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help with miitopia files

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hey!! so with the help of Supurreme, i've gotten most of the files for miitopia!
i'm finding everything okay except for the mii faces themselves. does anyone know where i could find them in the files? do they do something weird like source the mii maker or does miitopia have the faces and meshes themselves? Unsure

also, i'd like to upload one or two of the job costumes, but i don't have the time (or desire) to format them all correctly for one job. how would i go about uploading one of the job outfits? would i make a new category for each job??

Opinions on updating my custom Sonic model

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So some of you that regularly browse the models resource may have ran into my custom Sonic model which was modeled and blocked over the Wii model as a reference back in early 2015.

https://www.models-resource.com/custom_e...odel/9009/
[Image: Kyp4IDL.jpg]

Now the reason I'm posting is despite the positive feedback, this model is not at all representative of how well I can actually do. There's so much wrong with that model and I really can't stand looking at it. 

First off, there were texture seems every time the UV map splits, and the textures, while high resolution overall, were honestly just not that great. I've been formally learning many more texturing techniques which would make this model look far better. Baked shading in the textures were also lazily done and were very noisy. Normal maps at the time were just a result of taking the diffuse textures and tossing them into a normal map generator and calling it a day. That is VERY bad practice and anyone that does that with untiled textures should be corrected. Now I have a very thorough understanding of normal maps and would immediately replace those, ESPECIALLY the normal maps on the gloves and shoes (doesn't even look like cloth). Overall, the materials and texturing in my model were just poorly set up and over-complicated for what they accomplished. If I were to update the model, I'd retexture the entire thing from scratch to make the textures high quality, efficient and compact, and simpler. 

Second, the model itself was blocked at a VERY low poly count. Albeit it was much easier to rig at that small of a resolution, it did not translate well to the smoothed out version. I just slapped a subdivision modifier to get the smooth look. This again is very bad practice and should be corrected. The thing that bothers me the most is the hands in the model. They have a very sharp edge on the seem dividing the top and bottom of the hand and it just looks really funky. Updating the model this time around, I'd fix the bone weights so they'd originate from the high poly version ensuring that everything deforms smoothly, I'd remove unnecessarily high poly counts on surfaces that are relatively flat, I'd smooth out surfaces that should remain smooth (hands, back of shoes, mouth), and I'd completely replace that horrid mouth, janky eyelids, and shoes. 

Finally are file formats. I've included an unnecessary amount of file formats and am going to omit everything except .dae and .fbx. I see no point in having all those obscure file formats in there, and regarding popular formats like .obj, a rigged model would be rather useless in that format. Regarding the blend format, I think it was unfair to not include the source blend file. This time around, I would include a blend file for the model that would include very useful things such as fully noded materials, inverse kinematics for much easier and faster animating, pose libraries for small things such as hand positions (fists, relaxed) and mouth positions (open, closed, smiling, letter pronunciations). 

Now a few questions for all of you:
1.) Would you even care for an update? Even if you are content with the model, it can be worlds better and would help reflect on my current abilities. Reason I ask is because the current model would be gone and replaced. I'm not going to make a separate submission.
2.) Did you appreciate the texture and material complexity? Would you be in support of using multiple UV maps for lots of detail and use many masking textures, or would you rather have everything baked into a single UV map and set of textures for simplicity's sake?
3.) Would you want the mouth changed? Stylistically, I like the side orientated mouth, but I find the center mouth to be easier to work with for everyone. No need to worry about how which way the face is facing, plus it's easier to model. What kind of mouth would you want: center or side?
4.) What about the eyes? There are not that many resources that make animating UV maps that easy. Should we go back to rigging the pupil as a separate geometry, or keep it modern and textured onto the eyeball?
5.) Proportions; would you like to see the model proportioned more closely to the modern games (Unleashed, Generations, Lost World, etc), or leave the proportions as they are (Brawl, Black Knight, Secret Rings, etc.) or maybe something else?
6.) Any other advice? Great art comes from feedback. Not all the ideas can be mine. I encourage constructive criticism and other ideas even if it's really vague.

Help Ripping Spongebob BFBB/Movie Models.

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I've been wanting to rip models from this game for a while now, but each time I try to it ether does'int do anything, rips only the textures. I know the .hip and .hop files that are normally in heavy iron spongebob games are the same models used with Houdini, a 3d modeler, but when I load the files it gives me an error.

Heyo it's a me heeheeheeeeeeee

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Hello, I came to rip models and etc for these sites. I think It'll be fun here

Filler (...Player?)

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I honestly have no idea what I'm doing with this, but I'd thought it'd be fun just as a way to exercise my pixel art skills. I doubt my character will ever be in this. But if it's decent enough, then I dunno.

