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Email notification for comments on submissions

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Is there a way to get notifications for when a sprite sheet, model, etc receives a new comment?

The good ol' workshop

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Hey guys, just working on a Wizpig/King K Rool double trouble.
Edited from the N64 models.



[Image: xqurr3S.png]
Also, doing the N64 Kritter Kremling.
[Image: Orz13Mv.png] 
Future improvements to make:
  • Belly scales as seen in reference
  • Better skin weights
  • Specular maps
  • Multiple eye textures (for animating)




    Thoughts?

Help with recording lossless gameplay gifs (OBS)

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Hey everyone!

I've been using OBS to record gameplay losslessy for gifs whenever I'm too lazy for videos. But ever since recently, it either was recording only a black screen, or it looked like a jpeg.

Here's a comparison gif of a screenshot and how OBS looks. (OBS is the brighter, washed out one)

[Image: 7vYRyYi.gif]

Here's my settings if you wanted to see them.

[Image: mqHXsuh.png]

HELLO!

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hello my name is Michael MAOUDA.
IM FROM JAPAN.

Im going to do texture.

well gonna go.

nice to meet you.

FROM MAOUDA.

Kirby Planet Robobot Susie Model (WIP)

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So, nobody has ripped Susie from Kirby Robobot .
I decided to make my own model, instead.
Its still in the works I still have the "legs" to do, and the hands.

.png   susie1.PNG (Size: 113.66 KB / Downloads: 2)

.png   susie2.PNG (Size: 78.3 KB / Downloads: 1)
So, any criticisms or tips? Anything would be appreciated.

Donkey Kong Country focal coordinates

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So I'm working on a ROM hack for Donkey Kong Country. I'm aware there are at least two editors available, the good old dkedit and the very feature-rich DKCRE.
However, I'm a Mac user, and I can only use dkedit. Using it is not very fun, and in fact I've got most of the stuff done with a hex editor and some helper tools I wrote for myself. Editing sprites and banana formations is something I can do pretty easily, as is editing the level terrain, but the camera/focus area stuff is something I just can't grasp. DKCRE supposedly can edit these focus areas, but I'd rather work with a hex editor. I just don't know how they work!
Giangurgolo's original documents say the following:

v1.0 (U) [!] headerless ROM
----------------+------+----------------------------------------------------------------------------------------
3C8000 - 3C81CB | PTR  | screen dimension/parameter pointers (subtract 4 for real actual start of data)
----------------+------+----------------------------------------------------------------------------------------
3C9038 - 3CAC91 | DATA | screen dimensions/parameters
                |      | byte 1,2   screen starting coordinate on tilemap
                |      | byte 3,4   screen ending coordinate on tilemap
                |      | byte 5,6   
                |      | byte 7,8   
                |      | byte ...   screen focal coordinates (4 bytes each focus point)
                |      | FFFF = end data
----------------+------+----------------------------------------------------------------------------------------

But it's difficult to visualise something like that. I mean, I can traverse the pointer array and I get where the data is stored and how the bytes are arranged but I still can't grasp my mind around how it actually works.

You Wrote:dude why don't you just use DKCRE and edit some camera points and observe your changes in the corresponding offsets?
I tried opening the executable in WINE, doesn't work at all. Tried Codeweavers' CrossOver, still no. I installed a Virtual Machine with Windows 7 on it, no dice. I could still dual boot I guess but come on.

You Wrote:dkedit can edit the focal coordinates too, why don't you edit them with that instead?
While I can run dkedit, it only displays the raw values of "x", "y", "ymax" and "speed" and doesn't explicitly draw anything on top of the level itself so I could understand what's going on.

In the end, I don't really want to even use DKCRE or dkedit, I just want to understand how the camera works.

so here's the deal: you look into it and explain how the camera works to me like i'm a baby. I don't care how - do a YouTube video tutorial, a long post with loads of screenshots, draw an infographic with an extremely clear explanation... just as long as I go "aaaaah now i get it" in the end.

You Wrote:what's in it for me?
you get 10 bucks on paypal

How would I go about ripping from Jimmy Neutron PC?

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The several attempts I've made with Ninjaripper have all failed.

[Image: njk1zm.png]
[Image: iTFFFp.png]

DragonRipper only rips .wav files.

I've been able to find some string data in some of the files.

[Image: VGzZ5E.png]


Found this when trying to import .ASE files

found bundled python: E:\Blendy\BLENDE~1.53-\2.53\python
*** ASE Scene Importer v0.03 ***
Loading C:\Program Files (x86)\THQ\Jimmy Neutron\Jimmy Neutron vs. Jimmy Negatro
n\ase\giantcarlkong.ASE
Success.
*** ASE Scene Importer v0.03 ***
Loading C:\Program Files (x86)\THQ\Jimmy Neutron\Jimmy Neutron vs. Jimmy Negatro
n\ase\cindstop.ASE
ERROR: readGeomObject encountered unexpected token *MESH_ANIMATION on line 4168
of file C:\Program Files (x86)\THQ\Jimmy Neutron\Jimmy Neutron vs. Jimmy Negatro
n\ase\cindstop.ASE
Traceback (most recent call last):
File "E:\Blendy\BLENDE~1.53-\2.53\scripts\io\import_ase.py", line 595, in exec
ute
applyData(model, self.properties.ASE_SCALE)
File "E:\Blendy\BLENDE~1.53-\2.53\scripts\io\import_ase.py", line 513, in appl
yData
for x in model.materials:
AttributeError: 'NoneType' object has no attribute 'materials'

One of Carl's model works.

[Image: EtArv3.png]

Thanks!

