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Ripping weapons from ratchet ToD ps3

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I need Ripping weapons from ratchet ToD ps3,
Or almost the Combuster/Combustor, how i can do that?
I have try but the best i get was the weapons upgrades video :/.
Please help me....

Having some 3D carebears, from the mobile game

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I wish Have some 3D carebears, and the best version i can get is probably from the mobile game "Care Bears™ Belly Match" for android.
I have already all the game files, but dont'cnow were are the 3d models and how estractin /converting it.

Textures Help *.ktx

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Hey all, I'm ripping from the mobile game, DH Reloaded and, I managed to extract all of the meshes (deserialization was a pain) and now I have the associated textures. But, I was wondering, how do I apply these to the mesh? I know that it's not openable in it's current state, but I need to know how to open in blender. I will attach the mesh + the texture below. Thanks again!
~Eric


.zip   sample.zip (Size: 51.29 KB / Downloads: 4)

Super Mario 3D World

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Hey!

I'm looking for some cool sprites I can use for making particle effects, yet I can't find any good ones on the net.
Although I know SM3DW has alot of those. And they're beautiful!

One noteable for sure is the fire sprite which is used alot in the levels for lighting up areas.

Is there someone willing to continue ripping SM3DW sprites?

OnEscapee sprites

Super Smash Bros. Feud - Unity3D fan-game!

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Hey, everyone. I decided to make a thread here too. Genki ^_^

I'm developing a Unity Smash fan-game, the first in full 3D, using 3D mode. Big Grin I would like to present to you all:

[Image: SSBFeud-Logo_zpsq5jj2waw.png]
-Logo designer: TabuuForteAkugun.

Features.
-Fully-rendered 3D models for objects, characters and environments, as well as particles.
-XInput/XBox 360 controller support for local multiplayer.
-Completely designed from a blank project and from the ground up (minus Unity's Standard Assets bundle), right up to changes in certain veterans and new menu screens.
-Own original system music composed and arrangrd by yours truly..
-HD Widescreen display
-Con: No online multiplayer.
-Custom system for looping music.
-Game will be mostly custom scripted in C# for Unity rather than relying only on Editor functions. Right down to the internal structure of the fighters.
-Con: No 8-player mode. The number of fighter costume went back down to Brawl's count of 6.

I am cramming this thing with content, until it's bursting at the seams. It has a large fighter and stage roster, comprising of course of new and returning assets, including a soundtrack of over 600 tracks. ^^ Currently I will be focusing on importing assets and working them out, as well as playability. A real life friend of mine even accepted to test out a very early alpha demo. Depending on the circumstances, I have the intention of creating a single- to two-player story campaign with RPG elements, tentatively called "Quest Mode".

Development originally started on RPG Maker XP, then VX and VX Ace, before finally landing on Unity for a variety of reasons.

I am also working up a WIX-powered site for the game. The intent, like with Mr. Sakurai, is to gradually reveal content when it's ready, including trailers and "directs". I have a facebook page "Super Smash Bros. Feud", as well as @SmashBrosFeud, the Twitter account. Finally, the game has a profile on IndieDB. Please bear in mind, I'm developing this large game all by my lonesome. Smile I currently have over 40,000 files in the project, with lots more to come. I'm a real perfectionist and detail man, so this'll likely take a while.

I even reached out to Smash Bros. Crusade's developers about how they avoided legal issues. They claim fan-games have such a small user base that they're not worth the effort as long as I credit everyone and everything properly.

Here's my first piece of content: The Kongo Jungle stage from the first Smash Bros. I put it together as a lighting and animation test, and also to learn how to set up a Prefab. The stage will appear in the game.

Unity so far has been pretty easy for me to pick up.

[Image: Screenshot%20223_zpsjli9j7bg.png]

I'm not quite finished composing the game's Main Theme, I just have to work out a few intricacies, but I do have 3 arrangements for in-game. Once I finish the basic theme, I'll give out a link Genki ^_^

*For Future Use*
Fighters
-

Stages:
-Kongo Jungle N64

I hope you like what you see so far. Feedback makes me even more determined.

-Tabuu.

Anyone that knows any info about hacking luigis mansion Please help me!

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I have done some luigi's mansion hacking my self mostly message hacking, but I need to hack the amount of health the ghosts have, does anyone happen to know what and where the files are that tell the game how much health the ghosts have especially king boo are located? also where the files for the RBG colors of the glow that comes off the ghosts?

.strm files?

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I'm assuming that the audio I need from the game I'm trying to rip from has something to do with these .strm files? (Since no brtsm or brsar files were found.)

[Image: C7IE4L0.png]

I'd very much like to know exactly what they are, if it's possible to get audio out of them, and how. Please and thanks.~

.package and .bin files?

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I'm assuming the models I'm trying to rip are in these files, as I heard EA uses these confusing files for almost all of their games.

[Image: ycYddua.png]
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[Image: rOZK5hR.png]

Does anyone know exactly what these files are and if it's possible to extract anything from them?
(These files are from a Wii ISO.)

DG tries GD

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This thread is for all my actual GAME DEVELOPMENT projects, and not misc. hacks and utilities, or useless machines
first game I can actually say I developed, and didn't just assemble from a drag 'n drop...

