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[Guide] Ripping models from Sketchfab

Submitted by HDR, , Thread ID: 152601

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RE: [Guide] Ripping models from Sketchfab

shinobi_
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19-03-2021, 08:20 PM
This post was last modified: 19-03-2021, 08:23 PM by shinobi_
#142
Hi guys. First post, but long time lurker haha.

So, gave this a go. Encountered the same errors as many but got it to work.
The mesh imported perfectly, but the textures are broken, possibly broken UVs?
Not done any ripping for a looooong time, so might be doing something wrong.

For anyone having issues, heres what i figured out so far:
- On a 64bit machine it only works with 64bit python - one of the links shared to 2.6 x64 in this thread worked perfectly.
- Ripping the files osgjs, model_bin and model_wireframe_bin did not yield proper results without a download manager.
This results in the "File "starter.py" line 1770 in openFIle....." error.
BUT... If you use a download manager, it works fine.
- also, YOU MUST REMOVE .gz extension from the filenames - dont extract, just rename.

Now... The issue im still having is with Ninja Ripper itself...

I can get the textures to download just fine. I have a folder full of textures (DDS format), which ive checked with Noesis and they are correct.
It also ripped a bunch of files called Mesh****.rip....
Importing these to Blender or Max with a plugin, they actually contain the same vertex/triangle/face counts as the osgjs file.
Thing is all the verts are arranged in a perfect diagonal line extending out into the positiveZ/Y axes.

If i apply the materials to the osgjs import, the textures are all backwards, if i apply them to the .rip import, i get 14000 verts in a line, so hard to say if the textures work or not.

Am i missing something or should i just use the osgjs and start creating the UVs from scratch?
Im a little reluctant cuz the model is an environment lmao.

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