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The VG Resource - https://www.vg-resource.com

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  • 06/25/18--09:06: RIP MH game model
  • Hey everyone ! I'm new, i have try to rip myself some model from MH3U and MHXX but no one run ... i need help to extract armor file for blender or if anyone can do it for me or try to help me to do but i don't understand anything with script ... thanx !

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    So I've decided that I want to rip some audio from "The Evil Within 2" on PC. I've looked up some how to rip sfx from Steam games and have heard about such extensions as ".pck" and ".bnk" but have found neither type in the folder from the game. The types of files I have found include .ptr, .cat, [.cab](and the files with this extension did have "Audio" in the name but were from such dates far before the game was created as August 2008 and November 2007), .pages, .inf.pkr  and .bk2. I have 2 questions regarding this subject.
    1. Could any of the file extensions above that I have named be the files with sound effects?
    2. Should I even look in the folder for sound effects or should I just go for a software that can disable sound layers in the game then record them(and if that's the way to go, what would be a good software for this)?

    Thank you for helping me with this in advance.

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    I've played a few infamous and/or lesser-known games in my life time, so I decided to make a thread about them.

    1. "Grabbed by the Ghoulies"- I loved this game to no end when I was younger, I've even completed it 100%. It's also not very known, but  Apparently, this game was also really hated when it came out due to the controls and game play although it's safe to assume that a lot of the haters are just fanboys of Nintendo/Rareware(though this game would have likely been more successful had it been on the Gamecube like it was originally intended to). Personally, I think that it's a really fun for kids(although there are several innuendos in this game as with other Rareware games) to beat the crap out of several monsters as they emit ridiculous screams without too much difficulty and it's even possible to make monsters fight each other by hitting one then hiding behind another or kicking one monster into another, which is my counter-argument for people who didn't find it fun enough. Another complaint is that people say "It's a rip-off of Luigi's Mansion" even though the 2 games are different in just about every way imaginable. Another critique of this game is the voice-acting, but do the characters really need to talk instead of making silly noises? People didn't have a problem with that in Banjo-Kazooie. Finally, there's the soundtrack. I have always found this game to be pleasant to listen to, what else could you expect from Grant Kirkhope? Overall, if this game's style is just not for people, I can understand, but please don't be a fan-boy of Nintendo Rare or just yell at it like some 2 stupid guys I saw one time on Youtube did. Tbh, I find this game to be underrated.

    2. "The Spongebob Squarepants Movie" on Xbox/Gamecube/PS2- Another game that I grew up playing that I'm not sure is very well-known. I honestly found this game to be a lot of fun. I used to enjoy smacking the crap out of enemies and watching their articles of clothing/body parts bounce everywhere. There is also a variety of abilities that are all fun to use, but the melee attacks have always been my favorite aside from throwing stuff as Patrick(even upgrading his slam so that it stuns enemies for them to be picked up and tossed). The slide levels were also super fun, smashing through stuff and making cool jumps while awesome music plays was great. 

    3. "Madagascar" on Xbox/Gamecube/PS2- Another childhood favorite. This was another platformer that I really enjoyed. All characters had their own fun play styles and levels, from Gloria's racing to kicking stuff as Marty to roaring as Alex to sneaking around as the penguins and flying as Melvin. There were puzzles, there was platforming, stealth, just beating up enemies, and a mini-golf mini-game. 

    4. "The Incredibles" on Xbox/Gamecube/PS2- I loved this movie to death as much as a majority of the game. I enjoyed smacking the crap out of bad guys as Mr. Incredible and Elastigirl, running as Dash, and beating up everything in the Incredi-ball. However, I wasn't too big on Violet's part and never got past the last Elastigirl stage, but the other stages I played were fun nonetheless. 

    5. "Scooby-Doo Mystery Mayhem" on Xbox/Gamecube/PS2- I used to love Scooby-Doo and had a lot of fun with this game. This game consisted of puzzles and capturing monsters with a book. I would imagine not many people have played this or even heard of it, but I personally enjoyed it.

