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Need help identifying Texture map types(not diffuse, normal, or specular)!

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I apologize in advance for this noobish sounding question but:

I've got some types of Texture maps that I need help identifying, and also, how to apply them to a model in Blender. All I do know is that they're not Diffuse, Normal, or Specular Texture Maps, because I already know how to apply those 3 types of texture maps.


Below are links to 3 .zip files, each .zip file containing several unknown Texture map types. I've taken the liberty of adding a ^ sign at the end of the names of the texture maps I need help with. Please be sure to look at all 3 .zip files, since they each have different unknown texture map types.

https://www.dropbox.com/s/ti86kqfn6yjdi0...s.zip?dl=0
https://www.dropbox.com/s/uckcriykz6xc49...s.zip?dl=0
https://www.dropbox.com/s/ut3kwb464c9946...s.zip?dl=0


Please respond ASAP. Any help at all would be greatly appreciated!


P.S.

Wasn't sure if this was the right section of the forum to post this in. Hope it's ok with everyone.

Bendy and the Ink Machine models ripping

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So,lately i've decide to try to rip the character models from BATIM (The old Boris and Bendy) and i really don't know much about Unity ripping,i feel like i'm missing the first step or a file,since the files i pick don't actually have any of the files.Does any one know how to help me out?

how extract psx models destruction derby 2 and 1

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[video=dailymotion]https://www.youtube.com/watch?v=WzQi8Hq94qE[/video]

Luigi's Mansion 2/Dark Moon is haunted

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Hello,
I only wanted to make a silly thing where I replace the soundtrack of Dark Moon with the first game's. And then I discovered something. Luigi's Mansion 2 is odd.
It uses wwiseaudio for a 3DS game. But not just any wwaudio, wwaudio that doesn't seem to work with Unpacker. Unpacker converts the audio into a lot of wav files and then once it tries converting it into an OGG or MP3 file, it says "Parse error: unknown chunk type" and deletes the wav files.
Luigi's Mansion 2 also mostly uses data/dict files in the art folder to probably decrypt models and other assets. And it's not just for a couple of them. Nearly all of them use the data/dict format: effects, fe, feghosts, levels, streetpass, tweaker (apparently language texts) and some data/dict that just is lying around in the art folder and isn't in a specific folder.
According to this thread from 2015, the model files are zlib compressed but decompressing them leads to no use since it will only lead to a 00000000.dat file.
And then it uses config files for a folder named gameplayconfigfiles. It seems like it's used for enemies (all the files are named after ghosts)?
Then it has a seperate folder where they have ini files which are pretty much useless here and only tells you the build date (Feb 14 2013 - 13:05) and other (for the game itself) unimportant stuff.
And then it has a materials folder which is about 0,11 mb large with, again, a data file and dict file.
To top it all of, the credits are in .txt format. It's readable and you can probably edit it and change the credits. That, or it's a leftover.


I know Super_Sp0nge and Random Talking Bush briefly mentioned that Luigi's Mansion 2 is unrippable but they didn't explain why. Basically, nearly nothing is apparently decryptable and what is readable isn't very useful for anything here. 
So that's probably why no one has ripped Luigi's Mansion 2 yet, even though it's a pretty great game.
It would be nice if people would find a way to decrypt anything useful though... or does someone already know? Bam bam baaaaaa~
A person/thing named "CM30" knows of a way to decrypt the audio at least but I can't find anything about that "CM30" online and he doesn't explain how he ripped the audio in the talk page. 
And also, Skawo knows how to get text for cutscene data probably, since he can edit the cutscene script a bit. If he knows how to replace text, he might know how to decrypt and encrypt that text too.
I left a simple comment on each of one of their YouTube videos to just ask them but not so much bother them. I'm afraid I might be too annoying.

So, yeah, that's it, I believe. I simply made this thread to ask for help on LM2 ripping (and to also make the silly music replacement stuff).

Looking for a sprite arist for my Sonic fan game Sonic Choatic Feud.

RWS File Converter

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Hi, i'm trying to convert some RWS files from Jimmy Neutron Attack of the Twonkies. I'm almost positive they're model files, and I've heard of this program called RWConverter that will convert them but i cant seem to find a download for it anywhere.

Here's one of the files: https://mega.nz/#!U7RyVTbI!3CSdBnKa5lD-xb2aNsuPgWm5aYZX2dCE0aP-te1UtMw

Hey Guys And Gals!

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my name is SaSprite908, And i am new here, here's a little bit about myself, i do sprite animations, i am Gerican (german american), and i would love to become one with y'all! :Big Grin (no weirdness)  Cool Cool  Cute Cute  Smug Smug

sprite animations

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So i do sprite animations and if you would like to see one of them, just PM me.

