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Ninja Ripper and getting correct UVs - Printable Version

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Ninja Ripper and getting correct UVs - The Prawn - 01-14-2017

Alright, so I'm trying to use Ninja Ripper to rip models from PvZ Garden Warfare 2 (Since I got tired of waiting for the real deal tools to be ready), but I have no idea how to get the correct UVs on the ripped models. Here's what I mean:

[Image: Eb5d5rZ.png]

As you can see, the ripped model lacks its original UV Mapping. It'd be nice to know if there's some way to get the correct Mapping on a model ripped via Ninja Ripper


RE: Ninja Ripper and getting correct UVs - Random Talking Bush - 01-14-2017

If you're using the 3DS MaxScript for it, try changing the U and V values from 6/7 to 8/9 or so, it might be using a different UV mapping layer for the model's diffuse.


RE: Ninja Ripper and getting correct UVs - The Prawn - 01-14-2017

I'll give it a shot, by changing the U and V values. While I have done it before, I'll go more in depth with it.


Is there per chance an easier way to get the correct values, or is it all just guessing?


RE: Ninja Ripper and getting correct UVs - Random Talking Bush - 01-14-2017

(01-14-2017, 10:54 PM)The Prawn Wrote: I'll give it a shot, by changing the U and V values. While I have done it before, I'll go more in depth with it.

Is there per chance an easier way to get the correct values, or is it all just guessing?
It's pretty much just trial-and-error there.


RE: Ninja Ripper and getting correct UVs - The Prawn - 01-14-2017

And I got it to work!

[Image: 7cvzrXw.png]

Like you said, RTB, just lots of trial and error. Thanks, man!


RE: Ninja Ripper and getting correct UVs - FreezShocka - 05-05-2017

Is there a place you are putting these models? I have been looking around for a Citron model to use on Maya to animate with possibly.