Author Topic: Tool for ripping maps of 3D games  (Read 9427 times)

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Offline Grizzly

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Tool for ripping maps of 3D games
« on: November 19, 2006, 10:42:24 AM »
Hi,

I got this link to a DirectX 9 ripper, called 3D Ripper DX: http://www.deep-shadows.com/hax/3DRipperDX.htm



From the screenshots it looks like you might be able to view 3D scenes from any angle and this could help creating maps of such games.

Additionally there's a link to a Plugin called OGLE which shall capture geometry from OpenGL applications when using GLIntercept.



I do not have much time at the moment but I thought of already telling you of this link. I will also update in here when I tried the program.

Unfortunately you will need Autodesk's 3ds Max to be able to view the files - but maybe the Trial version is enough: http://www.autodesk.com/3dsmax

Offline Revned

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RE: Tool for ripping maps of 3D games
« Reply #1 on: November 19, 2006, 02:36:49 PM »
Interesting, but too bad it only works with 3D Studio Max. Someone ought to make us some Zelda: OoT maps.

Offline TerraEsperZ

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RE: Tool for ripping maps of 3D games
« Reply #2 on: November 19, 2006, 04:03:18 PM »
Revned, weren't you trying to make "Ocarina Of Time" maps by using a cheat/hack that enabled you to go high above the map? What happened to that?



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Offline Revned

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RE: Tool for ripping maps of 3D games
« Reply #3 on: November 19, 2006, 04:09:36 PM »
That wasn't me, it was someone else.

Offline JonLeung

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RE: Tool for ripping maps of 3D games
« Reply #4 on: November 19, 2006, 04:33:00 PM »
I think it was osrevad.

Offline RT 55J

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RE: Tool for ripping maps of 3D games
« Reply #5 on: November 19, 2006, 05:09:25 PM »
Yes, it was him.



I think the most viable way to make N64 maps would to use Nemu. IIRC it is able to rip textured models from games.

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Offline DarkWolf

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RE: Tool for ripping maps of 3D games
« Reply #6 on: November 19, 2006, 05:25:09 PM »
This is cool for those who know the 3d Max software.  Personally I could never get into the mesh 3d editing.  Now, I can do brush-based (like Quake BSP) stuff, but I never really got a hang of doing the mesh stuff.