Ninja Ripper – Extract/rip 3D models, textures, shaders directly from any running game

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Ninja Ripper is a very powerful and popular free utility used to extract/rip resources (such as 3D models/meshes, textures, shaders) directly from almost any running game, whether it’s online game via client, web game via web browser, video game via console emulator, mobile games via Android emulator, or PC game. It was developed by black_ninja from Russia.

As a ripper, Ninja Ripper is able to extract all available vertex information of models (including positions, all the texture coordinates, normals, weights, BLENDWEIGHT, BLENDINDICES, BINORMAL, TANGENT), indices, textures, shaders. Theoretically, Ninja Ripper could export any in-game models, textures, etc, and all extracted resources could be imported into 3D editors! It supports for D3D 11/9/8/7/6 (processed, however not all methods/techniques, but should work for 95% of all games).

As an importer, Ninja Ripper is able to import models and UV-coordinates. In theory, it’s also possible to import any data saved as .rip file, including the weights of vertices, which are used to link models and bones. The only problem lies in the generation of the skeleton and its connection with the model (vertices).

Other common game model extracting tools are 3D Ripper DX and GameAssassin. Thereinto, GameAssassin is easy to use, but unfortunately it’s not updated anymore. In addition, they have two fatal weaknesses – they neither support extracting resources from DX11 games, nor support Windows 8 and higher versions of Windows. As a direct result of this, both model extractors are useless for many DX11-based games and Windows 8+ operating systems.

In contrast, Ninja Ripper supports models/textures extraction for DX11 games on Windows 8+. But unlike other game resource ripping tools, in Ninja Ripper, you won’t see any prompt when you hit the ‘Run’ button to start a game. But don’t worry, the game resource extraction process is already started in the background. As for how it works, Ninja Ripper, instead of decrypting a game program, takes over the D3D API while the game is running, retrieving game resources from the parameters of the rendering API.

// Key Features //

As Function Description
Ripper
  • Target (DX8, DX9, DX11 application):
    • Exe – field for a direct path for the executable file of the application/game
    • Arg – field for additional settings for an executable file
    • Dir – field for a direct path to the folder containing the executable file (entered automatically when you select .exe, no need to change by the default)
  • No Wrapper – mode in which the ripper will try to run .exe of the application/game directly, using for ripping only intruder.dll, if this mode does not work (do not rip) then you need to select one of the wrapper modes!
  • Wrapper modes – a modes in which ripper will copy d3dX.dll in to a folder containing the executable file of the application/game, after this ripper windows can be closed, then you can start the game from any location, copied d3dX.dll will automatically clinging into the game. Thus no longer need to run the ripper himself for this game
  • D3D8 Wrapper – for directx8 games only
  • D3D9 Wrapper – for directx9 games only
  • D3D11 Wrapper – for directx11 games only

You need to delete .dll from the game folder manually (if necessary), ripper configurations is stored in the registry from now on!

  • RUN – button to start the application/game
  • Output Directory (directory for saving ripped models):
    • Dir – field for output folder (automatically entered), this folder can be selected manually, be sure that checkbox “Don’t overwrite by EXE” is cheked
    • Browse – button to explore folder with selected .exe file
  • Don’t overwrite by EXE – by activating this function, the choice of the executable file does not overwrite the output folder
  • Settings:
    • RIP – you can change rip button
    • Forced to save (Textures) – activating this will forced saving only texture
Importer (for 3ds Max only)
  • Source select (source selection and the import mode):
    • Group – import group files
    • Single – import single files
    • List File – import files from list (not implemented yet)
    • Input Dir/File – import source, the file or folder (depending on the selected mode)
  • RIP File Nums – field to enter the file numbers to import (Group mode only), the input format is: 0-15, 589, 67
  • Vertex Format (selecting the model building settings):
    • Auto – mode to automatically identify groups of data (vertices, normals, uv-coordinates), will work for most games
    • Manual – mode for manual definition of groups of data, you needed to import the models of the new games (mostly directx11)
  • Position (x,y,z) – fields for enter data defining the position of the vertices of the model, even in manual mode these parameters in 99% of games will not change
  • Normal (x,y,z) – fields for enter data defining the normals at each vertex of the model (not implemented yet)
  • TexCoord (u,v) – fields for enter data defining texture coordinates of the model, one of the most important parameters. For games, which model imports without a proper uv-coordinates, a pair of UV always choosing by search. At the time is Identified that pairs can not exceed number 50, that is can be 6-7 or 18-19 or 24-25 or 39-40 etc. In very rare cases, a pair of uv can be 3-4 or 4-5 or 5-6, which is within the “normal field of definition”, as well as 8-6 or 12-11, which is at odds with common sense, but may still be
  • Tex.0 File Level – choice of a number of the texture, which applies to the model after import
  • Scale – the scale of the imported model
  • Rotate – turn imported model on the selected axis
  • IMPORT – button to start the import process

// Fan Made Tutorial Videos //

// Download URLs //

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