.gif   5532.gif (Size: 490.17 KB / Downloads: 14)

'Sup

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Yo. Nice to meet you all.

I was a member of the old Spriters Resource forums... up to a decade or so ago. I just sort of disappeared from it after probably a few months of being about, and can no longer remember the username I had back then, or e-mail associated to it - if these are those same forums, that is; I've only really visited the website proper in between then and now. So, fresh start, I suppose.

That out of the way, I've joined as I'm in the process of ripping anything - and everything - that isn't garbled sprites from Sonic 3, Sonic & Knuckles and Sonic 3 & Knuckles, and feel that the sheets I'm hoping to provide will be sufficient for the website; amongst them is the mammoth, albeit snail-paced, project for the Glowing Spheres Bonus Stage. More information on this project and these will be provided when I make a thread in the appropriate area(s).

Ripping Sonic Boom:Fire and Ice without a N3DS

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Hi!!!

I'm trying to rip the models (I really want one of them) from Sonic Boom: Fire and Ice.

Because i don't have a N3DS I'm trying to use this tutorial:

I'm using the info from here: https://www.vg-resource.com/thread-28039-page-2.html

I tried with a .3ds and with a .cia

- For the cia the makerom failed converting to *.cci.

- For the 3ds i followed all the instructions from the 3ds.Rom.Tools, but it gaves an error in some point...

What kind  of rom i need exactly to rip the models without a nintendo 3DS?

Thanks a lot!

PVery Sad If someone want to collaborate with me and do the step that give me error he will be credited in my project!

The Comprehensive Sonic 3 / & Knuckles Ripping Project

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The Comprehensive Sonic 3 / & Knuckles Ripping Project

Welcome to the Comprehensive Sonic 3 / & Knuckles Ripping Project, or CS3&K for short! This is a project I've taken up for the purposes of giving the Spriters Resource fully functioning sprite archives for Sonic 3 and Sonic & Knuckles. This is no simple endeavour, for sure, but nevertheless this is something I intend to do; if I manage to succeed in completing this, then I will consider looking into ripping the sprites for Sonic 1 and Sonic 2; this is a bridge to be crossed further into the future.

Questions you may be asking:

Why is it called the "Comprehensive Sonic 3 / & Knuckles Ripping Project"?
I call the project this because I intend on getting all the animations and all the sprites for Sonic 3, Sonic & Knuckles and Sonic 3 & Knuckles. Yes, you read that right: all the animations. Makes the project sound gargantuan in scale, doesn't it?

Why all the animations?
Within reason. But because what's the point of making a sprite sheet if the flashing lights in Carnival Night or the heat haze in Sandopolis are left out? I'm not talking about constructing a palette set, since the colors can overlap, but giving the respective animation a n x n (i.e. 16 x 32 pixel) blocks to detail all colours/changes. Further to this, so that Badniks stop having to be constructed by people wanting to use them in full, though parts can be provided in the event there are those that are happy to make use of the parts.

All the sprites? Seriously? What about the stuff already in the sprite archives?
Noted. A few sheets appear to be difficult to make use of, barring what I'm about to delve into with the next question. I'm interesting in creating sheets that allow people to easily make use of them, with all the content that can be gained from within the game. Sure, they could just be cleaned up for better accessibility, but I also want to make sure everything is there and colour accurate.

Can other people get in on this project?
Unfortunately, absolutely not. But you're new here (July 30, 2017), why this crazy rule?  From looking through the sprites already hosted on TSR, there is a constant inconsistency in the colours between the sprite sheets; some are the original, proper colour that is seen in-game, and others are darker than the colours seen in the game. Let me make one thing clear: I am not here to get involved in unnecessary and time-consuming disputes over the colours on sprite sheets already hosted. I simply want to to provide the TSR with consistently coloured sprite sheets ripped from Sonic 3, Sonic & Knuckles and Sonic 3 & Knuckles, as well as any prototype content that has been uncovered or can be ripped. To this end, I am taking on this project alone, and ripping sprites with the aid of colour-altering tools from the game, like Mister Man has done with his carefully crafted Get Blue Spheres sheet.

Are you sure?
There is only one capacity other members could possibly - and hopefully - aid me in as I construct these sheets: clarification. I'll be honest with you - I am concerned about missing sprites, and since a lot of my time away from the computer will be dealing with university classes or other real life shenanigans, I will request aid (on a case by case basis) in locating any such missing sprites. My username may be "The Observer", but I can't see everything. In this event, credit will be provided to those who gave assistance.