I have kept this largely secret until I showed it to the MMW, and please note that it is NOT finished

http://crystalien-redux.com/unrelated/ET...eXMAS.html

the basic engine for this was coded in a few hours, across a couple of days.

It was adapted, last minute, Christmas Eve - early Christmas Morning, to make an actual game, and not a tech demo.
This took about five hours, and at that point, there was no such thing as collision. I spent another two hours Christmas Morning , at about 8-10 AM, to implement that. These are rough estimates, keep in mind.

The goal was to get the asset manager in my basic html5 game engine (if it can be called that) working, and to create an actual game.

The asset manager did not work when I created this at first.
It was updated last night around 5 PM, after a few hours of work, to use its asset manager.

Levels are not complete, game states are not properly defined, and a bunch of other stuff.

Feedback is welcome, and encouraged.

Performance may suck on older computers.
I cannot run this smoothly on this computer. It is one of my justified reasons for griping about html5. I am almost positive flash, or even shockwave, would kick HTML5's ass for performance, even on such a simple game. I also have had at least one person say this game doesn't even work for them.

You may view the source (especially if you wish to critique the code) and assets, I ask it is not copied at this time, though.

My inspirations for this:
well, shooter was a simple thing, and more indirectly, I tried and failed to finish one before.
one of the levels in Crystalien Conflict, where Santa must fight off the atsronauts and the aliens alike.

Ripping sprites from Jazz Jackrabbit series?

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Do you know how to rip sprites,animations,cutscenes,tilesets and levels from DosBox PC emulator?

.nty files but it is a .tiff

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I have some .nty files and I used a program to I'd the file type and it came back as a tiff I was just wondering because a nty file won't open with any program and renaming the extension doesn't work if there's another way to convert or extract the file thanks in advance

Skaven / Ratkin Model

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Not sure if i'm posting this in the right area, but i am looking to get a Skaven model from Vermintide, Or just a decent "Ratfolk" Model in general that has some decent detail.

Can anyone help me out on this?

Call of Cthulhu: Dark Corners of Earth (nifExport.pc.naf)

I'm not ded, what a big surprise

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So, i returned.


.png   Mondo NES Sprites.png (Size: 41.31 KB / Downloads: 31)

Have a River City Ransom Styled Mondo Owada from Dangan Ronpa because bosozoku fits in.

Star Wars Episode VII

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Do you like it?How's your opinion about this film?

Metal Slug 4 Sprites

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I've scoured the internet all over for sprites of Trevor and Nadia from Metal Slug 4, but there seem to be none.

Same is true for the Mission 3 background in that same game Sad

Can someone help me out, please?

Advice on using Tile Molester?

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I'm experimenting with different hacking tools, as there's a couple games I'm interested in ripping.  Unfortunately I'm having a lot of trouble trying to find the pallet offset using this, and the tutorials I've found don't seem to help...

...unless it's because of the crappy SW GBA game I'm trying to rip, which is entirely possible.

Anyway, some tips and advice would be extremely helpful.  I had to download it from another site other than ROMHacking.net too (they don't seem to want anyone to register, as I tried to do so, went through four confirmations that I was not a bot, and couldn't get anywhere), so if there's something more recent than 0.16, that may help me as well.

Super Robot Taisen OG Saga: Endless Frontier

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So I've looked through the files for this game, and they seem to be in a pretty standard set of formats for the most part, though accessing it is a bit of a pain if you don't know what you're doing.

So to start off, the data is stored within a file called "data.srl" - this is a standard archive format that can be accessed with Tinke.

From in there we'll see a bunch of folders and files called either ".pk", or sets of ".pk1" and ".pk2" files. These are all compressed and can be decompressed using DSDecmp. If you put DSDecmp in the same folder as the files you want to decompress and make a .bat file in notepad with the following:
Code:
for %%X in (*.pk) do DSDecmp.exe "%%X"
replacing .pk with .pk1 or .pk2 for folders with such files, then it'll decompress everything in the folder.

Now, this is where some bits get a bit random and variable.

"battle"
Within the "battle" folder, most files have standard NCGR, NCER, and NANR files. Which is great! But palettes aren't in the standard format, they're stored in the .pk1 files at the end of the file's data. I'm not too clued up on NCLR files, but I'm sure somebody could make something that would output these files? They're then visible in Oil of Vitriol.

"cf"
within the "obj" subdirectory, most of these files are storing standard format NCGR, NCER, NANR and NCLR files. They can be exported easily (and I've done that already, I should begin uploading these sometime soon!)

"ebg" & "echr"
Portraits are stored in the "echr" folder, and event backgrounds are in the "ebg" folder. These aren't in a standard format from what I gather. However they are easy to view in TiledGGD. Anyway to batch process these? :>

"ef"
I believe these are effects. Similarly stored to echr and ebg?

Everything Else
The rest of the folders are just logos and other simple things from what I gather. Maybe not though?



There's a lot of files to link to, so it might be best to explore the data similar to how I've explained. I'll attach a couple of "echr" files here, and a couple of the battle sprite archives.

.zip   ECHR.zip (Size: 28.58 KB / Downloads: 2)

.zip   BCHR.zip (Size: 88.7 KB / Downloads: 2)

Hello

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im pittpenguin im new here. so hi  guys
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