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sega *no maxsript problems

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The "Sega *NO Files" Maxscript is not working.
Every Time I Run It and choose a file it doe nothing.
Is there a way to fix this?

Can't extract from Super Mario Galaxy's rom.

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I'm having trouble trying to even access the damn thing since it's a 7z.001 file. even the .7z file inside couldn't be accessed. my version of 7-Zip can't extract or open as archive

could someone either give be a successfully extracted copy of SMG's rom or at least help me on opening SMG's rom?

How to rip Sonic Generations Stage textures

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so for the past day i have been trying to figure out how to rip the stage textures from Sonic Generations.How do you do that? i got the stages just need the textures

Spicy sprites from Conception?

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Hello, hello! I'd like to request some help ripping the character sprites for a couple of the ladies from the first Conception game, ( Conception ore no kodomo wo undekure.) Specifically Yuzuha, Femiruna, and Sue! My main focus being on Yuzuha! It looks like you guys have completely ripped the second conception game, which thank you guys so much for! Though I'd really like to get at least a couple of the character sprites from the first game with all their expressions and what not. I've no idea how to rip sprites or I'd do it myself, but I'll help however I can if there's any way for me to do so and someone is interested in this request! The main system for the game is PSP I believe! (I'd also love to learn how to rip sprites myself, honestly-)

Are there any games with looms in them?

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I'm looking for a 3D model of a loom, as in a weaving loom (un métier à tisser; un telar, ein webstuhl, ткацкий станок). I can't seem to find anything; pretty much anytime I try to look up 'loom' in a game context I get LOOM, which doesn't help me.

Does anyone know a rippable game with a loom in it?

full dump of Spyro Reignited dragon elder models (74 total)

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heyo, i'm new to the forums and (fairly) new to ripping, but i thought i might introduce myself by sharing my first completed library of rips. 73/74 are pending approval at models resource as i just submitted them on the 1st this month, but in the meantime i thought i might share them here with anyone who wants to get their hands on them ahead of time. it could also provide an opportunity for people to test drive them, as while i did take a good look, i admittedly didn't have time to test each of them super extensively after converting and packaging them together.
in the ripping process there were plenty of errors along the way - the biggest and most frustrating was most versions of umodel failing to rip the facial rigs properly and having to look for a build that would do the job - but i finally figured out how to solve each part of the puzzle and pulled together a very neat and consistent dragon collection that i'm hoping others might enjoy too. i spent a lot of time treating each one with as much care and attention as possible, and the project in full took some weeks by myself between my jobs, so please take care of these models!
i can recommend re-plotting the material textures from scratch and not forgetting to look for emission textures if any. i'm particularly fond of the life a bit of glow can bring to some of these dragons

draggo repository on mediafire

i also included a folder were i have my previews and (not resized yet) thumbnails for the models-resource submissions, for your reference if you want to download certain dragons individually. i'm particularly happy with how my thumbnail renders turned out, as it was my opportunity to add a bit of personal touch to the set :> cheers!

.jpg   0thumbs2.jpg (Size: 340.91 KB / Downloads: 4)

.jpg   0THUMBS1.jpg (Size: 411.57 KB / Downloads: 4)

Pokémon Chikorita ROM?

Blasphemous & Blazing Chrome

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Hey guys,

i would like to request some help for sprites of "Blasphemous" and "Blazing Chrome".
Both games are available on Steam and i already tried getting into ripping on my own, just can’t figure out what i have to do (even using the guides provided).
So my last hope is asking you for help.

Thanks in advance,
Daniel

Could someone be kind enough to rip the following

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The "Kamela's airship attack segment in the Space junk Galaxy portion of the game "Super Mario Galaxy"?

specifically isolating the model for the boss arena airship in the mission:

[Image: 2afacfcc7a91b551b0ca76de18166c33.jpg]

Randy & Manilla (Help for developing)

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Hi, Ofihombre is back. Lately I have come up with several ideas to create an indie super production of a videogame to which I will explain below:

[Image: ddh6qv8-817e16fb-5111-4a79-8f2b-894a76d7...l1GFBgmQNY]

Randy & Manilla is a game project that for years I wanted to do it with the company of people dedicated to the indie sector of video games and art, and I would like have a great support so that it can become a reality to be able to develop this indie project that has occurred to me in the best way possible.