    6. "Resident Evil 6"- I can see why people disliked this game. The Chris campaign wasn't very good and I didn't even bother to finish the Ada campaign because of those stupid bug enemies. The J'avos have no place in Resident Evil aside from the creatures they mutate into, and why is there cover-based shooting here? However, I think Jake's campaign and especially Leon's campaign were fun with some ridiculous action, although both had missed opportunities to actually feel like RE games.

    7. "The Evil Within"- Like RE6, I see why people disliked this. The default video settings sucked, the game play is inconsistent, it just goes in and out of being an action game, the A.I. is usually stupid and not scary, stealth is not used well, the emphasis on stealth in the first part didn't match a majority of the game, the plot is confusing, the constant flickering visual effect is annoying, the sprint is short and Sebastian can't even move when he's out of sprint, 

     and some of the one-shotting enemies were just frustrating(though I understand this is supposed to be a challenging game). However, complaining about stupid stuff like the frame rate is not excusable. I also think that it's worth mentioning that this is supposed to be a homage(almost a parody) of horror, not a "reinvention" of Survival Horror, with the cliches/tropes and such references as similar enemy designs and cutscenes to other games like Resident Evil, Dead Space and Silent Hill. There was also some good soundtrack in this game. Sebastian's cheesy attitude also made this a bit funny, with his reactions to some of the worst deaths imaginable are just grunts like he's getting up after a workout and some of his deaths are just him blowing into pieces TF2-style. And his reaction to seeing someone walk into the mirror is just him looking above him, kinda reminds me of Cooper's reaction to the door closing behind him in "Grabbed by the Ghoulies."

    8. "The Evil Within 2"- I've heard that this game initially sold a fraction of as many copies as its predecessor and IGN even gave this game an 8/10 while the first game was given about a 8.8/10 by the same reviewer which is a shame because this sequel is just so much better than the first game. The enemy design is better(even though the common enemies in this game make cheesy noises like that a lot of modern zombies, even though those silly snarls aren't scary), the A.I. isn't as stupid on difficulties higher than casual, the one-shot enemies are more reasonable, stealth is used much better in this game, Sebastian's spring is more reasonable, the inventory and need to conserve ammo are better, the scenery is better, it doesn't have crappy default graphics settings, the plot is better, and the main antagonist is much better. Although Sebastian's mild attitude is still here(including his reactions to some of the worst deaths imaginable just being him grunting like he's trying to lift weights), he actually shows some emotions. Overall, I found this game to be fantastic.

    So what would you consider to be over-hated or underrated?

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  • 06/26/18--11:59: Gravity Rush 2
  • Hey, guys! So with PS4 games starting to get some exposure, I've decided to start ripping models from Gravity Rush 2. I've had some help over on Xentax, and I've managed to write a Python script that does a pretty good job with Kat/Kitten's many outfits:[Image: aX99Wai.png]
    (Unfortunately, I don't have the files for the 2B outfit.)
    The script works for Raven/Crow too, but I think most models are quite different from the playable characters.


    kit00.gfx-kit21.gfx for Kat
    cro00.gfx-cro03.gfx for Raven

    The script works with Model Researcher Pro. I want to fine-tune it so that there aren't any errors or missing faces, but I also want to try to get the bones, which are in separate files (.mot) and must be assigned weights when the models are loaded in-game. The only problem with that is that I'm not entirely sure how the bone data looks in a hex file, or if I can use Model Researcher to visualize them. I may have to write a Blender script for this sooner than I'd hoped, haha! If you guys know a thing or two about ripping bones and weights, please do tell.

