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3D Ripper DX

Ripping TimeSplitters Characters (process applies for other games)
An important note before we begin - tools that are meant to rip the t-pose, such as NinjaRipper, rip correctly but the characters are always in hundreds of pieces with TimeSplitters games. It's much easier to use a perspective type ripper such as 3D Ripper DX in this case.
Before you proceed:
  • Check compatibility issues. You need:
    • A 32-bit OS, preferably Windows 7 - you can run this via virtual machine if you need (see 3DRipper with a VM if this is the case)
    • Dolphin Emulator(v3.5) or PCSX2 - This tutorial only covers dolphin
    • 3D Ripper DX - The chances of this working correctly with Dolphin or PCSX2 are next to none on a 64 bit OS
Setting up 3D Ripper DX

Boot up 3D Ripper DX, and adjust settings for your computer.
  • Dolphin's location
  • Tick 'Also capture to Wavefront .OBJ'
  • Capture key, I recommend F1
    • You'll need to change your 'Load State Slot 1' in Dolphin however. This can be changed under Options > Hotkey Settings > State Saves (You want to avoid key conflicts wherever possible)




  • Setup your keyboard with the big GCPad button
  • Under Config, untick 'Enable Dual Core' to avoid crash issues
  • File > Browse for ISO's and locate a folder with one or more GameCube ISO's

I also recommend using some Action Replay codes to unlock all the characters, so you don't have to play through the game on PC
  • Config > Enable Cheats
  • Right Click on game > Properties > AR Codes > Add - (Find codes here for TS2 and here for TSFP)
  • Give your AR code a name, preferably one that tells you what it does, and paste the code into the place where it says 'Insert Encrypted or Decrypted code here..'
  • Tick the checkbox to enable it

In the case that you already have codes in your list (such as TS2 for example) just tick the ones you want, like 'Full Gallery'



If things decide to work properly, then you should see a little message in the top left corner of the game's window 'Ready to capture'. If not, 3D Ripper DX is not working properly.
Yay it works! Now we get to capture stuff.


Before we go any further, an important element of first person game design is that first person arms are separate from the third person mesh to avoid screen clipping. Therefore, only the first person arms of your character are rendered during gameplay. Your third person mesh is not rendered on your screen. This is why ripping is easiest with 2 people. If you were to do it with 1 person, you would have to find a bot to try and rip the third person model from.
  • Choose 2 Players
  • Go to Arcade > Team Deathmatch > Siberia (because it's my favorite map) > Go!
  • Choose characters (who are usually both the same person I want to rip, in this case, The Shoal)
  • And start the game
Now have both characters meet, position them appropriately, and preferably make them both unarmed to make life easier later (I recommend like in my picture to avoid overlapping when importing into Blender)

Then press F1 (or whatever you assigned the 3D Ripper capture key to), to start the rip
The game should freeze up and you should see a different message at the top left corner of the screen

Leave the window alone while it's frozen. I can't tell you how many times people start clicking the window because it's frozen and then they see the 'program is not responding' message, then they get worried, and close it and it all fails. Just don't please. When a program is not responding, it's just doing stuff in the background, in this case, ripping things we need to import into Blender or 3DS Max. The length of time it takes to respond again depends on the quality of your computer, and the complexity of the scene.
You'll know it's done when the message 'Ready to capture' comes back, and the game starts playing the same as before.

Once it's done, you can close the game and dolphin.
Then you want to open windows explorer and go to your Documents3DRipperDXTextures and copy everything there, then take it and paste it in Documents3DRipperDXFrames
We do this because once we load the .obj file, it loads the textures from the same directory of the .obj file
Importing to Blender

Now open Blender, delete everything in the scene, then File > Import > Wavefront (.obj)
Go to Documents3DRipperDXFrames[NameOfFrameYouCaptured].obj
Then after a few seconds it should import it, and you should see something like this

Obviously not right proportionally. And not textured either. I'm using Maya controls that are built into Blender, for me I press '6' to show things textured.
Re-Ripping From Bad Textures

I've rotated the scene here to show the textures better. Clearly things are not right. All we're worried about is The Shoal, and his little fishies. If the character's messed up, you need to re-rip.
If this didn't happen to you, and your textures are fine, you can proceed further down and skip this re-ripping part.
Something to keep in mind - Rips seem to work better in smaller more isolated area's where there's not many assets, and there's less characters.

