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MegaMan Xtreme 2 Remastered

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I've been shy on this for a long time. I knew I eventually had to bring it out of hiding after MegamanX9.com went down and reach more public eyes here at vg-resource.com. Getting introductions out of the way, my name is Corvus. Franken-editor, visionary, and an overall "I have too much time on my hands" kind of guy. I'm a big fan of the MegaMan games, mostly the main timeline. Every time I looked through threads and dug around on images for spritework, Xtreme 1 and 2 seemed to be the most...swept under the rug, as it may. It never got the attention it deserved despite it managing to fit an entire Megaman X experience onto 8 MB of memory. So, I decided to start a little hobby project to give this game the attention it deserves. That project is MegaMan Xtreme 2 Remastered.

[Image: KZLwqvY.png]



Features:


-A what if situation: what if all the specs on the GBC were doubled for this game?

[Image: s32Qafn.png]

-Every sprite in the game touched up, color boosted, reworked, and given new frames.
 [Image: QxQ9d6g.gif]


-A brand new armor exclusive to this remaster. 
 [Image: je5OJzq.png]

-Maps touched up to be closer to their originals.
 [Image: cJyaxJM.png]

-reworked story and dialogue to bring things up to date. 
[Image: jAsB9YE.png] [Image: dPXFZy5.gif]

-Every color used on this project is within the GBC color palette, so if the hardware was capable of it, all of these edits would be 100% possible.

And much more!

[Image: hCKbWJr.png]

This project is far from finished. I will be uploading sheets and gif examples as sections as I go forward on this project. Any kind of feedback is appreciated and welcome.

Favorite YouTube or other videos

Problems ripping from Kirby Return to Dreamland and Dragon Quest Heroes

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Alright

First off; Dragon Quest Heroes

The furthest I've gotten with porting the models is through this tutorial. It seems to work fine up until I get to testing it in Poser. The times I do get the bones to load the model comes out a distorted mess. Other problems include the model becoming invisible, not even being viewable through the wireframe mode.

I believe it has to do with these white corners around the model.

Secondly, Return to Dreamland.

I'm having trouble porting Marx (Stone Statue) into 3DS Max. It looks fine in Brawlbox, but once it gets ported to .DAE Brawlbox removes the second texture and it's properties, leaving the port to look like this.

Any ideas?

Thanks!

Brian's averted death sprite sheet (WIP for a project)

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Hey, I've started working on a sprite sheet for a project I'm working on, and it's going to be a crossover with Family Guy. This sprite sheet is for the story of Brian's averted death from FG1206 - "Life of Brian". So far, all I have is Stewie warning Brian to look out, and Brian turning his head before he gets hit by that car.
[Image: 8VQBhCU.png]
The programs I'm using for this sprite sheet are MSPaint, Inkscape and Moho (Anime Studio) Pro 11. However, in this upcoming project, there's going to be a lack of blood for this. Yeah, you read right, I said "lack...of...blood".

Anyway, here's an animation of the sprites I have so far.
[Image: wkmoqGh.gif]
Tell me what you think so far. I may need some help.

Seeya

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I've made up my mind. Im not fit for this community.
I should just stay the fuck away from every online community seeing how much of a fucking retard I act.
I'd like a mod to lock this thread so that this doesnt devolve into crying and drama, and for my account to be deleted or banned. See ya guys.

Obscure music that needs more love

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there are a lot of obscure things out there, but i wanted to make a thread specifically for music, if that's ok. i know i tend to make a lot of threads but at least some good discussions result from them. lol

i apparently come across specific tracks from any albums that aren't very popular yet completely melt my heart and soul with beautiful sound...i probably can't list them all off the top of my head, but here's one that i recently found. i can just feel the love found within both the performance and the composition.





it pisses me off though...they made a whole effing musical based on ABBA's music and they couldn't make space for ONE MORE song??? smh

Hyrule Warriors

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Well, with the latest update, Yuga and Ravio have been added. However, despite my wishes to rip these two myself, I'm having trouble acquiring their base files. This is not a request for anyone to rip the models, this a request for the files so I can do it myself. Can anyone supply me with Yuga and Ravio's "raw" files from the game so I can extract them myself? I can't seem to find them anywhere.

MP3 Varia Suit problem

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I have the Varia Suit from Metroid Prime 3. It worked perfectly when I imported it to Blender, but Peardian mentioned in his rejection that the bones did not work properly. Anyone know what's going on? (BTW, don't worry about the texture format, I know how to convert it to PNG.)

Here is a link to the model.
https://mega.nz/#!bVoBHaoI!nBFLWqOsgvjKL...QFkQJ4a-Uo


Thank you for any help!

Streets of Rage Remake newcomers

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Streets of Rage Remake introduced two brand new secret characters, Rudra and Elle. There are no sprite rips of them anywhere on the internet. Could someone please rip them?

Help: Rip sprites PC games

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Could someone explain how to rip 2D sprites from 2D games for PC? Is there a programme to use?

I tried to use NinjaRipper and 3DRipperDX, but to no avail.

Rip .ACZ and .ACF Files (Pokémon Ranger Guardian Signs (DSi))

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Hello ! I'm new to this forum. If i do anything wrong, PM me !
And, Sorry for my bad english (I'm French)

Can anyone know how to rip .acz files? it's the maps files of Pokémon Ranger Guardian Signs  Wink

And if anyone know how to open .acf files (i dunno what is it)

[Help] How to rip from Android games?