What if I have carefully ripped sprites according to the point you made earlier, and wish to contribute to this project?
Alright, so I'll be a little tsundere about this. If you want to help directly, then you may, but I must be strict: if the colours are darker than what I can get from the game, the sprites you provide will be rejected. I will not budge on this - due to the sheer work ahead for this project, I do not want to waste time checking each colour down to the individual pixel to be sure that both match. With that, I ask you: are you still up to the challenge?
Why are you so interested in ripping sprites/this project? Surely, you would be better off focusing on university like you just mentioned?
Yes, university is incredibly important to me, I'm not going to screw up my future for the sake of a pastime project. That being said, I am currently in summer break as I write this. I started this project as a return to my old pastime of spriting, which I can focus on when I'm not dealing with real life. I am very interested in ripping the sprites in the Sonic 3 games for TSR because it is the first game I properly played and grew up on; it is a personal opinion of mine that these games should deserve a TLC archive on a website dedicated to game resources.

So you intend on ripping everything from the Sonic 3 games... how long do you expect it to take?!
I expect the project to take as long as it needs to. So long as the website goes nowhere, and I do not become caught up in offline circumstances that prevent me from being able to continue the project, I will continue to man this project.

Does this include garbled sprites/graphics?
No. The graphics must be pure and constructed (or simple to reconstruct) as they should appear in game. I'm not opposed to false/alternate palettes (for example, a Knuckles and Knuckles in Sky Sanctuary scenario providing two different palettes of the same character), but I won't go out of my way to palettes changed for characters by means of cheat codes, that would work against the purposes of the project.

Do you have an example for the project that you can provide?
I will provide an attachment of what I believe to be a near-to-absolutely complete Gumball Machine sheet.

You seem kind of rude. Should we really take this seriously?
I apologise if I am appearing rude to you, I am just wanting to get some points across. However, I am treating this project seriously, and hope only that this project receive a likewise seriousness by other members.

I have a question that isn't already answered above. Can I ask it?
Sure. Smile

The List of Sprites that are Ripped. (Watch this space for updates)
So, with the questions out of the way, let's get down to business. To defeat! The drums!
[Image: CNDrum.png]*

Bonus Stages
Gumball Machine (Everything?)

Currently, the only thing ripped that I can share for sure is a near-to-absolutely complete sheet for the Gumball Machine Bonus Stage; it is not the final sheet, I expect to further edit it to change some objects and have a better credits box. You can view this in the attachment. I have added in full versions of the grey and "S" spheres (I cannot locate a proper glow colour without it being false on various websites) as seen in the machine's foreground for a simple "Completion +" idea; this "Completion +" is a very case-by-case idea and will not be present on every sheet.

*I have not yet got around to ripping this object. Credit to Skylights.

.png   Gumball Machine with Credits.png (Size: 78.25 KB / Downloads: 1)

Onmyou Taisenki PS2 (*.dat)

Dengeki Bunko Full Rip

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I noticed that the Dengeki Bunko Fighting Climax doesn't have all the resources such as stage backgrounds, menu screen and menu backgrounds. I was wondering if I can get a project together to completely rip the whole game.

Help for expanding a nes kirby spritesheet

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I need help making THIS

.gif   Fire kirby expanded clone.gif (Size: 12 KB / Downloads: 13)
Look Better.
the burning move and the last two frames of the fire breath (Plus the fire breath itself) are rips by drshnaps, the rest is custom.

Ripping Valkyria Chronicles Audio (.csd files)

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Hello everyone.

So after playing this game, I thought I would give it a hand on extracting the audio. Based from what I know, you have to use CSound to open these types of files. I wanted to extract them and hopefully convert it to either .wav/.mp3.

Thing is though I opened them with that program and the files are completely encrypted. I would like some help with that part, as the encryption seems to be the roadblock as of now. Or if there's another way to handle these files, if possible.

Included in this post are a couple .csd files from the game (the PC version). If you wanna give it a shot, by all means go for it. Haven't tried the PS3/PS4 version yet though, but I also get the feeling the audio is also encrypted too. Will test it out anyway.

Thanks everyone!

.zip   VC_CSD_SAMPLE.zip (Size: 266.91 KB / Downloads: 3)

Kyle McArthur - Professional Pixel Artist / Animator, Game Designer, Writer

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Hello! My name is Kyle McArthur, and I am a professional pixel artist, game designer, and writer seeking paid work. I know this forum is about game art, but I figured I would mention my other skills as well in case you are looking for that triple threat developer to add to your team. If you are indeed someone looking to hire for any of those skill sets, then congratulations, you're in the right place! I'm seeking part time, full time, commission, or contract work (big or small). Sorry, I am not interested in solely rev-share projects at this time.

