December 28, 2025Dec 28 I tried using the cumbersome method, ninjiaripper, and it did successfully ripped, but the model had a lot of distortion. So, are there any other methods?
December 29, 2025Dec 29 Supporter See AI answer for Quote 'where winds meet' in which pak file are the models? From answer: Quote Files like ~asset.pak, ~char.pak, ~global.pak contain various game assets, but these are compressed and encrypted Edited December 29, 2025Dec 29 by shak-otay
January 1Jan 1 Author On 2025/12/29 at PM10点35分, shak-otay said: See AI answer for From answer: But i Cheek Game files ,it maybe in mpk file , This likely Messiah encrypted file. I'm asking if anyone knows of any decryption scripts or tools. I don't need an AI's answer; I've already asked. Edited January 1Jan 1 by Hack01sss
January 1Jan 1 Supporter 3 hours ago, Hack01sss said: But i Cheek Game files ,it maybe in mpk file , This likely Messiah encrypted file. I'm asking if anyone knows of any decryption scripts or tools. I don't need an AI's answer; I've already asked. I think there will be answers in any forum, but I am no longer researching or discussing any game cracking content released in mainland China, because they are staring at you. Even if the post is discussed, it will eventually be deleted, so I have no interest, because in the end, all efforts will be in vain I can only tell you one sentence. Files with engine headers are usually specific file formats built into the game, and different file types have different versions.
February 17Feb 17 Localization Hi, i had the same distortion problem with ninja ripper. For the most part it is due to the FOV_Y of the game that you have to insert when importing to Blender. The correct FOV_Y of where winds meet is 15° + the resolution you are running the game (1920x1080 in my case), so you just have to put that in the blender import plugin or on Noesis (with ninja ripper plugin for noesis) to visualize all of the .nr files. Edit: apparently the FOV_Y can change depending on where you did the ripping (in the appearance/profile menu or in the open world). If you rip the model from the appearance menu, the FOV_Y for me was 15°, but if you rip from the open world the FOV_Y was 45°. The rest of the distortion is present on the bottom parts / skirts of the outfits, i didn't find a solution to that, only a workaround. This distortion happens to the model in the T- Pose import/view mode, so you have to import/view using the World space mode, this will import in the same position that the mesh was in-game when you pressed the rip button. So with that in mind, in order to import the bottom parts of the clothes that are distorted in T-pose mode, without distortion, you will need to rip the models in a position where the clothes are static (not affected by wind or movement), so when you import using world space, it will be straight and easier to edit and rig. Edit: This distortion seems to be happening with any parts of the cloth that can be affected by wind, so if the outfit have parts that aren't tight to the body, it will get distorted when ripping, i asked in the Ninja Ripper discord and they said it was because of the game engine, not the tool. So to summarize, you have to: 1 - Import the rips in T-Pose mode (FOV_Y 15°) and delete every distorted mesh (usually the bottom parts like the OP's screenshot). 2 - Import the rips in World Space mode (FOV_Y 15°) to get the meshes with the same in-game pose you ripped them, assuming you managed to rip them in a neutral pose 3 - Match the parts together Edit: The game now added a feature called Spotlight where you can upload a photo of a pose and the AI will apply it to your character, so you can add an image of a T-Posing model, apply it and rip in world space without distortion. I hope it helps, let me know if there is any other doubt you have. I am currently writing a detailed tutorial on how to extract the game files using quickbms with a bms script from DJ Normality Tutorial (first step is outdated/not explained) and the python script provided by @wq223 (now removed for reasons the author already explained). This way, you can get all the raw files of the game and convert all the models to .mesh and the textures to .dds. I will post it here soon, but this method consumes too much space and the files are named after random hex codes, so it is not organized. You would have to go through all the hundreds of thousands of files to find what you want. So for now ninja ripper is still the best method. Also i don't know how to export audio files this way, only models and textures, but i'm sure there might be an answer for that somewhere in the forum. Edited April 22Apr 22 by monowire
February 17Feb 17 Supporter 1 hour ago, monowire said: Hi, i had the same distortion problem with ninja ripper. For the most part it is due to the FOV_Y of the game that you have to insert when importing to Blender. The correct FOV_Y of where winds meet is 15° + the resolution you are running the game (1920x1080 in my case), so you just have to put that in the blender import plugin or on Noesis (with ninja ripper plugin for noesis) to visualize all of the .nr files. The rest of the distortion is present on the bottom parts / skirts of the outfits, i didn't find a solution to that, only a workaround. This distortion happens to the model in the T- Pose import/view mode, so you have to import/view using the World space mode, this will import in the same position that the mesh was in-game when you pressed the rip button. So with that in mind, in order to import the bottom parts of the clothes that are distorted in T-pose mode, without distortion, you will need to rip the models in a position where the clothes are static (not affected by wind or movement), so when you import using world space, it will be straight and easier to edit and rig. So to summarize, you have to: 1 - Import the rips in T-Pose mode (FOV_Y 15°) and delete every distorted mesh (usually the bottom parts like the OP's screenshot). 2 - Import the rips in World Space mode (FOV_Y 15°) to get the meshes with the same in-game pose you ripped them, assuming you managed to rip them in a neutral pose 3 - Match the parts together I hope it helps, let me know if there is any other doubt you have. I am currently writing a detailed tutorial on how to extract the game files using quickbms with a bms script from DJ Normality Tutorial (first step is outdated/not explained) and the python script provided by @wq223 (now removed for reasons the author already explained). This way, you can get all the raw files of the game and convert all the models to .mesh and the textures to .dds. I will post it here soon, but this method consumes too much space and the files are named after random hex codes, so it is not organized. You would have to go through all the hundreds of thousands of files to find what you want. So for now ninja ripper is still the best method. Also i don't know how to export audio files this way, only models and textures, but i'm sure there might be an answer for that somewhere in the forum. Someone provided the hash decryption logic, he can get the guid name that the hash key belongs to, now just restore from the hash key to the guid name first, and then restore the string name from the guid name The string name is stored in a binary resource file. I haven't found it yet. Well, I don't have the mood or time to find it now. Let's see if anyone new is willing to bother.
February 17Feb 17 Localization 4 hours ago, wq223 said: Someone provided the hash decryption logic, he can get the guid name that the hash key belongs to, now just restore from the hash key to the guid name first, and then restore the string name from the guid name The string name is stored in a binary resource file. I haven't found it yet. Well, I don't have the mood or time to find it now. Let's see if anyone new is willing to bother. This is awesome, can you link me the post so i can check? I'm not finding it. Edit: nvm, i found it here: Edited February 18Feb 18 by monowire
March 5Mar 5 On 2/18/2026 at 4:30 AM, wq223 said: 有人提供了哈希解密逻辑,他可以获取哈希密钥所属的 GUID 名称,现在只需先从哈希密钥还原到该 GUID 名称,然后再从该 GUID 名称还原字符串名称即可。 字符串名称存储在一个二进制资源文件中。我还没找到。唉,我现在既没心情也没时间去找。看看有没有人愿意帮忙吧。 did you mean that's strings? maybe these in Patch\HD\data*、index*
March 6Mar 6 Supporter 18 hours ago, Kizurin said: did you mean that's strings? maybe these in Patch\HD\data*、index* Edited March 6Mar 6 by wq223
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