As for my character, I guess many would say that my profile picture for awhile was a deformed version of the DK64 llama, so I decided to use the more original character from the current red "abstract" profile picture of mine. As it sorta works.

This sheet is in a VERY rough state (So rough that I rushed the text in MS Paint), but it's just so that I at least have the basis of my character done while it's in a state where the sprites flaws can be pointed out and fixed quickly.

[Image: BBUzcme.png]

Also MS = milliseconds. If that wasn't obvious.

Personally, I'm a big fan of the shocked sprite I drew, as it's pretty silly.

Edit: Added WIP duck sprite.

Where to Post WIP Projects?

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I've been wondering this for a while, but where exactly am I supposed to post status updates about games I'm currently working on? I want to spread the word that I'm working on a few games not yet on the site, but since they aren't finished yet, I'm not sure if they should be posted in feedback, or somewhere else. I want to know this so I don't accidentally post in the wrong forum, and it's not entirely clear where I should post these status updates.

[HELP] How do i rip from super mario run?

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Hello. i'd like to know how to rip from super mario run. I downloaded the apk and renamed it to zip, so fai i have soem folders with sounds and an assets folder with some xml documents and a lot of .file files

Preview image for Sonic Mania model

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I was able to get the textures applied on the Sonic Mania model for Sonic. I was also able to get him into a T-Pose. How do I make a preview image? I only have MS Paint, and I need to make the picture transparent. I attatched a picture of the Sonic model from Mania so you know how the model turned out.


.png   sonic as a 3d.PNG (Size: 320.92 KB / Downloads: 4)

But how do I make a transparent photo for the preview? This is my first time uploading a model from a game.

Change Backgroundcolor for ripping from GBA games (VBA))

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I've tried to rip some GBA sprites with the VisualBoyAdvance Emulator.

The problem is, that if I disable the Background layer, the Backgroundcolor is black in some games.
And in the Games I tried, it shares the color with some outlines or parts of the sprites I wanted to rip.

Is there a possiblity to change the backgroundcolor to pink (or another color for easier ripping)?

Thanks in game boy advance

Rejected game error?

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I'm having a strange error when submitting a specific zip file for a newly submitted game that it says that the game I'm submitting for has been rejected. But I looked at the page and the game is still there and lets me submit other files. Also if it was rejected I would have a PM in my inbox, which I don't, I tried resubmitting the file several times but that error kept coming up. It only seems to affect that one specific file from what I've tested so far. File size may be the issue as the file is 301 MB, due to one character having 1297 voice lines. I have no idea why this error is happening, I've been working very hard on this game and don't want all my hard work to go to waste. If you have any information on why this is happening please post in the comments or PM me.

If you need the game I'm posting for it's God Eater Resurrection, which I just submitted like an hour ago. It'd be very strange for a game to be rejected in less than an hour, let alone a Bandai Namco title that people actually know about.

Edit: I forgot there was an error forum, so can an admin please move this thread there, and delete this edit message after moving it?

.jpg   Untitled.jpg (Size: 106.92 KB / Downloads: 2)

Progress Reports

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Hello everyone, I thought I'd share here how I'm doing with my current audio projects. This is not a place for requests so don't ask, I'll make request threads at a later date when I'm able to. Now that that's out of the way let's get with the initial progress report.

Megadimension Neptunia VII Event Voices: Complete, waiting for approval.

God Eater Resurrection: 95% Complete? I've datamined the whole thing, but I can't find the voice lines for Dr. Paylor Sakaki, Licca Kusonoki, Gen Momota, Johannes von Schicksal, and a few npcs with about 3 lines in the whole game. But every other character and sound effect is complete.

Megatagmension Blanc + Neptune Vs. Zombies Event Voices: Files extracted, but not sorted by character yet.

Superdimension Neptunia Vs. Sega Hard Girls: Files extracted, but not sorted yet.

Dark Souls 3: Files extracted, but not sorted yet. This game is an epic pain in the ass, the game has THOUSANDS of dummy sound files.

Fairy Fencer F: Files extracted, but not sorted yet.

God Eater 2 Rage Burst: I have to find the audio files, because they are kept in the same directory as the game files.  Unimpressed

That ends my progress report. It will be a long time before I post any real updates, as I've been very busy recently. But at least I finished 1 game, and another is just missing just a few NPCs people may not even care about.

DOS Game

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Hello, I am new here (to the forums, but not Spriter's Resource).

I've been wanting to rip the sprites and character portraits from a game called Ravenloft: Strahd's Possession. I extracted the ISO to get .DAT, .BAT, and other similar file types. Obviously, none of these are going to give me what I want.

How would I get the images I want?

Thank you.

