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Sonic Unleashed or Generations Background Models

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Any idea where I can find these? I want background models like Apotos, Rooftop Run/Spagonia, etc.
They were used for the Unleashed Project so I was wondering if there was any available.

Help with .pak files

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Trying to rip models from a gamecube game, but i cant seem to open the pak files. I extracted the data directory using dolphin, so i have all the files but they're in pak format and i cant open that.

Textures on Pokémon B2W2 Models Faulty When Imported

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Not sure if this should be posted in the Textures section instead, but oh, well.

I've been trying my hand at ripping map models from video games to import them to Sm4sh. In this case, the title I'm exporting models from Pokémon Black Version 2. Using a program called "Spiky's DS Map Editor", I am able to view and extract the maps (as well as their respective data) from the Pokémon games released on the DS. In the picture below, you can see a quadrant of Pokéstar Studios displayed through said program. Notice that the quality of the textures on the model is identical to how they appear in-game.
[Image: XTXh2HO.png]

However, after exporting the model of the map to an .obj file (which simultaneously exports its textures to .png files along with it), importing them to Blender has an unsatisfactory result. As seen below, the textures appear blurry on the model. Several of the colors leak onto each other, most notably on the cardboard boxes. The normally invisible lines of the director's chair's wiring are visible. Meanwhile, the shadows of the various objects on the filming set are practically unnoticeable (they ARE there, though.)
[Image: HMlL9Se.png]

Similarly, the trees originally had a shadow texture which appears to blend with the grass.
[Image: UwHbDcq.png]

When viewed through Blender, the shadows are completely opaque.
[Image: TGTiFS8.png]

If you're still confused by the problem I have, here's a comparison between the .png file of this ceiling/balcony/doorstep texture and how it's rendered in Blender. (I deleted the main body of the building to isolate the texture.)
[Image: 7gqDkmt.png][Image: 4XX3gnX.png]

To retrace my steps to see if the problem lies there, I:
  • Open up Blender.
  • Delete the camera, cube, and lamp which are always present whenever you boot up the program.
  • Import the .obj file of the map I want to work with (which is contained in a folder along with the textures corresponding to said map.)
  • Press A to deselect all polygons.
  • In the Viewport Shading bar near the bottom, select "Texture".
    [Image: px1mgNh.png]

I've tried importing the model to other programs, such as Google SketchUp, but only to get the same results. I'm not sure if this is something that can be fixed, but all help and advice would be greatly appreciated.
Also, sorry if I don't reply right away, I've been very busy lately.

Greetings

Hey does anyone know how to get all the audio possible from this ISO?

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I've already gone through the trouble of making the original .cdi file into an .ISO.  The two tutorial like threads on the top of the forum list didn't seem to have any help on the Dreamcast games.  Perhaps I can send this .ISO(4.37GCool somewhere and maybe someone can do their magic?

(The blue smiley in the shades was suppose to be gigabytes.)

Hey There.

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Hi there. I'm PICO-8 Tails. I'm new here. Right now there's a bit of irony in my Username because I haven't actually uploaded a PICO-8 Tails Sheet. I plan to though. So far I have one sheet: https://www.spriters-resource.com/pc_com...eet/94104/  Ouch! Oh, I almost forgot! Here's a little bit about myself:
-I'm a pretty good Sprite Artist.
-I like Indian food.
-I like Sonic, Mega Man, Zelda, and MOTHER!
-I still use Windows XP  Shy
-I make mediocre Klik & Play Games.

I am mainly going to contribute to the PC / Computer & Custom / Edited Sections. That's all for now!  Wink

[Help] Grand Chase M Ripping?

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Hello everyone  Cry this is my suffering, browsing the web for 2 days and nothing succeeds

I've been trying to extract models from the game Grand Chase Mobile (Android), using Nox Emulator.
Navigating in the web with my weak boat I found 3 ways to extract but none of them really worked (maybe It does not really works on that game)

Ninjaripper, pressing extract keys nothing is happening. Changing the graphics config on Nox from OpenGL to DirectX the game don't load.
3D Ripper DX, don't even open NOX
Unity Studio/Asset Bundle Extractor, got really close, I found GameObject(.fbx/.preb), Material(.mat) and Textures(.png/.tga) of the characters that I want, however I can't extract the model, only the textures.

