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Cinema4D Render Preview Icons (Preset) Pack

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DOWNLOAD THE ATTACHMENT AT THE BOTTOM
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so i read what Peardian said http://www.models-resource.com/update-62/showall/ about how having to create render previews by hand if you havent already for your submissions which consumes time and can make model submissions for other people lengthy.
so ive created this Render Preset pack for CINEMA4D which is simple to use and is the most quickest way of going around making a small and big icon individually for 1 model. so the way this works:


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inside the pack is:

render settings for LARGE ICON
render settings for ICON

customised programmed camera by me Smile
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[Image: B7tsFQD.png]
[Image: Q64ljoh.png]

Also includes default preset for the camera so its pretty much:
open model, open camera, toggle settings around, render both images individually.
keep in mind you have to set the directory for rendering manually, just use /desktop for instance.
so it saves so much time and simple to use Smile ENJOY!

leave me any comments on how i can improve this or if there are any issues.

[Image: KLmK1NW.png]
[Image: DiibbhP.png]
[Image: PGTLNqH.png]

.zip   NFK Preset Camera C4DR17 v1.0a.zip (Size: 33.78 KB / Downloads: 1)

Anexenaumoon's Model Showcase

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Total Submissions: 3
NDS: 3

Most recent files:

Dragon Quest Monsters: Joker

Black Jacques
Black Jacques
Warden Trump
Warden Trump
Barrel
Barrel


I'm a very novice ripper when it comes to model ripping, so I could use all the help I can getTongue.

Pokemon Box models

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I ripped the stage models from Pokemon Box: Ruby & Sapphire. They are BMD format. However, they only have one texture, grass. The game includes 10 different textures. Included in the same ARC file are ten BMT files. Are these the textures?

Here's an archive of the stage folder:


.zip   stage.zip (Size: 87.63 KB / Downloads: 2)

There's also other models of pieces that go on the stage to display Pokemon. Some have transparency, and that doesn't seem to carry over with the program I'm using (BMDview2). The Plastic Piece also has a white streak in the back, when in-game it's totally red on the back.


.zip   Pieces.zip (Size: 27.62 KB / Downloads: 0)

Please help.

Aliens In The Attic *.rws Models

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Hey all, I've searched all over the place. Being a novice ripper, I'm not a very good person at writing scripts/programs for models, and I was wondering; could someone help me sort out this model? I really liked the movie when I was younger so I got all the files to the Wii Game. Here's a sample of the entire file folder I found. Any info would be useful. Thank you!
~Anex

Sample Link: http://www.filedropper.com/sample_10

Enchance the text on textures

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I have find Some textures from several steam games that have boxes, documents, signs,
Posters, with Some "fuzzy" text on it.
I wish Enchance the text enough to be read,
even see if the text written is "dummy" or with a real words with a sense.
Someone here know a software that can recognize "ruined" text on Images, to fix it?
I attach a image sample.

.jpg   IMG_20160124_065616.JPG (Size: 23.25 KB / Downloads: 3)

How to rip my Xbox 360 Avatar?

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Is there any way that I can rip my personal avatar from my xbox? I've searched all over the Internet but can't seem to find any tutorials or downloads or anything. I'd like to use it to rig it and put it into games and stuff.

How to rip my Xbox 360 Avatar?

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Is there any way that I can rip my personal avatar from my xbox? I've searched all over the Internet but can't seem to find any tutorials or downloads or anything. I'd like to use it to rig it and put it into games and stuff.

Slow Progress on Features

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I just thought I should make a thread to let you guys know what's going on with some of the new features we were working on which seemed to just stop completely. There's a good reason for it but it might sound a little complicated so I figure I should explain it now.

Basically as it stands, all of the sites are their own entities. This means they have their own data for things like games and sheets. This was fine when we were just treating the sites as their own things with games being just a sort of text filed and an image.
Petie and I discussed what we should do to make our lives easier as we work on adding in features, and when it comes to the future of the site. As such we realised that we needed to combine game data.

Now, this doesn't mean the sites are disappearing - it's something on the backend that you guys likely won't even see happen. All four sites will continue to function as they currently are, except doing this will allow us to add a developer to a game on one site, and it'll be added to all of them. Same with Console, Genre, and even Tags. What this means is that we can also introduce a feature that will let us link to the other sites that have content for that game - let's say you're looking at Pokémon Diamond & Pearl on Spriters Resource, but you want to see models - or vice versa. That'll be possible with a single button at the bottom of the page that tells you it's also available on that other site.

