Exporting game models for 3DS Max by RazNaRok

This Guide was written by RazNaRok, I just portet it from the old forum.

This Guide aims to teach U how to "export" game models to 3DS Max and prepare for fine detail skinning.
Things we need.:

Tank of U'r choice template texture without alpha channel.

Before we Proceed I have to warn You...

Usage of Ninja Ripper definitely violates the EULA because it intervenes into the locked game resources and processes to wrap game models. NR extracts models/resources from RAM when the 3D application is running. This might be considered by the game as a hacking attempt, as a result may lead to automatic account BAN!!!
However, you are free to use the NR at your own risk. :D

So... before U ripp, create a alternate gaming account... :P

Notice:
Anything you export from the War Thunder game is owned by GAIJIN Entertainment and can NOT be used for any other game or project!

(Update 29.01.2016: Tiger_VI: As of now Gajin has stated that they have no problems if tanks are skinned with exported 3dsMax Models.)

So... let's get started.

- Install 3DS MAX

- Copy/Paste the Atacms Ninja Importer for 3DS MAX to U'r:
#root\3ds Max\Scripts\WT_Importer folder.

- Install and configure Ninja Ripper, a detailed guide is Here.
Locate aces.exe as launch program
use DX11 wrapper instead of the default injection.
you may want to set the export folder to another folder and check the "don't change the path" to keep it persistent across games.

- Copy/Paste Empty Hangar Map., To U'r:
#root\War Thunder\levels folder.
It works only if U run game with aces.exe if run from launcher it will be replaced with default, so before use it be sure to have latest path installed :D

- run the game via ninja ripper. You only need it for the first run. After that the wrapper is activated every time you run War Thunder (since it's a rigged d3d11.dll placed inside game folder). When your target is in view (in hangar as it will have highest detail level), press F10 to capture. It will freeze for a few seconds and may trigger the WT freeze warning box. you can safely ignore the warning but leave it open in background. If you ever want to remove the wrapper, just delete the d3d11.dll in WT game folder.

- run the 3DS Max

- go to Menu > MAXScript > Run Script
locate and run the Atacms Ninja Importer, a new window will pop-up.

- In Source select section: select Group or Single method to import models (In case of a capture in hangar, the tank model is generally located around mesh 0050~0230.
So you can use group import function of the script to import index 50-250 then remove the unwanted parts).

- In Source select section: use the Input *.rip file: dialog box to browse and locate U'r ripped files folder. depending on method used either select folder with ripped files or a single file.

- In Source select section: use the RIP File Nums dialog box to put indexes of ripped models for group import (box is active only when group method is chosen)

- Vertex Layout section: leave at default settings

- Transformations section: leave at default settings

- Check the Flip UV Vertical cookie, it's a important part as without it skin will render buggy...

- Finally hit the IMPORT button.

- Pan/Scale Viewport's to locate imported model
Select and delete all unwanted models.

- Select the model of U'r choice, maximize it in one of view-ports (most likely perspective), U will notice that U'r model is Inside Out... we going to correct it.

- With model selected open the Modify Tab from side editor window (on the right side)

- Hit and open the Modifier list with button next to it

- Add the Normal Modifer to the stack.

- Right click stack window, use the Collapse All Command

- Right click stack window, use the Convert to Editable Poly Command

- U may have noticed the resulting model have a boxy aspect ratio... the correct ratio is different from tank to tank so I't can't be hard-coded into the script. This can be easily fixed Manually.

- Add the sphere primitive to the scene from the Create tab.
Use it as reference in one of view-ports to manually scale the model.
Good object of reference are crew hatches, turret ring, antenna socket's... anything with is circle shaped and can be compared with added sphere. When U are satisfied with U'r scaling simply delete the sphere...

- Now hit the M button to open Material editor

- Scroll down left material editor window to the Scene Materials tab.
There U will find a material with name like:Tex_0095_1.dds (Standard)
Name may be different, depends on U'r model and texture with it use.
Double click the material name, it will appear now in Material View Window.

- Click the small circle on the right side of material box in view of material editor, drag it to u'r model.

- double click the box named bitmap connected to the Diffuse Color tab

- Scroll down right window of Material Editor to the Bitmap Parameters use the Bitmap: dialog box to browse and locate U'r tank template texture (use tank template with separated and deleted alpha channel, plain RGB is enough we will use it only as a WiP texture), Make sure it's channel is No.1 and Mapping is set to the Explicit Map Channel(Scroll Up to the coordinates section)

- Finally in tool bar check the Show Shaded Material in Viewport Icon and close the Material Editor.

- In previous steps we did inverted UV vertical's, this is "bad" it corrected the mesh rendering bug but also mirrored all UV's whose now doesn't fit the texture... we going to correct it now.

- With model selected open the Modify Tab from side editor window

- Hit and open the Modifier list with button next to it

- Add the Unwrap UVW Modifer to the stack.

- With the Unwrap UVW selected scroll down Side Editor window to the Edit UVs section where click on the Open UV Editor button.

- From bottom toolbar of UV Editor select the Polygon mode.

- On top Right Corner of UV Editor locate and open background texture
scroll menu, choice U'r Tank Template for background view.

- click inside view window of UV Editor then hit the L-CTRL+A, to select all UV polygons.

- In top Tool Bar use the Mirror Selected Subobject Tool
to mirror selected UVs then rotate them with Quick Transform tools Rotate 90* around Pivot to fit them with template texture in background.

- Close UV Editor, and perform a Collapse All command on the stack.

- Save the project

Voil'a U have U'r WT model ready for skinning...
Arm U'r self with patience... as someone is preparing skinning tutorial :D

 

 

Additional Note for the Problem of misscaled tanks:

It's normal because Ripped models doesn't contain information of skeleton and rigging.

Atacms couldn't program fixed aspect ratio to auto correct this while importing with He's script because it is different from tank to tank.

This has to be corrected manually, and is described:
 

 Zitat
- U may have noticed the resulting model have a boxy aspect ratio... the correct ratio is different from tank to tank so I't can't be hard-coded into the script. This can be easily fixed Manually.

- Add the sphere primitive to the scene from the Create tab.
Use it as reference in one of view-ports to manually scale the model.
Good object of reference are crew hatches, turret ring, antenna socket's... anything with is circle shaped and can be compared with added sphere. When U are satisfied with U'r scaling simply delete the sphere...

 

 

 

 

 

 

 

 

 

 

U have U'r tank w/o turret because it is in different model group
import ripped models by index eg. in groups of 50 object's
and delete parts with doesn't belong to tank.

Early models from USSR and Germany tech tree were mostly done froum about 50obejcts... New added models and US may contain up to 150 objects...

By Example to skin M16 GMC of 1DP i have to import and manually assemble 105 pieces...