I'm trying to get those 2:
[Image: PraEA5S.jpg] [Image: oqJZIdq.jpg]
here is the file that I found everything (128MB, GoogleDrive)
you can find Drall as "drall" and Vergo as "dragon"/"dragonman"
I can upload the .rar(apk file) too if needed

Ripping masters, lend me your wisdom!

Lets make bigger foods out of smaller foods!

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So i had a quick search and didnt see a thread about cooking, and i figured, "hey, i'll make a thread about cooking!"

I have to be honest and open before we begin, i am by no means a fantastic cook, but i like to try whenever i can, and it always turns out just the correct side of edible, so thats... okay...?

Anyways, i figure, here we can post things we've cooked and even share the recipes for them in case anyone would like to try them themselves, like a cooking show, except with a big bunch of geeknerds, so lets do it Big Grin

Also: You'll notice everything i cook uses paprika, EVERYTHING!
 


Later, i'm cooking chicken!

Maybe...

That thingy under your username.

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I believe mine says "Junior Member". I saw people with ones that looked like they were custom, so I would like to ask: How do I change it? (I'm total newbie)

Organizing the Star Wars Sounds

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While I am pleased with iteachvader’s efforts to upload every sound from every Star Wars game he can find, I am not so pleased that he has uploaded the sounds as only generic names such as sound001 or BNK001. None of them identifies what sound it actually is.

http://www.mediafire.com/file/m6ycc1mp6wp52mp/Screen_Shot_2017-07-20_at_2.08.09_PM.png
http://www.mediafire.com/file/nuwmin8gon2aax5/Screen_Shot_2017-07-20_at_2.08.17_PM.png
http://www.mediafire.com/file/drnm81j48j8c80x/Screen+Shot+2017-07-20+at+2.08.19+PM.png
http://www.mediafire.com/file/u2g7ioyap87rm61/Screen_Shot_2017-07-20_at_2.08.39_PM.png
http://www.mediafire.com/file/s74uvr9jblroyc3/Screen_Shot_2017-07-20_at_2.08.41_PM.png
http://www.mediafire.com/file/9wz978woi42ph05/Screen+Shot+2017-07-20+at+2.09.02+PM.png
http://www.mediafire.com/file/nuh7nflmh7sgfrn/Screen_Shot_2017-07-20_at_2.09.04_PM.png
http://www.mediafire.com/file/vmjwbnz61np3z4p/Screen_Shot_2017-07-20_at_2.09.34_PM.png
http://www.mediafire.com/file/ld69g3g9x57n5p2/Screen_Shot_2017-07-20_at_2.09.37_PM.png

I’ve been getting these on several of his uploads: Republic Commando, Bounty Hunter, Revenge of the Sith, Starfighter, Rogue Squadron II and III, The Clone Wars, The Phantom Menace, The Force Unleashed II, etc. He said that he doesn’t know how to get the files to be renamed accordingly, or something of that sort. I’ve looked at games like LEGO Star Wars, and I can see that there are files that have names, but for some reason he hasn’t named the rest of them.

http://www.mediafire.com/file/8npz9s9q49kg0g8/Screen_Shot_2017-07-20_at_3.18.33_PM.png
http://www.mediafire.com/file/8x2946xct7a09k5/Screen_Shot_2017-07-20_at_3.18.38_PM.png
http://www.mediafire.com/file/3c9h6f383hcr151/Screen+Shot+2017-07-20+at+3.18.41+PM.png
http://www.mediafire.com/file/yy747cgb3y....44_PM.png

I feel that this is extremely inconvenient for those who want just the sound from one particular game. While he has been assembling a complete collection of Star Wars sounds, he had mentioned he’s more interested in sounds from the original trilogy than the prequels, and he’s asking others to look for them in the games he himself did label well enough. Once again, I feel he’s selling people short on what they want. That is why I’m setting up this project, and why I’m asking people like Pingu! and puggsoy to help him as well as this fine community. Anybody who is nuanced in this field of programming is welcome to join in. Here are the following games that need relabelling:

LEGO Star Wars I-III

Star Wars Battlefront: Renegade Squadron
Star Wars Episode I: Battle for Naboo
Star Wars Episode III: Revenge of the Sith
Star Wars Galaxies
Star Wars: Force Commander
Star Wars: Galactic Battlegrounds
Star Wars: Jedi Knight - Mysteries of the Sith
Star Wars: Jedi Starfighter
Star Wars: Republic Commando
Star Wars: Rogue Squadron I-III
Star Wars: Starfighter
Star Wars: The Clone Wars
and Star Wars: Trials on Tatooine

Best way or place to make a website?