Now, this change is big. It involves combining all of the game data we currently have into a sort of mega database. As you can imagine, that's a headache in and of itself, but to combine with that we also think we should swap the backend software that handles this data. To do this is a big overhaul - one that we absolutely won't want to do with the site running as it is. It'll involve taking the sites offline, which we simply won't do (on purpose).
We also need to upgrade our server pretty badly. It's running on very old hardware that we can easily improve with a bit of an extra budget that we now have to handle that. So we'll be looking to upgrade towards the end of next month, early March (should things go to plan...) - We'll keep both servers online while we make introduce the major changes to the new server, leaving the old one running as is. As we swap, you can expect some downtime, but nothing that should be too extreme if it all works to our plan.

There will be some space for people to help out in some small part as we do this, but we'll discuss that as it comes up. For now, there's not much that can be done until the end of February - With Magfest coming up, Petie and I don't want to get involved in a big project like a server move until we're both available without interruption for the foreseeable future. So after Magfest, that'll happen.

I hope this helps keep you all in the loop a little more. Smile

Cheers,
Dazz

How to unlock files?or rip from offline dead game

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hi there....im trying to get the graphic files of a dead game to put them to use on another game but they are password protected...they are .rp files..i managed to get a softwear that opens that kind of files but they are password protected..is there any way to get through that password?would really help me...and you guys also ....since that game as tons of nice 3d models that no one is using anymore because the game died..looking forward to hear from you guys.

edit: is it possible to rip off models from a dead offline game?if so how?

TiledGGD (PE)

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TiledGGD (PE), which stands for Puggsoy Edit, is a fork of Barubary's TiledGGD program.

I decided to make this after realising that TiledGGD tended to mix up big and little-endian reading order. That is, it would read in little-endian when big-endian was selected, and vice versa. Generally this isn't an issue, it reads graphics fine and whether it's big or little endian is usually of no concern to the user. However when comparing one of my GFXtract scripts to the settings TGGD used to read a file, I noticed the discrepancy. This was a bit of an issue because one of my intentions was if someone figures out a format in TiledGGD they should be able to make a GFXtract script for it. However if they are told that the endianness is big, while it's actually little, this could cause confusion.


Anyway, since Barubary hadn't touched it for some time and he hasn't been active on here in a while, I decided to take it upon myself. I forked his repository and made some changes to fix this, and you can download this new version here. It also includes a couple of fixes that Barubary himself made since the last public release (like improving and fixing 4bpc reading) and a stylish new icon.

I mainly did this for the endianness fix, but I might consider adding or improving features later on. I'm not extremely fluent in C# so it'd be a bit of a challenge, but I want to start using it eventually and taking up this project is a good opportunity to do so.
I should point out that this is just a fork and as such the majority of the code is still Barubary's, so he deserves most of the credit. I've just changed some stuff and made it a separate project so as to make it clear that this isn't an "official" version of TiledGGD.

Enjoy! Feel free to complain, comment, or ask questions here.

Jazz Jackrabbit Awakening

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I'm looking for programmers,sound composers,artists and animators.Don't expect payment like my former apprentice CG Animation Entertainment.Game will have gameplay like Sonic 3 mid-bosses with Jazz Jackrabbit 2 characters like Spazz and Lori.

Murido (Dream Princess)

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This is Murido from Sailor Moon which is also from the game called Bishoujo Senshi Sailormoon (Japan).


.png   Sprites.PNG (Size: 405.08 KB / Downloads: 31)

Oneechanbara VorteX (Onechanbara: Bikini Samurai Squad) Xbox 360

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Hello, friends!
Many many times ago I was starting Oneechanbara rippind project, but I feel I can't finsh it alone - so I need your help!
I'm alredy ripped the most of models -  but some of them is too hard for me: ripper program is still unfinished, authors who wrote ripper looks like no more interested for ripping project, I have no free time because of my little kid. I know there a many really good coders are at this forum so I'm ask for help!
Here's archive with already ripped models (and not ripped - some of them I can's convert from TGF format to OBJ). And many of already ripped models looks "strange" in 3DS MAX - at preview mode they are looks wonderfull, but in rendering mode it looks that some normals are inverted but I'm already forgot how to make it correct Sad
If somebody can help me I'll be very grateful - I still remember that good peoples from this forum helped me me with releasing Tekken Tournament Tag models!
If some of you could release them, you can set yourself as the author, I don't care about this - I just want to release this wonderfull models from great game!
P.S: If you help me I'll resume my ripping project and send remaining models (DLC et.c.) that I didn't wonking on jet (CAN archives is so tangled)!
Here's the link: http://www.mediafire.com/download/ndpbz2...VorteX.rar

Wanted to be a part of a website I've started to use a lot

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I'm currently a student in game design, and VG-Resource has been invaluable in helping understand how professionals model, texture and design games.

I was downloading some models and started getting errors that it was using Collada 1.5, and the latest release I can find is 1.4.1 - so I thought I'd ask for some help, and in the process join the community to see what I can contribute.

Hopefully I'll be at least semi-active, in between hectic university life. See you around!

