNeo's Avatar
    April 2006
    3,485 Posts
    I can't find it in Google, what do I do?

  9. Post #9
    Gold Member
    Seibitsu's Avatar
    January 2009
    5,294 Posts
    Here you can find it: http://www.gameassassin.com/GameAssassin.htm
    I tried to put the download link but at the moment the link is down.

  10. Post #10
    Don't ask about my Miley Cyrus fangirlism
    heathendevil's Avatar
    March 2007
    2,305 Posts
    Here you can find it: http://www.gameassassin.com/GameAssassin.htm
    I tried to put the download link but at the moment the link is down.
    do we have to pay to get the registered version?

  11. Post #11
    Gold Member
    Seibitsu's Avatar
    January 2009
    5,294 Posts
    You don't have to.
    I asked S-LoW and he told me that he uses models exporter.Each game uses a different engine so each game uses a exporter.
    At the moment I want to try with GTA San Andreas.

  12. Post #12
    Gold Member
    HiddenMyst's Avatar
    June 2006
    6,615 Posts
    You don't have to.
    I asked S-LoW and he told me that he uses models exporter.Each game uses a different engine so each game uses a exporter.
    At the moment I want to try with GTA San Andreas.
    With all GTA3 titles, you only need a copy of ZModeler. You basically import the model, then export as whatever format you use in other modelling programs.

  13. Post #13
    Gold Member
    DementNeo's Avatar
    April 2006
    3,485 Posts
    You can also get a Maxscript for 3DS Max, which is much more useful when you intend to put the models back in game, and is less of a download.

  14. Post #14
    Gold Member
    smallfry's Avatar
    January 2007
    1,101 Posts
    Indeed, I found kam's GTA scripts very useful for both importing and exporting to GTA:SA. I think the set of scripts is for 3DS Max 8.

    I would also suggest IMG Tool 2.0 for opening the data archives (GTA:SA only, I think) and TXD Workshop for viewing/importing/exporting textures.

  15. Post #15
    Gold Member
    Seibitsu's Avatar
    January 2009
    5,294 Posts
    I would also suggest IMG Tool 2.0 for opening the data archives (GTA:SA only, I think) and TXD Workshop for viewing/importing/exporting textures.
    I have those programs.

  16. Post #16
    Gold Member
    DementNeo's Avatar
    April 2006
    3,485 Posts
    Indeed, I found kam's GTA scripts very useful for both importing and exporting to GTA:SA. I think the set of scripts is for 3DS Max 8.

    I would also suggest IMG Tool 2.0 for opening the data archives (GTA:SA only, I think) and TXD Workshop for viewing/importing/exporting textures.
    Maxscripts tend to work with whatever version I throw them in