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Okay so this one is a bit self explanatory but before I get down to business I actually have a reason why I'm doing this to explain.

BASICALLY I'm trying to do what I can to expand my web presence to sell myself and hopefully, get myself out there for animation, artwork, etc.

I barely remember Dreamweaver and honestly I'm not totally sure about how I feel with Flash as a web platform. I'm kind of working on some stuff like banners and buttons for the website itself per say but I'm hoping I could get some direction of the best way I could go about constructing a site and other things I really need to consider besides the layout and putting myself onto social media.

I'M ALSO considering getting using other websites to make one but that's kind of a gamble given that there's alot of options out there, the last one I used was Freewebs and they I feel like were very limiting in what I could do.

Also any books or other tips I should consider looking into would be great as well. Even if I have to learn a bit of coding just to advertise myself would be good either way.

So essentially, what's the best way of going about making a website on the interbutt?

Ripped level models from Super Monkey Ball JR (GBA)!

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I ripped the level models from Super Monkey Ball JR for GBA. Unfortunately, Models Resource does not have a GBA category, which is understandable. But I can't find a suitable "other" category to put them in. Where would they go?

I currently only have the Beginner models, though I have found the level data for all levels and will rip all of them later (sans the golf courses).

.zip   BE.zip (Size: 70.42 KB / Downloads: 1)

Will pay for ripped Pokemon models not uploaded yet

Nintendo Switch Uploads?

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Since it is possible to rip files from switch games now, would it be alright to upload what we have of it. I was wanting to upload all of the English voices from puyo puyo tetris, but am unsure if that is ok.

Switch BNTX research

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This thread is an attempt to collect information about the new texture format used on the Nintendo Switch, BNTX (Binary Texture). It's different from formats used on previous nintendo consoles (like the WiiU and the 3DS, at least afaik).

I started to write a tool to extract textures from the bntx container. Currently, it only supports DXT1 and DXT5 since this seems to be the most used format, due to the benefits of the compression. (image is 4 or 8x smaller than a raw rgba encoded image).

BNTX texture tool: https://github.com/gdkchan/BnTxx

I also made a tool to extract the Swich RomFS. Discussion about said container is out of the scope of this thread, but if anyone is interested, tool can be found here: https://gist.github.com/gdkchan/635187f5...53493f275f.

Overview of the format:

BNTX is basically a texture container. It can contain multiple textures, have a PATRICIA-trie based dictionary that allows quick access to textures using names as key, and also a relocation table that allows the binary to be loaded anywhere in memory and the addresses can be easily converted from relative offsets to absolute pointers.

Sections:

- BNTX Main header, contains pointers to the other sections, and also some lengths
- _STR String table section. First name is always an empty string "\0", used by the root node of the tree.
- _DIC Dictionary using the PATRICIA tree, each node have 16 bytes.
- BRTI Texture information. Contains one for each texture on the file.
- BRTD Texture data. BNTX contains only one of this section with all textures inside. Textures are aligned into 0x800 bytes blocks, and the 16 bytes header comes before the data.
- _RLT Relocation table, it's the last section on the file and contains the addresses for all pointers inside the file.

All the sections that starts with _ can be ignored if one just whiches to extract textures, because all data can be obtained from other sections too. The BRTD header can also be ignored because the only information it contains is the length of the data section (which is only useful if you're going to read it into memory and use the buffer directly).