Some quick facts: I have 9+ years experience as a writer, 4+ years as a game designer, and 3+ years as a pixel artist / animator. I've had 5 of my theatrical plays put on stage, I've worked on several of both professional and hobby games, and I absolutely love what I do.

Resume & Portfolio

You can view my full resume online by clicking here.

Some examples of work for my various skills can be found by clicking on these links below: Contact

You can contact me through any of the methods below, and I will get back to you ASAP.

Email: TractorBeamTuesdays@gmail.com
Twitter: @RollToNotDie
Discord: Kyle McArthur#4630

If you have any questions, I'd be happy to answer those for you. For all inquiries of services, please let me know what work you are looking to have done. We can then discuss my quote for the work, and the timeline for it to be complete by. 

Here are some quick art samples, you can see my entire portfolio with the link above.

[Image: samus_varia_suit__metroid__by_rolltonotdie-d9fmzxz.png] [Image: triforce_heroes__zelda__by_rolltonotdie-d9fehue.png]
[Image: pixel_splatoon_by_rolltonotdie-dbcyfxb.png][Image: cyber_city_characters_by_rolltonotdie-d9kl7h6.png]
[Image: galatia_forest_tilemap_mock_up_by_rollto...bg29e7.png]
[Image: warden_run_loop_by_rolltonotdie-dbbpi4j.gif][Image: orange_slime_attack_left_by_rolltonotdie-dbbckru.gif][Image: poison___angel_commission_by_rolltonotdie-d9rzman.gif]
[Image: mage_attack__blue____heroes_emblem_by_ro...9jh56a.gif][Image: archer_idle__blue____heroes_emblem_by_ro...9jddv0.gif][Image: ostrich_knight_run_by_rolltonotdie-d9epzxq.gif][Image: ostrich_knight_death_by_rolltonotdie-d9c2pk5.gif][Image: zombie_fan_run_by_rolltonotdie-d9bp0uy.gif]




Thanks!

Avengers Academy

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Hi, I'm new, and I'm trying to rip the Avengers Academy .apk for 3d models. I can open it in winrar and get all the files, but I'm not sure where to proceed from here. I'm most interested in the buildings, but really wouldn't mind character models also. Any advice is helpful. Thanks.

Help needed : Zelda FSA enemies ripping

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Hello ! Big Grin

Recently, I've been ripping enemies & tiles from The Legend of Zelda : Four Swords Adventures. What is awsome is that now, thanks to the collaboration of everyone (I haven't been the only one to do so), here are what we have, and what is still missing : 

[Image: sans-titre-52c7f9f.png]

Balls, Bumper and Wallmaster can wait. Their sprites are very basic, my dungon enemies spritesheet should be edited to include these. Currently, I am decided to rip the soldiers, because they are important enemies, but it is way too complicated. =( If someone is motivated to help me on this task,that would be very nice.

Let me explain why these foes are difficult to rip : 

While using the dumping tool from Dolphin, you can retrieve the developpers spritesheets in a Dump folder. However, these spritesheets are a complete mess, and have to be rearranged :

  [Image: g4sp01_2705ea08_8-52c8001.png] 
This is an example of a spritesheet we can get, the one regrouping a large majority of the enemies. Each one is declined in numerous color. This is the blue one, for blue enemies (Snowball, Octorok ...). But blue Geldman for example are completely unused. So first thing first : we have to select the good color (or colors) for each foe. It's not alway easy. Sometime, you have a small color variation between two spritesheets. 

But the worst part : do you see puzzle ? In a puzzle, adjacent pieces always slot perfectly. Too bad, that's not the case for this game !!! Very Sad

If you take the Gibdo, you have to create 3 layers to assemble the upper body with it legs and arms ! It's like taking your puzzle piece, putting it on another one, and using scotch to stick them. :/

We can take an in game screenshot to see how complexe sprites are assembled, and try doing the same, the only problem being ... Well, it's Gamecube. So good luck retrieving the native resolution. [Image: sans-titre-52c8072.png]

(I hope I haven't removed everybody's hope already. Big Grin

Anyway, for complexe enemies like the soldier, what should be done is ripping every parts separately (if someone want to build it by itself), and then try to reconstitute the enemy. That's what I've done with the Gibdo. I just let a text to inform the construction might be wrong.  But well ... no one has the perfect eye. If we could take screenshots with the native resolution, then we would be able to make easy & perfect rips. But that's not the case.