    Code:
    import mrp
    import random

    file = mrp.get_bfile()
    vertStart = 0

    subMeshes = []
    #we gotta create the meshes.
    #this should be done as we collect
    #the vertices, faces, and uvs.
    fileComplete = False
    meshCounter = 1

    #there are some instances where
    #vertex blocks are 36 bytes, not 32.
    #vertexType will tell me
    #what size I'm processing.
    vertexType = 32

    while True:
       file.seek(30,1)
       checkedByte = file.readHalfFloat()
       if checkedByte == 1.0 or checkedByte == -1.0:
           file.seek(-32,1)
           vertStart = file.tell()
           break
           
    while fileComplete == False:
       print(" ")
       print("Begin Mesh" + str(meshCounter).zfill(2))
       print("vertexType: " + str(vertexType))
       mesh = mrp.create_mesh("Mesh" + str(meshCounter).zfill(2))
       verts = []
       faces = []
       uvs = []
       
       dp = 0x400 #(1024)
       meshComplete = False
       
       #set vertex and uv data simultaneously
       file.seek(vertStart)
       vertCount = 0
       print("Vertices: " + file.tellHex())
       while meshComplete == False:
           #first, confirm that this is a vertex
           file.seek(vertexType - 1,1)
           checkedByte = file.readByte()
           file.seek(-vertexType,1)

           file.seek(16,1)
           byte40 = file.readShort()
           file.seek(20,1)
           altByte40 = file.readHalfFloat()
           file.seek(-40,1)
           
           if vertexType == 40 and byte40 != 65535 and altByte40 != 0.0:
               meshComplete = True
               continue
           elif vertexType != 40 and checkedByte != 60 and checkedByte != 188:
               meshComplete = True
               continue
           #read vertex
           v1,v2,v3 = file.read3Float()
           verts.append((v1,v2,v3))
           file.seek(8,1) #seek to uv data
           u1,u2 = file.read2short()
           u1 /= dp
           u2 /= dp
           uvs.append((u1,-u2))
           file.seek(vertexType - 24,1) #seek next vertex
           vertCount = vertCount + 1
       #end vertex & uv data
       print(file.tellHex() + " Count: " + str(vertCount))
       
       padding = True
       #loop to reach face data
       while padding == True:
           #print(file.tellHex())
           checkedByte = file.readByte()
           if checkedByte != 0:
               file.seek(-1,1)
               padding = False
               #while  file.tell() % 32 != 0:
                   #file.seek(-1,1) #let's hope this doesn't corrupt good face data
       #end loop
       #now we need to confirm tht we're
       #starting at the right place.
       while file.tell() % 32 != 0:
           file.seek(-1,1)
       
       meshComplete = False
       
       print("Faces: " + file.tellHex())
       
       #face data
       #peek 31 (0x1f) bytes ahead.
       #if the block is not the end of a vertex,
       #step back 31 bytes and read 16 times.
       showData = True
       finalSubFaces = []
       subMeshStart40 = False
       simpleSubMesh = False
       while meshComplete == False:
           #if meshCounter == 78:
               #print("Squad")
           subMeshStart = False
           foundVertex = False
           file.seek(30,1)
           checkedByte = file.readHalfFloat()
           file.seek(-32,1)
           
           file.seek(34,1)
           altByte36 = file.readHalfFloat()
           file.seek(-36,1)

           file.seek(3,1)
           vertCheck1 = file.readByte()
           file.seek(3,1)
           vertCheck2 = file.readByte()
           file.seek(3,1)
           vertCheck3 = file.readByte()
           file.seek(2,1) #14 bytes from start
           checkedByte2 = file.readShort()
           byte40 = file.readShort()
           file.seek(20,1)
           altByte40 = file.readHalfFloat()
           file.seek(-40,1)

           file.seek(17,1)
           minorByte28 = file.readByte()
           file.seek(8,1) #26 bytes from start
           altByte28 = file.readHalfFloat()
           file.seek(-28,1)

           file.seek(1,1)
           faceConfirm1 = file.readByte()
           file.seek(1,1)
           faceConfirm2 = file.readByte()
           file.seek(1,1)
           faceConfirm3 = file.readByte()
           file.seek(-6,1)
           faceConfirmFinal = False
           
