Ninja Ripper v1.7.1

A Modding Tool for GameBanana


Utility to extract / ripping 3d models (mesh), textures, shaders directly from the running game.

current version: 1.7.1







Extracting all available vertex information of the models (position, all the texture coordinates, normals, weights, BLENDWEIGHT, BLENDINDICES, BINORMAL, TANGENT), indices, textures, shaders. Theoretically all extracted information could be import in the 3D editor!

Support for D3D11, D3D9, D3D8 (processed, however not all methods/techniques, but should work for 95% of all games).


• 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)




to import models used 3ds max version 2009 and above. Importer can import models and uv-coordinates. Theoretically also possible to import any data saved into .rip files, including the weight of the vertices, these weights are used to link models and bones. The only question in the generation of the skeleton and its connection with the model (vertices).


• 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, wich 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






English Instructions (author Tosyk)

Official website of the author:

The official support page:
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  • gurrap33 avatar
    gurrap33 Joined 6mo ago
    always when i start it says intruder not found please help

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  • Hi, I'm having issues with some Android games, most of the model is just one big ball, a big messy ball. Is there any way to fix this???
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  • Turn8 avatar
    Turn8 Joined 11mo ago
    11mo 11mo
    hi all, i cant seem to rip anything, i have been over and over the 2 part youtube video and im doing it correctly. but i am getting a lot of folders called taskkill..... can anyone shed any light on this and how to work around it.


    well it seems i didnt have the Direct X selected inside the NOX player settings, so its working but its doesnt find all the models for some reason, here is a sample of text from the Noesis browser

    Detected file type: NinjaRipper
    Model-Hash: 29742ee716ba3f4410cced196287e
    Game Model not found, Using Automatic detection
    Constructing mesh list.
    Writing FBX legacy format

    URL to post:
  • retro_02 avatar
    retro_02 Joined 12mo ago
    Im  trying  to extract models from tekken 7 but the game wont start at all. plzz help
    URL to post:
  • qemamkeku avatar
    qemamkeku Joined 1y ago
    Hi there,

    does anyone know how to use it on dx12?
    Tried to use the la4unch option -dxlevel110 , but without effect, I'm trying to rip an avatar from sims4, any help appreciated,
    URL to post:
  • bububird avatar
    bububird Joined 1y ago
    It seems that any version works any more with sketchfab, hope you can fix it soon or if you know a way to rip from the site please tell me.
    URL to post:
  • Why is this problem happening?
    The model is supposed to be like that:
    URL to post:
  • Rory3 avatar
    Rory3 Joined 1y ago
    Does anyone know how to assign accurate coordinates automatically to the meshes? I have thousands of them and they are all in the wrong places and incorrectly scaled. 
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  • Ganryu avatar
    Helpful Toastie
    > **Posted by Bedebao** > > Weird. I found out about it because someone managed to extract Loadout's models with it. Why would it not work with me? Depending on how long it's been since they managed to rip the model, it could simply be due to the game being updated and breaking Ninjaripper's functionality with that particular title (which has happened quite a few times with several other titles as well). If that person is still managing to rip content from Loadout at this time, then you may want to consider sending them a message and asking for their assistance on how to do it.
    URL to post:
  • Bedebao avatar
    Bedebao username pic Joined 6y ago
    > **Posted by Ganryu** > > > **Posted by Bedebao** > > > > Sorry for posting on an old submission but even if you're just redistributing it, do you have any idea why nothing happens except a log file when pressing F10? I'm trying to rip Loadout's models and DX9 is the only one that crashes. > > Ninjaripper's not exactly compatible with a lot of games anymore (Loadout included), so that's just what happens; in terms of what it can work with, it's literally a guessing game anymore with that program. Unfortunately, the program also seems to no longer be supported by its creators, so any possible fixes that could be made to patch that problem are most likely not going to happen through them. Weird. I found out about it because someone managed to extract Loadout's models with it. Why would it not work with me?
    A Fucked Up Story avatar
    A Fucked Up Story
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