Currently, I'm trying to rip this archer. If someone could do something for maybe the bomb soldier, ball'n chain soldier, force soldier, or maybe Stalfos/Hinox (I haven't done anything for both), it would be very helpfull !

Just for the illustration : this is everything I need for my archer. The funny part is to assemble everything correctly. :/

[Image: sans-titre-52c80ec.png]

The steps to get the files isn't very difficult : just go in a level with the enemy, and use the dumping tool from Dolphin. Then, you just have to look in the folder at the spritesheets you get. Smile

Problem on a specific .nut file on Taiko no Tatsujin: Atsumete Tomodachi Daisakusen!

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Hi, I've discovered yesterday that this version of Taiko has the same Touhou characters as the 3DS Version, but in HD Edition instead of nerfed pixelated sprites, so I went doing that, I thought these sprites were only on Arcade, but I guess not, it's available as DLC on one of the Wii U's Taiko.

I was able to extract pretty much everything, all characters Dancing, the background, the "Fever", and so on. The only thing I wasn't able was a single sprite from the "chibis" that show up above when you hit a note, and possibly the light effect on the lanterns.

My first problem, which I was able to resolve it, is that the SSB4 .nut extractor (on QuickBMS) was only extracting the first "GIDX" file from the .nut file. The script was able to find the other images, but it always returned as 1KB DDS File, with nothing on it. However, I fixed that by using a Hex Editor. I removed the first "GIDX" from the file, so it could extract the second one normally, then I did the same for the third, fourth, and so on.

However, I'm having problems with a file in particular, which I've tried to do the same method as above and it didn't work. When I try doing this, the command prompt prints:
Code:
Error: incomplete input file number 0, can't read 196528 bytes. anyway don't worry, it's possible that the BMS script has been written to exit in this way if it's reached the end of the archive so check it or contact its author or verify that all the files have been extracted

Although, no files have been extracted. The file size is small, so it's most likely why this error is popping up. I also think that the "GIDX" I'm trying to extract is smaller than the rest, so something is not going right.

I've tried switching GIDX places, that way the program did extract, but the image was stretched or corrupted. I also tried nullyfing the first "GIDX", but then it just gave me a transparent image since there was no Data to obtain from. Thirdly, I tried removing the Header from the second "GIDX" to see if the program could merge two into one image, but nope. Finally, tried to replace the information from the image I want to extract on the end of the image that is able to extract normally, again the image got stretched.

As well, by doing the method I applied to every other .nut, I also tried to add dummy data to the end of the file, so the script would be able to extract the file, even so, image got stretched again.

I didn't messed much with the file with the corrupted "lantern" (bg_fever_b_19.png) as I said, but it's also giving me garbage data, but it might be a totally different problem, maybe. It could be just a leftover, though:


.png   bg_fever_b_19.png (Size: 147.63 KB / Downloads: 0)

I'm not sure if I can share the original .nut file here, but I'll post the result of the corrupted one, the sprite I'm trying to obtain is the one on the right corner, because I was able to get the left one with proper resolution (as well the rest that appear in green) [chibi_b_191.png):


.png   chibi_b_191.png (Size: 98.37 KB / Downloads: 1)

Thanks!

Off-Topic: I'm sorry if I've uploaded the 3DS sprites already, as I said previously, I had no idea these sprites were on another Taiko game that wasn't an Arcade Cabinet. The two has a few differences, but I think it's not much a problem keeping both, I guess? Considering there's Smash 3DS and Wii U as well.

Hallow's Hysterical Model Hoedown

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Welcome to my Model Madhouse.

Current submission count: 2,024.

I've tested all these in Blender, and quite a few in 3DS max.

My 3DS ripping tutorial mostly aimed at Pokemon models & Blender users.
My Ripping from Unity Tutorial

Tools used:
DS: NDS model + animation => COLLADA converter
3DS: Ohana3ds RebirthSPICA
Wii: Brawlbox
Wii U: RTB's Importer scripts / TGE's PlatinumGames 3ds Max Import Script
PC / Computer: Unity Studio / Umodel

List of all my submissions but if you want to look by game icon check the spoilers below.

Games I've submitted to that I still own to rip from:




Requests:

I don't mind if you request in here as long as you follow the rules below, also just know that I might not get to it at all, just can't rip it in the quality I aim for, not competent enough, not possible, or it's just way too time consuming to rip (Maps in general, Pokken/Smash Fighters, and to an extent Pokemon models)

Request Format:
Game (I must already own it see above or is free to download from Steam or Google Playstore)
Official English Name Of Character/MapObject/Prop/Map/etc
Screenshot of what you're looking for

I've been meaning to post this thread for about five months now.  Tongue
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