QuickBMS by Luigi Auriemma can be found here: From time to time I'll just edit this very post to update. In order to solve this, we can take one of the meshes inspect it in Local Space/World Space to see how it should look like, then using a tutorial to solve this issue using Noesis.I thought I'd share the quickBMS scripts I wrote with you here. In my case, correcting the FOV to 1/4 of the value was also wrong. Incorrect FOV values may result in stretched meshes like this. Upon importing (which will take a while depending on the amount of files), the result will most likely be flipped on its head, very large in size, but once that's corrected manually, it will visually look correct. When you're importing rips from a cutscene or menus (character creation, operative selection, Melk, Hadron), you must input 1/4 of the total value. If you're using a custom value for your FOV, input that instead or simply return to the default settings for the ripping process to keep things simple. Ninja Ripper uses Vertical FOV, so pick the former value of the two. rip files this way.ĭarktide's default FOV settings are 65 Vertical, 97 Horizontal. There are three important settings to take into account when importing. World Space means that it will try to position the models based on their coordinates in 3d space, meaning finally being able to extract backgrounds!!!!!!!!!!!!!!!! However keep in mind that character will not be in T-pose. If it doesn't you're most likely using regular Rip instead of ForcedRip or trying to use other methods for DXGI patching instead of No Logo. A successful rip with contain dozens if not hundreds of. Depending on the complexity of the scene, I heard a friend reporting it taking 10 minutes. Upon pressing, the game should freeze for an indefinite amount of time, but generally under a minute. The normal Rip will not function in this game, you will have to use ForcedRip instead. Go back to the previous steps and make sure the mode is enabled, the wrapper is in place and the correct settings were chosen. If you receive a backend error, something went wrong. In my experience, with No Logo chosen, loading times and performance appear to be unaffected, yet ripping still works. Due to the nature of Ninja Ripper, FPS may drop dramatically and things will take longer than usual to load. If everything went fine, the game will take a while to load, then after skipping through the intros you will be able to connect to the game. If it works correctly, you may notice the launcher is ♥♥♥♥♥♥♥♥ itself trying to run. With Global Injection Mode enabled, simply run the game from Steam with Ninja Ripper 2 running at the same time. Link to the tool - ( backup in case the access is lost )įollowing the tutorial from the linked website "How To Use Unlocker Portable", we will be using it to find two DXCaptureReplay.dll files and relocating them to the wrappers directory mentioned in the chapter before. Seeing as I'm the guinea pig of this whole process and nothing bad happened to my computer after using it, I deem it safe to use for now. To do that, an admin on the Ninja Ripper discord server suggested a tool named Unlocker Portable. In order to achieve that, we must find a way to "unlock" the file as it is protected and can't be moved otherwise. It's been a week or two and my computer didn't die from malware or BSOD'd yet, so I think we should be fine. According to what I found online, the file DXCaptureReplay.dll is only used by Visual Studio Graphics Debugger, so it's nothing that will outright break DirectX or your operating system if you remove it or relocate it somewhere else. There is a chance this error will appear. Optional step - solving the "unknown file version" error There is one last option you want to enable, but for the sake of security I'm keeping it for the extraction chapter.
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