Original File Name, or Localized Name?

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I was wondering how I should name the file submission if all the files use the Japanese name for the character? Should I just use the character's localized name, should I use the original Japanese name because it is in the files? Or should I put both names in, and separate them with parentheses? There are too many files for me to just change the name of all the files to reflect localization name changes, and it doesn't feel right to change the file names from the originals. This may be slightly dumb question, but I want to know how I should go about naming the submissions as to not cause any confusion.

RatherNoiceSprites' Custom/Edited Sprites

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Here are some of my Custom/Edited sprites.
Here's what I'm currently working on:
[Image: rdDmE5.png]
[Image: v4xlfB.gif]

Ripping Sprites from an Android APK DEAD AHEAD Help Me

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Hi Everyone. I am in need of some help with ripping from an android APK.

These are the two APKs that I would like to rip all of the sprites from.

https://apkpure.com/dead-ahead-zombie-wa...eadTactics
https://play.google.com/store/apps/detai...eadTactics

and

https://apkpure.com/dead-ahead/com.mobirate.deadahead
https://play.google.com/store/apps/detai....deadahead

For those that are not familiar with these titles, they both are free to play and are very well polished. I would like to use the sprites from both of these android apps to create a fan game. I need all the help I can get.

So far all I managed to obtain are 3 background music files and no luck with anything else. I have tried decompilers and hash code decryptors.

I renamed a few .manifest files to .txt and it reveals the locations of the sprite images but the location does not exist.

(Example)
"Assets/Sprites/BattleUnits$Bundles/b_biker/b_biker_reload_05.png
- Assets/Sprites/BattleUnits$Bundles/b_biker/b_biker_reload_01.png
- Assets/Sprites/BattleUnits$Bundles/b_biker/b_biker_reload_02.png
- Assets/Sprites/BattleUnits$Bundles/b_biker/b_biker_fire_03.png
- Assets/Sprites/BattleUnits$Bundles/b_biker/b_biker_move_01.png
- Assets/Sprites/BattleUnits$Bundles/b_biker/b_biker_reload_12.png
- "

Ive been working on this for about 4 hours and could use your help.

Thanks.

Avatar the last airbender BMS script

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Hi, I was hoping someone could help me with the last part of the BMS script from .50 files (mesh files) to .3ds files. 
a quick video tutorial or maybe a step by step list because there are no instructions on the owner of the script website, https://ps23dformat.wikispaces.com/Avata...+Airbender
I figured out the extracting the .PAK/RCB, and etc but when i get the last script to convert from the mesh file to .3ds it either says

 - you must choose the name of the other file to load in the same folder
- open input file C:\Users\Kim\Desktop\Avatar\Avatar Model\mesh.3ds

- error in src\file.c line 256: fdnum_open()
Error: No such file or directory

Last script line before the error or that produced the error:
1 open FDSE ? 1


Or something about -w option 


The scripts are for the very first Avatar the last air bender video game on ps2. Any help would be VERY appreciated, Please and thank you

Extracting from 3DS (HackingToolkit9DS failed)

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I used HackingToolkit9DS to extract a game (Pokédex 3D, specifically), but of all the .bin files, only "DecryptedManual" got anything extracted from it. So I'm left with DecryptedExeFS.bin and DecryptedRomFS.bin unextracted, as well as no extracted banner.

Is there any way I can extract what I need from the leftover BINs?

Where to Submit Rip request?

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Hi all,
I'm new here. 

Just wanted to know where I can submit a request to rip the models out of some games? I'm after 

[Removed requests]


Is it even possible to Rip these games?

Thank you
Steve ~

Here's my (not improved at all) sprite work. One thread now!

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I'm probably gonna get criticized for this, but KEEP NEGATIVE FEEDBACK TO A MINIMUM. I've done ONE sprite sheet and it's been rejected, and I'm very sensitive. So just say good things if you can. My first post was vague.

Anyway, here's Mr. I from Super Mario 64.

.png   Mr. I.png (Size: 598 bytes / Downloads: 76)

Reached a dead end trying to rip Magikarp Jump sprites.

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I'm trying to rip sprites from Magikarp Jump. (I love Magikarp Jump's art style)

I've managed to find and extract its .apk file and I've unzipped the file. The assets folder contains a folder named "html" and a folder named "myassets." I'm assuming that the sprites are in myassets, but all of the files there lack any file extensions. Simply changing the file extensions doesn't give me anything (I've tried .png and .txt, .png couldn't be rendered and .txt only brought up gibberish). I find this really strange, because all of the files in "html" aren't scrambled at all and I can access them with no problem (though there isn't much in there).

How do unscramble the sprites? Or, am I looking in the wrong place entirely?
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