Swizzling:

Switch textures uses swizzling, the DXT compressed textures have swizzling applied to the address of the 4x4 tiles. On the tile address, the bits from the X and Y coordinates are distributed using this pattern: yyyy x yy x y. However, after certain point it seems to use linear addressing, and this point is when either the numbers of available bits are over, or when the address grows bigger than 9 bits (?). Take this information with a grain of salt, since it's not guaranteed (and most likely isn't) accurate.

Anyway, here is a real example (from a 512x512 dxt5 texture) that maybe can help you better understand the address format:

x x x x x y y y y x y y x y 0 0 0 0

Note that the entire address have 18 bits, which is the size of 512 * 512 - 1 = 0x3ffff. Since we're talking about dxt5 textures here, the lower 4 bits are the address inside the 16 bytes tile data block, this one is linear and you don't need to worry about it.

You can find a most likely shite implementation of the above swizzle here:

https://github.com/gdkchan/BnTxx/blob/ma...Txx/BCn.cs

Some textures:

Those are some textures extracted from Puyo puyo tetris, the game I'm using to do this research, and also one of the few games that interests me on the Switch currently:

Any suggestion for improvement, correction or new information is welcomed.

TODO list:

- Figure out how non-compressed textures are swizzled (they seems to be encoded into 8x8 tile blocks but i'm not sure yet).

Parasitus: Ninja Zero rips

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Hello, this is my first post, i managed to rip the sprites from this rare pixel gem of a game.
here's some sprites for the moment:
[Image: 6q4bx82le9rui0v4g.jpg]
[Image: amoqm68c2kqqbdb7g.jpg]

There will be more after i wake up.

See ya.

Fatal frame 5

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The models can already be extracted perfectly. The problem is the textures are swizzled like  supersmashbros wii utextures.  unfortunately, randomtalkingbush's Super Smash Bros. for Wii U - NUT to GTX does not work.

sample file .GMPK

http://www.mediafire.com/file/ypkard4a99...H_YRI_B.7z

to extract g1m

Quote:endian big
for i
findloc start string "G1M_0036"
goto start
print "%start%"
savepos offset
getdstring null 0x8
get size long
get NAME filename
string name + ".g1m"
log name offset size

next i
to extract g1t

Quote:endian big
for i
findloc start string "G1TG0060"
goto start
print "%start%"
savepos offset
getdstring null 0x8
get size long
get NAME filename
string name + ".g1t"
log name offset size

next i

Castlevania Study

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I've always been a fan of the style. Here's a couple of study characters.
Using a silhouette style for character design and pose. Final colors borrowed from a CV sheet.

Constructive criticism is greatly valued.

.png   CastleVania Study1.png (Size: 2.08 KB / Downloads: 12)

.png   CastleVania Study3.png (Size: 2.46 KB / Downloads: 1)

Super Mario Galaxy 2 Whomp Model

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I have been looking for a Mario galaxy whomp model for a few hours now but i have not succeeded in finding any
I am not sure how i can port models from the game, even if i did i don't have the equipment to do so
so if anyone actually takes the time to read this, Will you please export a smg2 Whomp Model for me
that'll be quite helpful.

Thanks for your time  Smile

Sim Theme Park [World] Z-Buffer? (Flat Model Help)

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I'm having some issues ripping Sim Theme Park (AKA Theme Park World) for the PC. It uses DirectX, so I'm using NinjaRipper. I've attached DXWnd to try to edit some of the DirectX properties and make it more compatible for ripping.

I've read online that someone successfully ran an OpenGL wrapper on it, so I'd like to try that as well with 3DVia Printscreen, but I can't find a good DirectX - OpenGL wrapper. Does someone know of a working wrapper?

Currently, this is the progress I've had. Please view the attached images. The output model from Ninja Ripper is completely flat. There are some layers, as in the overlay is on one layer and ect. I've read that people are having this same issue trying to rip from the Playstation 1 emulator. I've also read it's an issue with emulated Z-Buffering, but I don't know anything about this and they may be wrong.

I've tried scaling the model on the z-axis too, but there is no depth to the model.

I can send more screenshots and a model later since I'm using my phone to post.

.jpg   Sim Theme Park Capture.jpg (Size: 91.86 KB / Downloads: 1)

.jpg   Sim Theme Park Help.jpg (Size: 188.3 KB / Downloads: 1)
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