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NDS model + animation => COLLADA converter

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Hi everyone. This is my first post.

I've been working on a program to convert NDS models and animations to COLLADA. It outputs vertex colors, joint trees, and skeletal animations. I've been testing it with the games Kingdom Hearts: 358/2 Days and Ore wa Omae o Mamoru, where I've had pretty good success. I don't know how much interest there still is in ripping DS games, but I wanted to share it here. Hopefully if all the kinks are ironed out it can be used for submitting models  Smile

apicula
GitHub Page
Latest Build, 32-bit, Windows
Latest Build, 62-bit, Windows

I wrote a tutorial on how to use it here, but the short version is that you can follow Mystie's NDS Ripping Tutorial up to the end of step 4, then use apicula to convert the NSBMD files by running

apicula.exe convert <PATH TO NSBMD FILES> -o <OUTPUT DIRECTORY>

at the command line. You can also add any NSBCA files with the NSBMD files to add animations to the models.

Examples

[Image: joint_ex.png]

[Image: godot_ex.gif]

Bugs

The success rate for models is fairly good, but there are definitely still known bugs  Shy  I'll be working to fix some of them for a while. If you find any, you can post about them here. If anyone is familiar with the Nitro SDK formats, you can also see the code on GitHub.

If anyone can test importing the COLLADA files into commercial DCC programs like Maya or 3DS Max, that's be nice too!

Hola, this place looks cool

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Hi, people Big Grin

It has been a while since I gave a forum a chance, so here we go!

I found this place while looking for pokemon 3d models. 

I would really appreciate some help on how to use these models. 

I am making a database of images of pokemon for a project. In simple terms, I want to "teach" a program to recognize pokemon and make like a sort of real-life pokedex (you point the thing at your 3DS) and learn some neat programming stuff along the way.

Why models? Well, I suppose if people can use them to animate I can rotate them and take screenshots in various positions to have enough data for my database. Beats taking crappy photos of a 3DS' screen with my phone.

So, if you wouldn't mind giving me pointers to maybe a tutorial page I would be in your debt.

Ripping Animations

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So I've seen thread on all sorts of model ripping but not many on getting actual animations from games.

I'd like to get some animations out of the Zelda games to use with the models (like old link from hyrule warriors) but I've no idea where to start.

Or Anims from the pokemon games for the pokemon themselves (and the character movement)

Any help would be appreciated!

Thanks,

Euden

Monster Battle

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Hey everyone, got a game pitch for ya. Game is called Monster Battle. It's a card game YEA so not a viddy gamme. I know the name seems bland but one of my design philosophies is show don't tell. I try to let this shine through the nomenclature when I can by giving things seemingly bland names but exciting or interesting implications. AnywaY!!!

M O N S T E R     B A T T L E
It started with Man
The first Man crawled naked from the hallowed boscage
Man bore Man and began to eke his stake from hypnagogic traditions

The plane around man shifts nebulously.
Soon Great Dragons came to claim birthright,
Goblins built great walled cities to dwarf Man
and made excursions into the labyrinthine Library.
Orcs, championed by their architect the Necromancer
march for war into the lands of Goblin and Man.

Primordial Monsters settle the unclaimed lands between civilizations,
Beast and Bird, Flora and Fauna, Slime and Spirit.

Man and Dragon, Goblin and Orc.



The current concept is a 1v1 "Hero" based card game where the player chooses from a variety of "hero classes" with their own abilities/suite of cards unique to them and then duke it out. Th object of the game is to reduce the opposing "hero"'s health value to 0 before either player decks themselves. When a player runs out of cards in their deck, they are allowed one more "final breath" turn before their hero passes out form exhaustion and they lose the game.

Pretty standard fare. The unique hallmark of the game is it's "resource" system, emphasis on card positioning, and the way cards interact and link with each other.

