VulkanRipper software.
Read the manual. After downloading the ripper, you must run the game with the ripper for the first time, a pop-up message will appear with the UID (in the clipboard), copy and send it to the DM creator to get the activation_code. Put the activation_code in vk_config.xml/gl_config.xml. Activation codes are different for different rippers/versions. This subscription is only for one unique PC. Send only the UID, do not ask questions if your subscription level does no...
2025-09-20 21:12:00 +0000 UTC
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Vulkan ripper presented by two files : wrapper - vulkan-1.dll and config - vk_config.xml
This utility is not intended for stupid and lazy users. You should understand the basics of 3D graphics and be able to use you favorite 3D editor.
Usually work can be divided into two steps.
-----> Step 1. Trial (first) rip. Determine scene parameters to automate final rip: projection matrix (post shader), check tex...
2025-09-12 19:49:00 +0000 UTC
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Nothing special. FoV is delault (45). Texture base index is 6.
2025-09-03 15:55:43 +0000 UTC
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Ripping main character from the main screen
Preshader (T-pose) config . Only diffuse map selected in texture filter list. Only character shaders selected in the mesh rip list(optional).
Po...
2025-09-03 08:43:31 +0000 UTC
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How many games use Vulkan/OpenGL/DirectX API?
Vulkan: ~200
https://www.pcgamingwiki.com/wiki/List_of_Vulkan_games
OpenGL: ~1498
https:/...
2025-08-31 19:20:00 +0000 UTC
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Final frame (what you see on screen) constracts from multiple render buffers / frame buffers , which is 2d images actually. So your desired mesh will presented in rip multiple times. There are depth pass, shadow pass, reflection, light effects. Depth pass usually do not have color flags and presented in rip with "NONCOLOR" suffix, shadow pass usually use ortographic projection and do not have UVs, presented in rip with "ortho" suffix, so you can simly exclude them dele...
2025-05-19 14:10:00 +0000 UTC
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OpenGL ripper presented by two files : wrapper - opengl32.dll and config - gl_config.xml (32 and 64 bit versions).
Move these files to folder with app you want rip from.
Create output folder (for shader, meshes and textures) and put path value into gl_config.xml.

Now decide what you want t...
2025-03-31 12:09:00 +0000 UTC
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2025-02-04 17:51:06 +0000 UTC
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2024-11-10 22:21:04 +0000 UTC
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2024-11-07 16:29:45 +0000 UTC
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https://www.youtube.com/watch?v=IaHftuwLxm8

1. Place ripper files to C:\Program Files\Firestorm-Releasex64
2. Edit gl_config.xml and create paths for output files (meshes, shaders and log). Best editor for that work is Notepad++
2. Run Firestorm-Releasex64.exe, popup message will request for activation ...
2024-10-09 23:36:37 +0000 UTC
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To switch to T-Pose output in RPCS3 next parameters should be set in vk_config.xml
bDiscardOrthoMesh = "false"
bRCPS3hint = "true"
bRCPS3Tpose = "true"
bRCPS3TposeGLTFNormals = "true"
Last parameter set "NORMAL" id in GLTF files to attribute which named "in_normal" in RPCS3 vertex shaders (not always defines normals)
Note: For version 0.9.5 NR-files should be loaded in world space with identity matrix.
2024-08-18 20:55:29 +0000 UTC
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2024-07-01 23:52:20 +0000 UTC
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Now using DXVK appeared possibility to rip Direct3D (9-11) games with VulkanRipper (0.9.3 and higher). DXVK is a set of Direct3D wrapper libraries which translate Direct3D API calls to Vulkan API. DXVK libraries should be copied to exe folder with vulkan ripper wrapper libraries. For user convinience DXVK libraries situated in DXVK_x64 folder with vulkan ripper software.
In vk_config.xml parameter bDXVKCompat = "true" should be set.<...
2024-06-29 18:08:57 +0000 UTC
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How to rip 3D Models and Textures from "The Legend Of Zelda: Tears Of Kingdom" using Nintendo Switch YUZU emulator. Rip example.
2024-06-24 13:37:27 +0000 UTC
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