           subMeshStartFace = 0
           if faceConfirm1 == 0x3c:
               if faceConfirm1 == faceConfirm2 and faceConfirm2 == faceConfirm3:
                   faceConfirmFinal = True
           
           if faceConfirmFinal == False and (file.tell() % 32 == 0) and vertCheck1 >= 0x00 and vertCheck1 <= 0xbf and vertCheck2 >= 0x3b and vertCheck2 <= 0xbf and vertCheck3 >= 0x3b and vertCheck3 <= 0xbf:
               if byte40 == 65535 and altByte40 == 0.0:
                   foundVertex = True
                   vertexType = 40
                   #print("vertexType: " + str(vertexType))
               elif (altByte36 == 1.0 or altByte36 == -1.0) and (byte40 >= 65278 and byte40 <= 65535 or byte40 == 255):
                   foundVertex = True
                   vertexType = 36
                   #print("vertexType: " + str(vertexType))
               elif (altByte28 == 1.0 or altByte28 == -1.0) and (minorByte28 >= 1 and minorByte28 <= 3):
                   foundVertex = True
                   vertexType = 28
                   print("vertexType: " + str(vertexType))
               elif (checkedByte == 1.0 or checkedByte == -1.0) and (byte40 >= 255 and byte40 <= 65535 or byte40 == 12): #previously 65278 - 65535
                   foundVertex = True
                   vertexType = 32
                   #print("vertexType: " + str(vertexType))
           elif checkedByte2 == 32768 and checkedByte == 0.0 or checkedByte2 == 32768 and checkedByte == 1.875:
               #end of compatible mesh data
               fileComplete = True
           elif subMeshStart40 == True:
               #this will be used to make
               #subMeshStart true.
               subMeshes.append(file.tell())
               subMeshStart40 = False
           elif simpleSubMesh == True:
               subMeshes.append(file.tell())
               simpleSubMesh = False

           for f in subMeshes:
               if file.tell() == f:
                   subMeshStart = True
                   subMeshStartFace = f
           if subMeshStart == True:
               subMeshes.remove(subMeshStartFace)
               
           if subMeshStart == False and foundVertex == False and fileComplete == False:
               for i in range(1):
                   f1,f2,f3 = file.read3Short()
                   if f1 == 0 and f2 == 0 and f3 == 0:
                       padding = True
                       padCount = 0
                       while padding == True:
                           #skip 0-bytes
                           checkedByte = file.readByte()
                           if checkedByte != 0:
                               file.seek(-1,1)
                               padding = False
                           elif file.tell() % 32 == 0:
                               #if the first vertex is 0, I don't need to do a full
                               #type32-vertex check. Instead, I can simply check
                               #the last half-float. That's enough info to continue the loop.
                               file.seek(30,1)
                               checkedByte = file.readHalfFloat()
                               file.seek(-32,1)
                               if (checkedByte == 1.0 or checkedByte == -1.0):
                                   #print("possible vert at" + file.tellHex())
                                   break
                           else:
                               padCount = padCount + 1
                               if padCount == 32 - 8:
                                   simpleSubMesh = True
                               #print(file.tellHex())
                       if vertexType == 40: #we've found a lowpoly model. submeshes are separated by zeros.
                           subMeshStart40 = True
                       #if file.tell() % 32 == 0:
                           #simpleSubMesh = True
                       break
                   elif f1 == 0 and f2 == 0 and file.tell() % 32 != 0:
                       file.seek(-2,1)
                       break
                   faces.append((f1,f2,f3))
                   #if showData == True and meshCounter == 42:
                       #print(str(f1) + ", " + str(f2) + ", " + str(f3))
                       #print(file.tellHex())
                       #print(i)            
           else:
               meshComplete = True
               vertStart = file.tell()
               if fileComplete == True:
                   print("File Complete at Mesh" + str(meshCounter).zfill(2))
               elif subMeshStart == True:
                   #we've encountered a submesh!
                   meshComplete = False
                   faceCount = int((len(faces)) / 3)
                   for i in range(faceCount):
                       finalSubFaces.append(faces[i])
                   faces = []
                   print("Count: " + str(faceCount) + "- Submesh at "  + file.tellHex())
       #end face data
       