Instead of land or mana, Monster Battle uses a system called "affinity". Every card that is placed on the game board may have 1 of 3 "affinity links" represented on it's boarders. When placed next to a card with a matching affinity symbol, the affinity is completed and you are considered to have control of 1 affinity of that color. Cards are placed in a 2x5 grid. For example:

[Image: JRo3kdn.png]


Completing affinities is integral to Monster Battles' strategy. Many cards require no affinity to be played but have very basic effects. More advanced and powerful cards require you to control specifics sets and colors of affinities. For quick reference, most "spell" or "magical" effects use blue, "skills" or "abilities" typically require green affinities, and "power" or "attack" generally need red affinities. Some cards may also have a yellow affinity link. Yellow affinity links can complete any color of affinity. Completing an affinity with 2 yellow affinity links creates a "wild card" or "rainbow" affinity that counts for any one color but only one at a time.

Players will take turns playing Artifacts, Monsters, Spells, and Abilities. These are all distinct card types. There is also a special card type called the "Hero" (name not final) which represents the player. Cards also have a "rarity" associated to them. If I ever made a production of the game, the actual rarity of the card doesn't matter from a collectors perspective as I would go the Living Card Game route and give you a playset of all cards in a sinlge "big box" purchase, though grand production is a pipe dream at this point. For the moment rarity serves as a deck building restriction; cards that are "Legendary" are unique and powerful cards. There may only be 1 (ONE) Legendary card per deck. Not one copy of each, just one full stop. Decks may have any number of "Rare" cards in them, though only 1 copy of each. Likewise, "Uncommon" may have 2 copies and "Common" 3.

Heroes are the character or commander card which represents each player. The object of the game is to reduce the enemy Hero to 0 health points. This is accomplished by attacking the opposing Hero with your own Hero, attacking them with your Monsters, or using the effects of cards to deal damage to your opponent. Hero cards determine a lot of the play style for the player. First, heroes are played on the top row of the game board and have a fixed position. I haven't decided if the player gets to choose the position at the start of the game or if the card itself has it's own unique orientation yet. Likewise I haven't decided if each hero will have the same attack or health values. These details are still being ironed out.

As with most cards, Heroes also have affinity links. Be mindful of these when positioning your cards and building your deck! Heroes will also have an associated "class". Classes have their own suite or cards they can use to make each hero have unique deck building options as well as being able to use neutral cards.



This thread is a WIP.
To be added:
*Lore section
*Card types
*Classes
*Combat section
*Sample cards

Chang'e Mei XNALara model and a couple of maps (Overwatch)

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I am willing to pay someone to get these for me.

The maps in question are Numbani and Oasis in OBJ/FBX, and the Mei skin is her red YOTR skin in XPS. 

Would be awesome to see who is willing.

Sup !

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Hi, I'm RSupertheGreat also known as RSuper. Yes, I am new here.

I came from the SMBX forum. I usually speak Malay, I speak English as always.
I came here because I'm a fan of custom sprites. It was awesome and funny(sometimes). I'm a fan of Mario sprites. I love video games.
I eat usually the things that I like, I hate spicy food because of my stupidness when I was a baby. Smug

So yeah.. I think that's all I have to say.

Stargazer

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There is always a beautiful scenery, just outside your house. The night sky, peppered with stars, grants wishes for those who await patiently for a shooting star.

Stargazer is a two-button game brought to you by NovastrikeMEDIA team. Control a basket tied to balloons to gather as many stars as possible without being popped - so that tonight will be a breathtaking starry night.

 Features
  • Two-button input gameplay with intuitive controls;
  • Physics-based momentum which is easy to learn but hard to master;
  • Breathtaking visuals, music and atmosphere, perfect for relaxing and killing your time.
 About
 
This game is a still in development entry for Godot Jam 2017. All assets and coding was created from scratch within the duration of the Jam.

