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DragonBall XenoVerse - Ripping script release + some model downloads inside

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Hey everone!

A couple of weeks ago I wrote a Blender script that extracts and exports DragonBall XenoVerse character models. After extracting a bunch and uploading them however, I was notified that the models do not meet this site's standards. I exported the models in a way that left as much of their original file layout in tact as possible for modding purposes, but it seems this site is far more heavily focused on usability. Hard to argue with that!

Unfortunately I don't really feel like going through them all again and pick the script back up, so I figured I'd just release everything I have for others to play with.

What needs to be fixed?
- Textures must be PNG only
- Move alpha channels in alpha-only textures to RGB or BW space
- Rename textures from "XXX_005_PartName/DATA000.png" to "XXX_005_PartName_000.png" e.g.
- Consolidate all "PartName" texture folders into the single parent "Textures" folder
- Join all mesh objects into one (Torso, Head, Arms, etc.)
- Include an exported OBJ and/ or DAE version as well
- While you're at it, the grayscale diffuse detail maps could use a cutoff; they don't have the blurry outline in-game. Wink

How the script works:
The main script is in the top-left Text view and can be run by hovering over it and pressing "alt+P". The script then finds the relevant data, runs it through the existing LibXenoverse tools, imports and assembles the resulting files, and then exports an FBX file.

I think the script is fairly linear and easy to follow, as well as decently commented. There are some weird lines like "['Something', 'SomethingElse'][1]", but these are just to allow for quick switching, as some characters follow different conventions. I.e.: To some a hat may need to be alligned to the Head bone, while another needs the Neck bone.

To make it all work on your end you need to:
- Have ImageMagick installed and added to your PATH. (Standard install seems to do so automatically iirc.)
- Have LibXenoverse installed.
- Have "emdtxi.exe" placed inside LibXenoverse's /bin folder. (See link below -> Tools.)
- Point the Blender script to your LibXenoverse directory (at the top of the script).
- Have an extracted DragonBall XenoVerse "DATA1" folder.
- Point the Blender script to DATA1's "chara" folder (at the top of the script).
- Specify the character code and versions you wish to extract (at the bottom of the script).

Pitfalls and caveats:
- There doesn't seem to be any clear way of determining whether a texture is special in any way, or can just be used as-is. To that end, I have added some "texture modifier" and "material modifier" code, to provide some user-level control over that.
- This also goes for model parts; the usual formula usually works, but there are exceptions like different part fallbacks and/ or requirements.
- I changed the script half-way through, so you will need to check if the character you're importing has some old "material modifier" code, somewhat near the top of the script.
- Teen Gohan had something weird going on, so I advice against starting with him. Videl seems to have a good coverage of different parts and possible pitfalls.

Downloads:
I've uploaded all characters I had ripped but were rejected to a public Dropbox folder (in FBX format), as well as my .blend file and emdtxi.exe application. I have also uploaded the emdtxi source code there, should you fear any viruses or just want to build it yourself. Note though that it is dependant on existing LibXenoverse code.

Now then, at long last - the link: https://www.dropbox.com/sh/yoek9rofktna4...HzRba?dl=0

If you have any questions, please feel free to ask! Hope someone will find this useful; enjoy!

.cvs audio file conversion?

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Two games I have, The Emperor's New Groove and Aladdin in Nasira's Revenge, store all of the dialogue spoken by the characters in .cvs files. There's only one .cvs file for each game. Importing the raw data into Audacity gives intensely loud static noise, although I can still recognize the game dialogue underneath it. I feel like I'm doing this wrong, can anyone help?

VOTING THREAD: List of Colors

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Okay, it's voting time! In this competition you'll be voting for the composition you think is best, but you'll also be voting for best palette selection/usage! Who had the best eye for choosing colors and then putting those colors to use?

Good luck, everyone! Voting will last until the end of the month.

Gorsal
[Image: tumblr_nreswaE4G71ts85nto1_400.png]
[Image: 0dfb87e052ccf3d210d0f93ab8f0da10.png]

SchAlternate
[Image: zero_by_schalternate-d91gjmv.png]
[Image: shallenge.png]

Joxon
[Image: hIwwUh1.png]
[Image: dOv9d7w.png]
[Image: OGrkrIZ.png]

Captainkakarot64
[Image: QSsXIZv.png]
[Image: a0neZfY.png]

Quirby64
[Image: sanicmarifinale_by_quirbstheepic-d9283j1.png]
[Image: screenshot___07072015___12_07_06_pm_by_q...90bgzi.png]

StarSock64
[Image: W1Z7MJL.png]

Z- ...uh Dr. Space
[Image: DWDADUX.png]

SB Models Help

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I'm having trouble finding the model folder in my SpongeBob PC game, can someone help me if they have it?