The re-rip process that's worked for me goes like this:
  • Restart computer using start menu
  • Re-launch 3D Ripper DX
  • Launch Dolphin through 3D Ripper DX
  • Launch game from beginning with no save states
  • Load up a new map (in my case - Chinese)
  • F1 to rip, wait until done
  • Exit Dolphin
  • Move textures to Frames directory
  • Re-import into Blender
And now it works!

Correcting Proportions
First things first. Use your scale tool and scale exactly -1 on the X axis. The purpose for this is because 3D Ripper DX inverts that axis for whatever reason, making a mirror image of the characters and environment. It's not that important on symmetrical characters, but others that are asymmetrical like The Shoal, Jo-Beth, Captain Ash, Harry Tipper, Amy Chen, Stone Golem, etc should all be scaled on the X axis by negative one to correct them from being inverted.
You can do this in Blender by grabbing the X (red) axis with the scale tool and typing -1 then pressing enter
Zoom out until you're outside of everything you ripped and set your End Clipping to around 7km (or just a really high number for whatever your measurement default is). This is done in the expanding right hand panel.

From here, select everything in the viewport and scale the ellipsoid back into a sphere. Take note - not all maps use a sphere for their skydome, if it's a cube or something similar try to get it back into that shape. However your most important goal here is to get the characters into their correct proportions. Usually everything is equally out of proportion though, and that's why this works.
This is not a calculated thing, this is up to your own interpretation of what you see and think is right. I also suggest only scaling on the 3 axes (XYZ), nothing more complex than that, and only 1 axis at a time.

Once you're satisfied with your scaling, you can delete everything you don't need. The only things you want to keep for characters are the arms and third person mesh
In this case, arms are on the right, and the third person mesh is on the left

You then want to select each individual piece, one by one, and delete them to see if there's any overlapping pieces. If it deletes the piece from existence, Ctrl+Z to bring it back. If it deletes a duplicate and the original still appears to still be there, then you've deleted a duplicate which is good, it's what we want to be doing. All the hand pieces likely have at least 1 more set of hands overlapping them.
Now fix any strange anomalies, like in the picture above for example, some of the fishes around The Shoal are supposed to be there, but are facing the wrong way, and some of them are clipping.
Once those are fixed, select all the individual arm pieces, and Ctrl+J to join them into one mesh. Then do the same to the third person mesh, select all the pieces, and Ctrl+J to make them one mesh. Now give these 2 meshes an appropriate name. I'm making The Shoal so my names would be something like 'TheShoal' and 'TheShoal_Arms' because that's how I name things.
Now go into edit mode for both of them, and position them as close as possible to the center point (so as to keep the origin the same). Manual rotation and translation will likely be required here.
One last thing before proceeding, you want to ensure that any duplicate vertices are gone, and your mesh is as complete as it can be (take note - a whole mesh isn't always possible, we just want rogue vertices that can be easily joined, to be joined), so in edit mode again, select everything, then Ctrl+V to open the vertex editing menu, and select Remove Doubles. On the bottom left in that bare spot, there's a little window where you can mess with settings for your last action. You can mess with it if you want until you're satisfied.
Take note of this little button in edit mode when selecting things:

It limits the selection of vertices to either what's visible, or for the entire mesh (very useful for selecting every vert at once)

Now you need to rename your materials.
Texturing Prep
Go to the 'Materials' tab in the right panel, all you need to do here is rename all the materials present to have the same names your texture files will have when converting textures later on.

That's all there is to it. The next step is to get the special infected you want in Blender. Those topics are covered individually, check the side panel on the left to find the process for whichever special infected you want to do.
Saving Textures
Almost forgot this, but this is needed to convert the textures to vmt. But it's also quite easy.
Click on the icon in the box in the bottom left of the main window, and select 'UV/Image Editor'. Select the material you want to save the texture for in the Material tab (shown on right in image)

Afterwards, go to the Texture tab in the panel on the right, and find the name of the image you want to save, in this case the texture's called '9c71e913.dds'
Click on the image icon on the bottom bar, and find the image you're looking for, then select it

And then again on the bottom bar 'Image > Save As Image'

Then select a location to save to, give the texture an appropriate name (the same name[s] you gave your materials earlier), choose a file format for it, I recommend Targa, BMP, or PNG (with 0% compression). I do not recommend JPEG, it can artifact the textures.
Then 'Save As Image'

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