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Hi everyone, so...i got from my phone the apk of Mortal Kombat X, how do i rip 3d models from it? possibly in da, if not in obj is good...i renamed the pak to zip, but i found only a lot of icon and no 3d models...oh, also a lot of text

Using Sprite Sheets

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Hello -

I found some sprite sheets I like, however there's no meta file that goes with it.  (size, location, frame#)  Is there a good tool to organize the sprite sheets, and get the data from them?

-A

Help: 3DRipperDX - global system monitoring

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Is there ANY way to run 3DRipperDX´s global system monitoring on a 64-bit system instead of a 32-bit one?

PokeIdler

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-Right now it doesnt have that much (Is not even an Idler yet), it has 3 lications (Without names), map is invisible, for now everything you can do is to clicke in the gray path between both red squares, you will see a new button which says Fight, click it and your Bulbasaur will start to attack an Rattata.

-The only clickable buttons are, Map, Team and Fight (For now), In Team you can see random stats of your Bulbasaur (Right now they dont do anything, exept HP)

Next update i would like to add, Auto Fight (To turn it into an Idle), Shop, Potions, Auto Potions (To keep it as an Idle), Pokeballs (Catch).

Right now the game last for like less than a minute (More if you dont know how to use an computer)
http://www.mediafire.com/file/83iat9jfn1d3phj/PokeIdler.zip

I upload it like that to get some viewers so all we can see how it grows Big Grin

.sounds file extension

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Hi, all! I'm new (and entirely inexperienced), and I came here with a question to ask.

I'm trying to get some sounds out of those old pre-installed mac games from Pangea Software. I've located the files I need, but haven't found any kind of application that will open them. The extension is ".sounds". The only lead I've found is an association with the id Tech 3 engine, but that seems to have been released one year after the oldest of these games. Has anyone encountered these before? How can I open them? Any ideas?

Need help with rendering for showcase icons...

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Have a newbie question here, I recently ripped a model and like to showcase it.  But ran into problems with rendering in Maya 2014, usually shadows killing the model.  How do I render clean icons like everyone else?

A few games

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I'm new so apologies if this is the wrong forum. I have extracted every game file from the following games:
- Ninja Turtles Mutants In Manhattan (PC)
- Ninja Turtles Danger Of The Ooze (Wii)
- Ninja Turtles Rooftop Run (app)
- Spider-man Unlimited (app)

With the exception of Danger Of The Ooze, I figured how to change everything to usable formats. It's going to take awhile as there is a lot to go through. I'm not familiar with the site though and need help understanding uploading/setting up. Also if anyone has any requests from those three games I'll prioritize it. Thanks. I will also be taking apart Ninja Turtles Battle Nexus, Transformers Devastation and a few Lego games later.

I have a mission; but how is my organization?

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Hey guys! I'm... well, not necessarily new to this site, but this is my first time actually contributing, because I noticed:

"Damn, Deoxys, where do you think all those Mystery Dungeon tilesets went? Look at the effort that went into ripping all the Pokemon! Wouldn't you think they'd do the same for the dungeon tiles?"

So that what I've come here to do--to attempt to do what seemingly so few people have done before and actually rip the meat and potatoes out of the Pokemon Mystery Dungeons--the dungeons!

It's been EIGHT YEARS! Like, holy crap Batman! You'd think people would have noticed these games by now, but still nobody even knows where the 8x8 fog/sandstorm tiles are stored in the tilemaps under the right palettes! Not even I can find them; and you can be sure I'd rip 'em in a heartbeat if I could.



Okay, so now that I have a pretty good preface to this post, here's the real deal: my goal here is to rip every single dungeon tileset from Red/Blue/Time/Darkness/Sky, and doing that will require lots of organization in my spritesheets so that I'm not overwhelmed. Ideally, there could also be a new section created under each game since cutscene backgrounds are definitely different from randomly-generated assortments of tiles. Here's how Beach Cave turned out:

[sheet too wide; here's a link instead http://puu.sh/s9ssP.png]

My format is simple: Have a "key" to the left so that it's clear in what context each tile in that row is to be used, and have the water palette be above some empty space to the left so that I can cookie-cutter in palettes that are really long without having to stretch the canvas (for example, Great Canyon's--that one took a while to do).



However, is anyone bothered by the amount of empty space that my layout of tiles causes?

Chasm Cave is REALLY pushing it with the organized yet empty space caused by my layout that works nearly consistently for other tilesets:

[Image: s9sH5.png]

There's another variation of the Chasm Cave tileset that has just as much empty space as this one. It's almost a recolor, but it has some different edge tiles, and I think it would be really really cool if it could be just one dungeon tileset per sheet. After all, lots of dungeons have different tilesets halfway through that are completely different from the first one! I feel I should treat Chasm Cave's second tileset as equally as the others so that it's consistent the whole way through with these sheets.

Lastly, I really hope those small edits on Beach Cave (and a select other few) don't disqualify the whole sheet--it's pretty evident that, as with most tile-based pixel games, each 24x24 dungeon tile uses particular 8x8 tiles. The lack of some certain dungeon tile variations in certain columns bothered me into making more tiles in the faithful format. I kept all the originals on the sheet, though, which is probably the most important part.

What do you think? How is everything so far?

Anyone can help me fix a script form Dreamy Theater?

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I have 2 script one for blender and other to 3dsMax.
3DSMax script import the right weight in the wrong bone.
Blender script import a wrong weight in the right bone.

The script from blender was done based on 3DSMAx script.

Anyone can do analyse in it?
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