I will show you some examples that the game will have:


Game sipnosis:
On the year 2142, In the mysterious interior of the quantum supercomputer created by Lambert Wilson, there is a cyber-universe surrounded by a brightly colored cubes called "Net-Cubes" that inside have a fantastic virtual worlds of pixelated structures, abstract and even in various ways. It is free from threats like hackers, cyber-spies and corporate and government organizations. But that doesn't mean that they have their own threats, such as the villain of the red Net-Cube, "Cracksom Virus" a dominant virus that puts all Net-Cubes in danger of being permanently eliminated in their favor and expanding their empire of computing corruption.

Then a message algorithm called "E-Mailer" arrives at the world of "Bloxland Qubitown", the home of Randy and Manilla, giving them an urgent notice that the entire cyber-universe is in a big danger of being destroyed by Cracksom, urging and begging to be their heroes, and they accepted the mission and they will embark on a great adventure about the different Net-Cubes, but E-Mailer will also accompany and open them portals to access the new worlds.


The Main Characters:
[Image: d34bc35a0e77951eb1053546661f42cd_origina...a8d21b6090]
Randy Qubit Pix-It: Bold, somewhat brave and motivated. Their power ups are of fireballs and strength, which can remove obstacles and many enemies.

[Image: 2f12b0ef4c760a54947e6dc8fdd1f2d7_origina...64b6c33ba1]
Manilla Von-It: The younger sister, cheerful, optimistic. Her power ups are speed, which can run, give quick attacks and mini-teleports that pass through glass walls and fences. In a few phases it will run similar to Sonic.

[Image: 16c1cdb8901886152465078c805e2883_origina...5daf594ad1]
E-Mailer: The Messenger Algorithm that sends emails through all Net-cubes of the supercomputer. When he warns of a virus danger (such as Cracksom), he goes to alert Randy, Manilla or any other hero to motivate them to save Net-cubes from the impending disaster.


The World Map Concept:
[Image: eb1d39570b9b402e69db4fa5f533b0e9_origina...70eb91eafe]
Each selectable Net-Cube of the game, represents and refers to a certain videogame genres (RPG, Platform, Arcade, Shooter, etc.), with distinctive colors compared to most (behind will be shown a screenshot of a very early prototype version of what it consists of).

[Image: 7b6bd282961025426d616bd7c59eb304_origina...119bae25d4]
The two cubes in blue a little less clear, will possibly be the selectable worlds.

[Image: 5dcf807051b0e5740e06a8c948011908_origina...db494a774d]
Upon entering inside of the Net-Cubes, they are also the entry to discover the worlds of its interior to that these game genres represent. Such for example Terra-Qubit, where the levels are of the platforms genre accompanied by a retro and pixelated mosaic aesthetic.


Gameplay Example:

To better understand about its important role that represent the Net-Cubes for the game itself, I have made a short video about a prototype demo of the project.

In this you can make a free travel on the cyber-universe surrounded by Net-Cubes of various colors driving with a ship (a simple cube), when entering on the brown Net-Cube, the screen menu with the title of the world (Terra-Qubit) is activated as if it were another videogame inside it, going through an interactive stage of the map of the levels based on the gender of the platforms, in the first level (of the blue tile) the camera follows the character with a perspective similar to Super Mario 3D Land / 3D World, making reference to the 3D linear platforms. And the basic object for a platform game that helps follow the player, They are bright yellow cubes called "Net-Points" that when you pick them up, he get points that fill the score, and there is also a Power-Up that is activated at the right time to defeat enemies and reach the goal.


My inspiration about the Project:
This indie game project, being partly multi-genre, it could host many classic game references, also the dark and post-apocalyptic origin on a supercomputer with Net-Cubes that stores memories of humanity before its extinction, may have some touch of Ready Player One, but taken to an even farther future, and several virtual environments would also have the simple and funny style of Wreck-It Ralph (specially by the main characters, and the game title its obvioulsy a reference).