Need help ripping models from Sonic Riders Zero Gravity

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aight, ey this is my first post

I extracted the files from the Wii version of SRZG and used DkZ Studio for extracting the ImageX.cvm packages(old criware format).

got a bunch of .adx music files, .afs voices, .tbl files(referring to character names), .dat files, alot of .p files and many attachmentless files

According to RTB, this game uses .GNO models like other Wii Sega games, he used memory dumps for getting the models, but i want to try ripping them directly from the game files.

btw i looked at some file headers, here's what i found:

.dat:
[Image: dat_zpsrg943sfz.png]

.tbl/.p/extensionless
[Image: p_zpsxpulengn.png]

in case anybody knows how to decrypt that kind of files please tell me so then i can rip some SRZG models

Oreimo PS3 .dds.phyre sprites

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So I tried to rip sprites from the oreimo game  on PS3 and the textures were in .dds.phyre.
I had found a converter that converted these sprites into BMP but the transparency was messed up and had a black and / or  white background.

I was wondering if there was a more efficient way of converting these into a readable format with transparency.


I've uploaded some samples.

.zip   samples.zip (Size: 659.63 KB / Downloads: 1)

Problem with the PSK/PSA importer [Blender]

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I've been trying to rip models from Unreal Engine games, but since I got a new computer (I used to have one with Win 7 and now I have Win 10) I have some problems whenever I import the .psk file on Blender that I hadn't before. 

- The skeleton is outside the mesh and upside down
- All the materials names are gone, replaced by "pskmat"
- Only the first material is used for the entire mesh

[Image: 6N9Q2yo.gif]

I tried everything, I re-installed Blender, deleted all files, using past versions, but still nothing. Why should I do? It has something to do with my OS?  Sad

GumballYes DisneyJrNo's Model Rips

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After a few years of dormancy, I've decided to go back to video game ripping, but this time I will tackle 3D models as opposed to just sprites. But the games that you'll see me rip from most often are video games that are based on animated films.

I've noticed a notable lack of those games on the Models Resource, so I thought I might step in to help to fill the gap.

I will post frequently in this thread to show off the latest models that I have ripped.

This is one that I'm surprised hasn't been ripped yet.

Stay tuned for more model rips!

.Sprite and .SpriteRenderer file formats

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[Image: 2017_03_10_23_25_00.png]
Hi, everyone) I have one question. Do you know something about these foramts? What is  files type?
Just I opened .AssetBundle file by Unity Assets Bundle Extractor and got these files. Does anyone know how to extract them? I will be grateful for help

DBZ Burst Limit?

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Is ripping from this game at all possible? There's a couple models I'd like to examine from this game.

More pressing: are the cutscene models rippable, or are they prerendered to video?

Thanks!

Help - Extracting content from .dat files of the ROMFS and repacking them

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Hello , i am new to this website. Im happy to join.

I recently was able to extract the files of Mario Sports Superstars , however , the game seems to be heavily compressed as the romfs folder (the one that contains all the data) contains most files in DAT files.

I have no idea how to open these files and i have researched a lot with no luck. 

Here are some screenshots of the folder.

[Image: LexTQL9.png][Image: lmAHmSt.png][Image: Xzb65Ij.png]

I am almost 100% sure that ''na'' folders , contains the game's sounds and music , which is what i want to rip first.

I would also want to know if there's a way to repack the files after being extracted.

If anybody can help me with this it would be amazing.

Dragon Quest VX Demo!

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Hello everyone.
I've recently made a Dragon Quest Demo using the rpgmaker VX ace game engine.

This is just a precursor to what I have in store for my own RPG game using all custom sprites*.(well most will be custom)

I did this because I wanted my custom rpg game to play a lot like DQ/EB zero. (simple yet fun)


So without further ado here's the link if anyone wants to try it out!
Demo Download

It's actually got me excited... Maybe a TSRPG(VGRPG) could finally happen!(or i'd include some members in the game as cameos!)


Screens







Help for dead or alive 2 models ?

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Anyone know a way to open the templates from the dead or alive 2? I managed to extract the files of characters and stayed a file for analysis in the following link: https://www.dropbox.com/s/ewzj0d9vzsubfo...2.rar?dl=0

Follows the list of extension of the game
.psp is the 3D model
.tgs is the texture of the model
.mot Maybe it's the mot animations ... but not sure
.apv (Nothing found, I don't know about this file)

If anyone knows a way to open them I'd appreciate it or even a way to export, because good part I've done which is extract the files from the original game, remains open.

About that The spriter guy...

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He originally came from DeviantArt, trying to be an ass to me, SonicHex, and anybody else related on there. I heard he had joined here, and then was banned. I'm just letting you guys know that We've also had issues with this same user. He has also gone under other aliases such as sonicexe935 and sonicexeth. As of right now, he's probably going to become TSR's version of *TheAlex99. I'm just warning you guys because he may come back somehow.

*TheAlex99 is a user that went under constant IP bans on multiple Super Mario Bros. X forums, always coming back in some different username. Although it may be difficult to pick 1 out of 1000 users to say it's him, it is very easy it distinguish him from just about every user, mainly saying "welcome of [USERNAME]" [USERNAME] being his current username. Ouch!

Model and Map ripping

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Hi everyone. i need help with ripping stuff from star trek online. i know there are some software that can do it but i have 3ds max 2016 and it looks too complicated to me. is anyone willing to help me with it?

I need some Sonic Textures plz!

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Heya!! Tongue
I'm making a mod hack of Sonic Heroes and I need your help. I need these textures/objects

Sonic Generations - Seaside Hill and Casino Night (all the map textures);
Sonic Heroes (GameCube Version) - Buttons (Change Team, Action and Team Blast buttons);
Sonic The Hedgehog (2006) - Radical Train and Tropical Forest (all the map textures), Box (Wood, Iron, all of them);

leave a comment please. Thank you for your help Wink Smile

bkN&b model!!!

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