MMD

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Hey everyone! So I just got a bunch of models from different games from this site and I need to know what I do to get them into MMD (Miku Miku Dance) I really want to know what programs I need. I have a PMD/PMX Editor but I still can't open the models. Please help me! Thank you much! Smile Smile

Super Smash Bros. for 3DS .tex files

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I see some people have figured these out, but
I just can't get it!
Anyone know of possible converters for these TEX files?
Please reply!
Sample files - Some random TEX files.
Also, Dazz, please don't tell me to slow down. All I have are 9 pending submissions, dude.

Happy K Birthday

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Happy deathday to Phantom Killah, VGR's local phantasmal delinquent!

Sonic Unleashed enemies

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I only need a few of the enemies. From either the 360/PS3 version or the Wii/PS2 version is fine.
1. Egg Fighter (with sword and spring shield)
2. Mole Cannon

Dark Bowser [WIP]

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Hey ya'll, been on and off working on this for about a month now.
I got my hands on the SSB4 WiiU Bowser model and decided to modify it to turn it into Dark Bowser
[Image: 2niodqt.jpg]
So far I have the model and UVs done, just gotta make the textures, then remake the rig.

ALWAYS HUNTING [WIP]

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[Image: drdtly.jpg]

PREMISE

You know clearly when IT is after you...
You get the feeling that you are being WATCHED...
You get the feeling that you are being HUNTED...
You then fall to situations far beyond your control...
And still IT observes as you suffer...
You can run…
You can hide…
But in the brightest of days...
In the darkest of nights...
You know as clearly as you know that IT is after you...
That IT WILL FIND YOU...
Whatever you do, IT'S ALWAYS WATCHING...
Wherever you go, IT'S ALWAYS HUNTING...

ALWAYS HUNTING is a WIP game series following the stories of different individuals and their encounters with various beings and entities; natural, supernatural and unknown, the main antagonist of the series being a highly intelligent entity known as The Employer, which seemingly cannot be fought by any natural or conventional means. It created a game of the mind on a massive scale; with the entire world and beyond as the playing field and the elements in The Game - all of them connected in unimaginable ways - as the pieces of a giant puzzle. In The Game, man's greatest strength becomes his greatest weakness. One must never assume to know what was, what is, or what is to come, although I am certain that many will, since a lot of clues and evidence will be presented to the players, but it will be up to them to piece it together; to determine what is really there and what is an illusion, what really happened and what never did, who to trust and who to shun, who to save and who to eliminate. The paths you take and the choices you make will impact greatly on the gameplay and the narrative, so choose carefully, or you may get more than you bargain for...

Jacob's Story

The first game in the series, Jacob's Story, puts you into the shoes of Jacob Marks, a young man who recently lost his father in a brutal homicide. It is when Jacob is called to the Police Station that he learns that there may be more to the killing than what was originally thought. When he gets home, he finds his father’s room in a complete mess with paper strewn everywhere and security cameras on the ceiling, still recording. He finds tapes stashed in the drawers of his father’s desk, on which he views some disturbing content. As he watches the tapes, strange events start occurring, beings and entities start to come after him, including the one responsible for his father's disappearance, and the nefarious Game that his father was and now Jacob is involved in; The Employer. His sanity starts to break down as memories that can’t be his own flood his mind and dreams and nightmares haunt what little sleep he can get. As he goes on, becomes clear that there is more to The Game than anyone could guess. Will he survive, or will he meet with the same fate as so many of The Employer's victims?