As you have seen, it may seem like a video game idea that sounds curious or even interesting, but nevertheless this project can't be complete and well developed with the current means that I have. My great lack of resources to develop it full time made me force to create a campaign on Kickstarter: https://www.kickstarter.com/projects/ran...job-search
Although it was approved for being the best edited possible and through the updates, I'm not getting the necessary support to achieve my goal (What did I do wrong? what I know is that I haven't made a good impression and I don't have a campaign video yet).

If it fails I have other plans, But the most important thing is that I need several things for a better look for my indie videogame project:
- Great Artworks based on the Characters & Worlds (faithful to those I have taught)
- Great 3D models based on the characters and with animations included (faithful to those I have taught)
- Scripts and programming codes suitable for each world that represents a videogame genre
- Animated Shortfilms for Cutscenes
- 2D Art & Pixelart
- Original Soundtrack that fits well to the game
- Voice dub for the characters


If you are interested in supporting me and need a better reference, you can go to my Patreon account: https://www.patreon.com/ofihombre

Anyway, it's clearly a very complicated game that I will take years to develop. I don't know how I'm going to manage this only, if I'm not even excellent in any field.

How do you rip a Game Maker Studio 1 game? No data.win, only .exe

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I want to rip this game called Boss 101.

https://store.steampowered.com/app/380920/Boss_101/
[Image: ss_e514c88902799703cee1b4ed0a301b91b3f14...1522299681]

According to the dev, the game is made with GameMaker Studio 1. https://forum.yoyogames.com/index.php?th...hts.38458/

I'm familiar with ripping with Altar.NET and UndertaleModTool. But both require a data.win. There's no data.win in this game. They only have Boss_101.exe, which is 202 MB big. I suspect the assets are hidden in the .exe.

I tried opening Boss_101.exe with 7Zip. I found a .data file which is 200 MB large. I tried renaming it to data.win and rip it with Altar.NET and UndertaleModTool. But it yields only error.

Any ideas?

Castlevania : Grimoire of Souls - 3D model rips

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Hello everyone, being quite the Castlevania fan and Grimoire of Souls being pretty fun, I've decided to rip some models from that game. (it uses Unity)
Makin' a thread to keep things rather organized, lol

Notes:
- For some reasons, i can't extract the playable character's model with their boneset at all, so they are in .obj format only.
- Alucard's alt costume have 2 corrupted textures in the data (for the alternate colors)
- The reason I use .fbx instead of .dae is because I can't get it to export in .dae format without screwing the boneset
- Some weapons doesn't seem to have a texture, period. (not sure if not there in the game's code or corrupted at export)

Playable Characters & Alt Costumes: (.obj)
Alter Arts: (.obj & .fbx)

Bosses: (.obj & .fbx)

Weapons: (.fbx)

Subweapons: (.fbx)


If anyone have any questions, feel free to ask!

blender doesnt support 3ds files

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I'm using bmdview2 to convert model files from super mario galaxy into 3ds files, though i dont have 3ds max. Not to mention blender doesnt seem to support 3ds files as an importable format.

Is there any workaround for this? if anyone knows, please be willing to answer

[OPEN] Andrew/DioShiba's skills are now being offered to draw you any character.

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Hello everyone.

You may have already seen some of my work here and there with pixel art and some of my digital illustrations. With that being said I'm currently offering my skills to anyone who wants a singular piece of work.

While you can email me with the information as provided don't hesitate to reach out to me VIA direct messaging or discord if interested.

Looking to rip sprites and assets from SimTower

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Fascinating to find a whole forum of people into finding sprites and game resources. 

I was already able to find the audio from the game in a couple places
https://www.vg-resource.com/thread-22477.html
and 
http://vgmpf.com/Wiki/index.php/SimTower_(W16)
has very high quality wav which is great.

I tried using Angus Johnson Resource Hacker on a 6MB Exe binary of the game that I found but it did not like the file. (said it was not a valid EXE. However a better exe may be out there.)

This project is similar to OpenTTD transport tycoon. they have programmed a way to read the bitmaps from the exe and then run their own program with those assets.
https://github.com/fabianschuiki/OpenSkyscraper
see line 224 here for the bitmap prepping function
https://github.com/fabianschuiki/OpenSky...Loader.cpp
Really if I could repurpose this code to spit out the bitmaps I would be all set. I don't have enough C experience to pull that off though.