Collada (.dae) file viewing help

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I'm new to downloading and using the models ripped from games on VG-Resource. Even from what I'm able to use, it's incredible helpful in understanding how the professionals work. From the polyflow to texturing, it's awesome to use as reference.

But every time I import a Collada file (into 3DS Max 2016) it gives me an error that the .dae file is Collada 1.5, and it only has 1.4. Checking the OpenCOLLADA Tools, the latest release is 1.4.1. So what's the best way to view Collada files? I prefer 3DS' workflow to Blender, but is it possible to properly import Collada 1.5 to Blender and then convert to .obj to then import to 3DS Max properly?

Sorry if this question has been asked before, I couldn't find it anywhere on the forums.

Thanks in advance!

Shantae risky's revenge pc native resolution help

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So I'm really anal about pixel distortion in 2d games, and I can't seem to figure out the native resolution for shantae risky's revenge pc director's cut.  Everywhere on the web says it's 256x192, the resolution of the dsi, but when I set that resolution in the game there are instances of rows repeating, and at least one column of pixels at the end getting cropped out.

[Image: 256x192.png]
As you can see by the red lines I marked on the upper right, the two horizontal marks show rows that are repeated, and the vertical red mark on the edge is to show that a column of pixels was cropped out as it should be seen below.

[Image: 1366x768.png]

This is the result I get when I use full screen (1366x768) with the 4 : 3 option.  Instead of making it 1024x768, it adds an extra 5 pixels, so there are obviously some uneven pixels throughout, but it looks like there is no cropping in this case.  Also, the "original" aspect ratio doesn't seem to work right.  It always varies depending on the size of the window and never has the same WxH ratio.

Anyways, I tried searching for the tileset in the game by extracting some of the files, but it looks like the tileset is in the form of ts4, ts8, and lyr files, which I have no idea how to open and manipulate.  I might be the only one who cares about this, but if anyone can help me figure out the native resolution I would really appreciate it.  If this is in the wrong section of the forums, my apologies.

Ripping sprites using GLInterecept help (DS)

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Trying to rip sprites from Super Robot Wars W for DS using GL Intercept and I'm getting no where. For whatever reason I can't get GL Intercept to work with DeSmuME. I used the tutorial located here (http://spritedatabase.net/tutorial_ds.php) and I can't seem to get GL Intercept to create an Images folder with the sprite rips in it. 

Alternatively if someone could point me in the direction to rip into the ROM and just pull the sprites out myself that'd be cool. I tried researching into using DS Lazy with a few other programs and it seemed to go over my head in terms of what all I needed to do.

.SKN to .OBJ conversion

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So I managed to finally get a hold of Duludubi Star's models. However I am having trouble converting the models to a usable format. I looked for a .skn to .obj converter and it won't work on my computer, It keeps bringing up an error about some plugin that despite me reinstalling several times still won't work.

https://www.mediafire.com/?r5h6zpy21gqigcw

Here are the files if anybody is curious.

Transferring tips to New Name?

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Hey all, recently I changed my name from "Anexenaumoon" to "Anex" and my sheets didn't transfer over. Is there anyway to do so? Thanks!~Anex

[Request] "Animators Resource" section

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First off, I want to thank this site for an awesome place to gether models, textures, sounds, sprites, and sometimes more.

Currently, Ohana3DS Rebirth has added in some animation ripping support, with more support to come in the future.
for example, I am active in the testing and reporting of issues with Ohana, and as noted by the following link, am pushing for pokemon animation support for pokemon alone as of now (until I can locate npc animations for example, which relies on issue #13 being fixed)

One of the biggest drawbacks of 3D is animating. While animation in general isn't too difficult to achieve, someone who has a project like mine that requires a minimum of 5 animations x 151+ models can become tedious, and even good quality animations can become tedious for a single model.

While this section would mainly start off with 3ds animations, an original content section would help push more original works, allowing people to share free animations for any project.

Another pro to this would be it can encourage rippers with the right skills to develop tools for ripping animations for games that currently do not have such tools, including PS1/2/3, PC, NDS, PSP, etc

I considered the fact that animations are not limited to skeletons of models, and came up with a structure for organization:
a user must specify on upload what type of ripped animations these are (skeletal, material, camera, etc). They also must provide an image and reference of the model in question.

The custom section should have some form of readme which informs the user of the naming scheme for the animation. this will allow people to adjust the names of the models ones accordingly for compatibility.

Using a simple gif can display the animation, and the end user can initiate it to play, preventing slow load speeds and bandwidth issues.

I am interested in hearing the community's thoughts on this, and will provide many animations as I rip them in the future for pokemon OR/AS/X/Y once supported. I will also provide my custom animations since my project is open source, as noted by my upload of "Map Objects" in OR/AS in the models section, with more to come.

Your local game dev,
Fallneleader
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