The idea of a floaty, dreamy game involving balloons is an old dream of mine. I've developed this idea in my head for 3 years, but due to lack of skill and staff, I could never make it become reality. But now, with the combined efforts of Tumeo, the talented programmer, and Vinicius, the skilled musician and animator, I can finally make this project bloom - it's blissful to see how much we've grown as artists and developers.

Fighting against the visual simplicity of similar games in the indie scene, Stargazer features lush visuals and art, all drawn by yours truly and put into life by Tumeo and Vinicius. To top it off, the game's piano soundtrack and ambiance wrap the game nicely, in a pack of instant relaxation. It's a nighttime experience, but at any time, in your device.

I have been posting the development progress of this game on my Twitter @spritergors. Some extra footage of the game and insights are there.

For the moment, we're on crunch time (the Jam deadline is set to tomorrow, 31st) so expect a download link soon.

 Screenshots

[Image: wr5Dnz.png]
The game's title screen. The colors of the landscape and
the balloon's movements in the wind invites you to play.

[Image: RexznP.png]
A falling shooting star. Gently capture it with your basket,
but take care not to have your balloons hit by it.

 Credits

Gors: Game Designer, Main Artist, Composer
Tumeo: Main Programmer, System Programmer
Vinicius: Arranger, Sound Designer, Animator

A personal thanks to my team for doing their best, always.

NOVASTRIKE MEDIA 2014-2017

Will Overwatch ever get new male heroes?

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Now I'm not a huge fan of Overwatch, due to the fact that I have no money to buy it and it's not available on Steam (The latter reason being a major turnoff for me. Ded ), but one thing I've noticed about the game is that it has an immense cast of playable characters of all genders, species, and cultures for an FPS, which is perfectly fine in my book.

However, despite the large roster, one thing that stuck out to me is that the majority of new heroes that've been released are female. Question

I dunno about you, but this feels kinda...unfair to me, even though I've never played the game. I mean if you think about it, ever since 2015, OW has gotten a grand total of 4 new female heroes (Zarya, Mei, Ana, and Sombra, who I personally believe should've been named "Umbra".) and only two new males (McCree and Lucio, and I'm sorry if I spelt the first one wrong.). 

So, to anyone who actually plays/played Overwatch, do you think Blizzard will ever release any new male heroes, or will they just keep adding more "diverse" women to please the SJW's?

P.S: please don't hate me for posting this.

7 thread

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I'll use this as my new catch all thread. my old one is true and well buried

I think I'll keep it that way


[Image: cowman1.png]

its a cowboy? I'm trying to make him interesting to look at, but i'm trying to not over saturate him with extraneous details.

C&C as always, please. 

thanks

Where can I safely get save files for ripping?

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Hey all, I can't be bothered going through long games just to rip. Is there anyway I can get save files besides YouTube scams and virus sites?

I am looking for save files specifically for Transistor and Binary Domain. 

I am currently ripping from Guilty Gear Xrd Revelator btw, Jack'o is a pain in the butt to put together lol.

JoJo XFBIN Bone Data

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Hi, i have been ripping the models from the Jojo's Bizarre Adventure: Eyes of Heaven game. I have been unpacking them with a .cpk unpacker and have been able to get the meshes and textures out no problem. My main issue is i would like to get the original rigged skeleton with the mesh as it would make ripping the models easier and no need for rerigging all of the models (as i have been trying to rerig the models on my own). The bones do not appear or register with the mesh in Noesis but strangely the bone data does appear when viewed with a hex editor (see below). Im wondering if theres a way to get the bone data out or a tool to rip it or if theres a way somehow so the rigged bones show up when unpacked. I know RTB was working on the bone data for the models.

The marked area continues down with a list of the bone data

[Image: bone_data.png]

Mech Platoon

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Hi, I'm looking for rips of Mech Platoon for the GBA.
In particular I'm looking for all of the maps in the game (so that I can get their layouts) but if you can get... well, everything, that's cool too!

If any of you are willing to give it a shot, let me know.
Thanks!

