New To Me: Game Asset Rippers

While browsing around DeviantArt (as you do), I discovered this group <https://xnalaramodelandtuts.deviantart.com/>. The name “XNALara” comes from an open-source Windows program that let you create your own scenes and poses with assets (characters, props, scenery) from the “Tomb Raider: Underworld” game. (I think it has broadened its reach beyond that one game by now.) All very well, but how do you extract those assets from these games? Turns out there are these tools called “rippers”, which capture the OpenGL/DirectX drawing calls that the game makes and save all the geometry and textures and so on that are passed to those calls. (Did somebody say “copyright violation”?) Well, there are folders in that group that are absolutely full of these extracted assets. Some have been taken down on demand from the copyright owners, but the remarkable thing is that most of them are still available, and have been so for some years. And that the accounts of those uploading these collections have not been suspended. I tried loading one or two of them into Blender. There’s a range of formats, but one common combination is .obj+.mtl for the geometry and material definitions, and .dds for the texture images. The latter can be converted to PNG with ImageMagick and, after making corresponding edits to the references in the .mtl file, I was able to import the results and see something resembling the preview images. There have been artists on DeviantArt who have used these in their renders (and mentioned as much--that’s how I found out about them). I may try messing around with them a bit more, but I don’t think I’ll be publishing any such work...
participants (1)
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Lawrence D'Oliveiro