       #make sure to use only the first third of the faces array.
       #considering the values involved,
       #you divide by 18, not 3
       finalFaces = finalSubFaces[:]
       faceCount = int((len(faces)) / 3)
       for i in range(faceCount):
           finalFaces.append(faces[i])
       print(file.tellHex() + " Count: " + str(faceCount))
       #material
       material = mrp.create_material("Material" + str(meshCounter).zfill(2))
       material.set_color(random.randint(0, 256), random.randint(0, 256), random.randint(0, 256))
       material.set_texture("C:\\Users\\freez\\Pictures\\GR2\\kit01_face_00.bmp", "RGB", True)
       #end material
       
       mesh.set_vertices(verts,"ZYX","z","Float")
       mesh.set_faces(finalFaces, tp="Short")
       mesh.set_uvs(uvs)
       mesh.set_material(material)
       
       mrp.view_uvs("Mesh" + str(meshCounter).zfill(2))
       mrp.render("Mesh" + str(meshCounter).zfill(2))
       #mrp.print_mesh("Mesh" + str(meshCounter).zfill(2))
       print("Mesh" + str(meshCounter).zfill(2) + " complete")
       meshCounter = meshCounter + 1
       #failsafe for infinite loops
       if meshCounter == 90:
             fileComplete = True
    mrp.render("All")

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  • 06/26/18--13:26: Just a another new person
  • Hello everyone I'm a new face around here but I commonly visit the Model Resource site, so I decided it was about time I actually got an account. If I ever upload a model it would most likely be from some kind of MMO, like Closers Online or Soulworker for example. I'm pretty new to rigging models so don't expect anything soon.  Ouch! Other than that though, it a pleasure to be here!

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  • 06/26/18--14:20: Help!
  • Hi dear people! Im looking for someone who can make edits to a sprite, i need the attack and idle poses of this character: https://imgur.com/a/2h2dR39
    He is Ghaleon of Lunar 2, his "chibi" sprites haven`t got any attack poses, basically what i want is to edit the chibi version with attack, idle and a special attack pose (3 or 4 frames of each is more than enough).

    Well... hope someone can help me, i already tried but im not good at this, it always ends in a massive trash of pixels hahaha.

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  • 06/26/18--18:32: KH Re:CoM
  • Does anyone know how to rip models from Kingdom Hearts Re: Chain of Memories? I've noticed some optimization in the models compared to KH1.

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    i take the models of evangelion game from playstation 2 to make battle arena (no royale)vs team or angels(npc)


















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  • 06/26/18--23:49: Converting .nut/.nud files
  • Anyone know how to convert these to .3ds/.dae/.obj? Been struggling to figure it out and can't open .nut in any 3D modelling program...

    Thanks
    Big Grin

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    so when I was making an Ash-Greninja Avatar on VRchat I noticed that there was one problem there were 3 extra shurikens on the back and there should only be 1 and that is attached to the back and I tried to remove them but It won't work so I kept on trying how do i get rid of them [Image: VRChat_1920x1080_2018-06-27_06-55-25.491.png]

    .png   Ash-Greninja.png (Size: 186.09 KB / Downloads: 1)

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    Few days ago i've been getting on the scene to use MilkyTracker, but i've been looking for a instrument pack of instruments from games like Final Fantasy VII, Banjo Kazooie, Donkey Kong 64, Mother 3 remade in .xi, .pat, .pp or .gz format (the formats that MilkyTracker supports for importing instruments) because extracting sounds from the existing soundfont files and relooping them in Milkytracker take me time. Is there any tracker instrument packs that bases them off from these games?

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  • 06/27/18--07:00: Pokémon Quest (Mobile)
  • I extracted some models from Pokémon Quest on mobile.