Contract Work - Arcade Sprite Ripping

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Hi all,

I'm currently working on a project where I need to get some character sprites and backgrounds ripped from various arcade roms. I know that depending on the roms, it can be relatively straightforward or a complete pain. If you are experienced with this or know someone who is, can you let me know? I could certainly pay you for the work in a short-term contact basis. And as general practice, I would need the person to sign a general NDA. Thanks in advance for any suggestions.

- Stephen

Tabletop/Traditional Game Thread

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So I've kind of fell out of love with video games. I feel like AAA game developers and the future generations of game-makers are going in a direction I don't necessarily agree with. Makes me feel like KoopuaL!! Anyway! Jokes aside, that is neither here nor there. It was a bit of a sad revelation but then I found my new obsession...

Traditional/Tabletop gaming!

I could gush on and on about how much I love these things. In fact, I just drop ~$2k on this Kickstarter:
[Image: d9f901235edc2e88e56fcb57cbed9b5c_origina...e3d9910615]
https://www.kickstarter.com/projects/poo...le_created
(WARNING: Game has some adult-oriented content. Click at your own risk.)

This game is like my holy grail of games. So happy I had the chance to grab it and everything on top.

Anyway, I feel like with Kickstarter, traditional gaming is in it's golden age. Now developers with niche or risky ideas can make their ideas come to fruition. It's a beautiful thing honestly.

Any one else into this hobby? What's your favorite game? Got a collection? What are you playing right now?

River City Ransom Underground Launch Trailer

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A new trailer for the new RCR game just got uploaded:



New and Returning Staff!

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Hey everyone! I just wanted to quickly announce some staff changes that were just made. First, Kosheh, after years of "hinting", has finally returned to the staff team as a moderator! puggsoy will also be extending his duties from just the sites to include the forum as well so welcome (back) to you both and thank you in advance for your help!

Possible to rip models with only PC and rom?

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[If this is in the wrong place, please tell me and I'll repost]
So, I've been into the anime Attack on Titan lately, and remembered the 3DS game of it.

Now, it's obvious that it is possible to rip a model from a 3DS game, but is it possible without my 3DS?
I have the CIA, .3ds, and a way to get the RomFS.bin, so is it even remotely possible to do this?
I don't have a 3DS with the correct firmware, it's all new, so I can't do it with a 3DS unless I bought one with an older firmware.
Any kind of help would be appreciated, thanks.

P.S.
I'm trying to get the Colossal Titan model from the game, so if the model has already been extracted, would I be able to get that?

Fire Emblem Heroes Ripping help

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Hi, I'm trying to rip the Fire Emblem heroes sprites, but almost everything is a ssbp file with corrupted pngs, There were some with plists, which were easy to extract. The software used to make these is Ss5Converter v1.0.0 But I can't figure out how to extract the textures. Could someone help?

Ripping models for art reference

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https://drive.google.com/file/d/0B7cp8vA...sp=sharing Jack'o from Guilty Gear Xrd Revelator

https://drive.google.com/file/d/0B7cp8vA...sp=sharing Mei in her Year of the Rooster skin

Screenshots:


.png   Screenshot_20.png (Size: 138.52 KB / Downloads: 2)

.png   Screenshot_19.png (Size: 149.84 KB / Downloads: 2)

So I honestly think sprite ripping is the best way for fanart and cosplay reference eh?

I removed Mei's Armatures as I didn't need them. If you guys would like I can certainly add them again.

Redownloading Paragon to rip Aurora next. Big Grin

Shading critique?

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Hi all! I've posted a few topics here and there before, mostly here regarding my sprites. Well I did a lot more work on them recently, and I've worked on one of the things that was lacking, wich was the shading, so I'm going to post how that's going along before I make another topic which compiles everything I've done in recent times.

[Image: WFvHv8N.png]

This is an APC, it's been rather well recieved where I've originally posted it, but you guys are pretty good at critiquing stuff too. Thoughts? Suggestions?
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