Renders/Screenshots

All renders are in 1080p Full-HD
We Are Who We Choose To Be
[Image: 155qtl0.jpg]

Your Sanity Has Failed You
[Image: 2zdrmvb.jpg]

WHATEVER THE COST
[Image: 9isbwx.jpg]

Game Over
[Image: 2r296z5.jpg]

Why Did You Do It?
[Image: 2ldgro.jpg]

Connection Established
[Image: r1absz.jpg]


Pages:

IndieDB: http://www.indiedb.com/games/always-hunt...cobs-story
Gamejolt: http://gamejolt.com/games/adventure/alwa...ype/40706/
Facebook: https://www.facebook.com/WalshinatorProductions
Twitter [might make one specifically for Walshinator Productions]: https://twitter.com/TheWalshinator1
YouTube [More content to be added soon]: https://www.youtube.com/channel/UCYFU-a_...rPolZr07ew
Forum: http://always-hunting.proboards.com/

Walshinator Activated

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Hey guys, my name is Daniel. I'm a 19 year-old Game Design student and project leader of Walshinator Productions, currently working on our first big game project ALWAYS HUNTING - Jacob's Story (at least, a prototype for it in UDK haha)
If you'd like to chat, feel free to hit me up on Skype (thewalshinator1) or Facebook (just let me know you're from here so I don't freak out wandering who you are)

Hyrule Warriors Model Help

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So I used RTB's extraction script on the models and,
the only way to join them together is with a 64bit OS.
I have a 32bit OS.
Could someone join these together for me? Shy - Sheik Model.

Hello

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Ninja Hi, I'm new here. Just wanted to say hi to everyone. So, hi. Ninja

Ripping Sprites

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I'm guessing the best way to rip sprites is to record my screen while I play and that way it will get every frame. Can anyone suggest a screen recording app that can capture every frame at high quality? Thanks.

P.S.: If there's a better more a efficient way, that would be appreciated as well.

Can someone help me rip models?

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Hey everyone, i wasn't sure where to post this, but I need help. I'm new to ripping models, and I want to rip models from the game, "Peter Jacksons King Kong: The Official Game Of The Movie" for the gamecube. it's my all time favorite game, and I need the models for a project. I was wondering if anyone can rip the models for me, or help me so I could rip the models myself. I don't have an ISO for King Kong, but I have the game and a gamecube. I have a Mac, and I have Dolphin Emulator. I don't know how to rip models, so yeah. Please help!

Help! Android Pictlogica FF

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Hello everyone! I'm trying to rip some sprite from Pictlogica Final Fantasy. Looking through folders I found these files. Could you help me figure out if they are what I'm looking for? And how to obtain the sprites. Thanks.

[Image: qPErfvv.png]

Twisted Metal PS3 file format

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Hello everyone,

I'm new here and I've been trying to seek out some advice on how to extract a relativity unknown file type from a PS3 title,

From what you've probably guessed by the title of the thread, 
The game I'm trying to extract from is Twisted Metal for the PS3 and I've done a little bit of research prior to creating this thread and from the search results there seems to be only one topic on it,

http://forum.xentax.com/viewtopic.php?f=10&t=11234

It's on the xentax research forum and it has a script for quickbms to extract the diffuse textures from the .vram files and I've tested the script out and it successfully extracts the textures, but what I'm trying to figure out is how to extract the .ngp files because I am most certain that is where the model data is held.

So if anyone has any knowledge on this file type that I'm unaware of I'd appreciate it greatly.

CRISTOBALLS

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Exclamation Exclamation 

Let's have a ball for the most ballin' dude I know

Happy birthday C2b, I hope today rolls excellent for you

Chaofanatic's model rips and stuff like that

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So I've been ripping models from The Wonderful 101 lately but I'm not having much luck getting them actually uploaded cause I seem to be doing a lot wrong, so could I get some help with this?
I've been told my texture paths were wrong, the formats of the textures were wrong, my dae model didn't have rigging or texture mapping or anything and so on but I think I've gotten everything down now except for a few things. Blender's DAE exporter likes to connect bones that aren't supposed to be connected together and it messes up the orientation of things, and apparently my spec masks have something wrong with them but I'm not that sure what?

Would anyone be willing to help me out with this? The FBX file is perfect, but the DAE is the one with the problems
The Wonderful 101 - Commander Nelson

Also a lot of things in this game use alphatesting to show scrolling texture effects on them. Am I allowed to actually keep the alpha channel for the transparency in the color texture or do I have to make it separate? It doesn't seem like any alpha channel stuff is allowed here at all for some reason and it all has to be its own texture.

Minion Rush

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Does anyone have any models for the Despicable Me Minion Rush app? I'll post the picture I made here.
[Image: Minion_Rush_wp1.png]
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