    [Image: VteUiSJ.png]
    full resolution 3840x2160

    Here are those extracted assets.

    Is someone else working on it?

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  • 06/28/18--21:22: yo yo yoooo
  • long time listener, first time caller, aayyyyy! im kel, im from california, uhhhhh pokemon is my PASSION, as is the maybe? lesser known titles of ddududududuhdh HARVEST MOON.

    i dunno what else to write so yeah, hey  Cute

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    Hi guys, 

    how are you? The DLC#2 for Fatal Bullet has finally been confirmed for july 3rd, so I thought of going through the games files once again.

    To extract the files is simple enough. Using umodel and using the settings UE4.17 and the games AES key, just navigate to the model files and textures( and maybe even materials) and hit export.

    The AES-Key is

    Code:
    h67GrjX2aGMgrAQeNwf9VmCYbt50ylJFeP3rIhbxh4e9bZXnqm8sbvEjWGOi6rgs

    The Textures are usually laid out like this:
    _cv - the Color Mask
    _n - the Normal Map( and maybe ambiant occlusion as well)
    _mres - the Metallic,reflection emission and specular maps seperated by color channel
    _d - the Diffuse Map

    The Textures color has to be recreated by eye/screen shot/ official artworks/anime images, as I don't know how to find or extract the color values.

    The Monster/Boss/Non Human models, as well as the Weapons and map props like chairs, doors and walls seem to work properly, as they don't need assembling.

    However where I'm struggling with is the assembled Character Models. Whenever I try to export for example LLENN from 3d Studio Max(tested with 2014,2015 and 2018) as an FBX file, either the program crashes(when editing a reimported FBX), or the face and the hair meshes will be reset to the ground in blender 2.79.*
    Are there any tricks that I could use? Preferably( unless there is no better way without) without having to do the editing in blender, as I'm still new to handling this behemoth of tool.

    * the model seem to work in noesis and unity without this annoying bug. Example here.
    ** an image of the bug I'm referring to will be added to this post later, to clarify what I mean.

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    help to ripping sao:black swordman

    when i ripping models from sao:black swordman

    i got texture like this. 

    [Image: jFmjD7R.png]

    both assetstudio and ninjaripper

    i want texture like this. 

    [Image: 8uEOPRw.jpg]

    thank you for helping.

    ps. sorry my bad english.

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    Now, being a Nintendo and Rabbids fan myself, I was wondering if someone could rip some sounds from Mario + Rabbids Kingdom Battle. What do you think? Is it really possible to do that?

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    [Image: cadf5c62-175f-473a-bbb1-71556a6ada51.jpg...20x600.jpg]
    The PC release just came out a few hours ago, I might as well make this thread cause I know people are curious to rip some of the models.

    I myself am trying this out too

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  • 06/29/18--14:26: Sorting of 'FEZ' tiles.
  • Hey, I'm currently working on uploading FEZ sprites and have just finished making induvidual spritesheets for all the characters, allowing me to move on to the tiles and... well... I've run into a bit of a problem. The tile spritesheets look something like this (see attached file below) and the tiles are sometimes used in several areas throughout the game, making me wonder how I want to sort them.

    The best idea I have is to sort them into types, but it's hard to do consistently, as there are several pallette switches, minor differences and slight type changes throughout. Another thought is to do the tiles in colour codes AND types (e.x. a bunch of pipes sorted into how they fit with one another).

    Honestly, this probably isn't a very good explanation of what I mean, but I'm unsure of what to do in terms of sorting and completely open to ideas so feel free to weigh in.


    - MadCreativity




    .png   fezspritesheetshowoff.png (Size: 431.14 KB / Downloads: 3)

    I'm just now realizing that I should have probably posted this in Ripping Help.

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    So I made a couple of these MegaMan X sprites, but IDK how I really feel about these whatsoever. I'm not really good with custom sprites, but do feel free to take a look at some of these if you wish.

    [Image: HNeCBJs.png]

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