Additionally this fellow Ocram made a bunch of spritesa few years ago (also here) and included some of the originals. However he inexplicably changed the elevator art and I for sure want that original elevator, but don't want to have to make a ton of screenshots from an emulator to do it.

I am considering making a free game or otherwise mucking around with it in PhaserJS, but I would like to really have a clean version of the original sprites if I can. I have reasonable skills with PHP, JS, and shell scripts however I am not familiar with windows decompiling or binary extractions. (Also I was a big fan of ResEdit in the 1990s but I doubt that the MacOS port of SimTower has sprites in the resource fork.)

I would also be interested in sprites from the sequel Yoot Tower as well.

Thanks so much, this would be a fun weekend project and I am now more intrigued by the world of scraping sprites.

If you're not familiar:  https://thetower.fandom.com/wiki/SimTower

SimTower is a 1994 simulation computer game published by Maxis.

SimTower was made shortly after the release of SimCity 2000. Although published by Maxis, the game was originally developed in Japan and its license was acquired by Maxis. In Japan, it was published under the name of The Tower, and developed by Yoot Saito's company OPeNBooK Co., Ltd.

Castlevania Grimoire of Souls Resources rips

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Hi all recently a member named Russy uploaded some of the lovely artwork from Castlevania Grimoire of Souls and I just wanted to request can we hopefully get the rest of the character art work that the game has.

also are the models viewable ? or can't they be ripped out ?

Need help ripping map models from Infinity Blade 1

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Hello everyone! Firestorm here! I was wondering if anyone had access to the files for Infinity Blade's maps?

I'm a modder for the game Robo Recall and as it's an Unreal Engine game I'd love to use the Temple from IB1 as a locale to fight the bots from Robo Recall in a modpack.
I already have a mod pack adding the Infinity Blade, as well as several other weapons from the game, into RR, I just need help getting ahold of the map's models, as I
don't have a copy of the app's files on hand anymore (they took it off the app store too, which is making it very difficult to find)

If anyone could help me out, I'd seriously appreciate it! I haven't really done any model ripping before, but even if someone just had a copy of the app's files,
I'd be extremely greatful!

If anyone has an Oculus Rift and is interested in checking out the RR mod with the Infinity Blade, here's a link -

 http://www.roborecallmods.com/?p=post%2F...1309738755

- Firestorm

Would like additional insight on BRRES shaders

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I'm using this page as a source for how BRRES shaders work, and I think I have the major parts down, but I'm running into some things that don't make sense and would basically like a second opinion.


.png   shaders01.png (Size: 25.53 KB / Downloads: 4)

This is a standard shader that I can translate into Blender as "simple material with single texture (maybe with an alpha texture)". It interpolates from zero (black) to the texture colour based on the lighting ("raster") colour. But if that's correct, I can't understand how this could be:


.png   shaders02.png (Size: 58.37 KB / Downloads: 2)

This is a three-part shader: part one is a base colour, part two is a scrolling glow, and part three layers the two based on a mask. There are several things I don't get:
  • Part 1 interpolates from zero (black) to...the lighting colour based on the texture colour? Isn't that backwards? This part is known to have the same appearance as the first shader in-game so this doesn't make sense.
  • What's the deal with the two constants in the top? I get where the KSel_* ones are coming from (the material calling the shader), but what's Constant3_8? (I don't get why the _Green and _Blue constants specifically are being used here, but that's not all that important.)
  • What is the alpha segment doing in parts 2 and 3? Part is looks like a simple "use texture alpha straight", but then the other parts both look like "raise alpha by 85 (on the 255 scale)" (both constants are 85 here). This doesn't seem right because it would make the material a lot more opaque than it should be on the transparent bits.

I have further confusions but will wait to see if they happen to get solved by an answer first.

Patapon sound files

Pit People sound files

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Hi, does anyone have the voice files or sound files for this Behemoth game called Pit People? The Behemoth is an indie game company. They're the same guys that made Alien Hominid, Castle Crashers and Battleblock Theater.
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