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I have a problem when I try to open the .gno file

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when i try to open the .gno format with 3ds max
it only makes me load the bone part and the other part does not make me load and I used MaxScript
who published @ Random Talking Bush(I don't want to offend him, but I want to say thank you for helping me indirectly)
there is someone who has the updated MaxScript
or another method? to the error that indicates the program and this:


-- MAXScript Rollout Handler Exception:
-- Runtime error: Vertex index in face out of range: [755,777,797]
-- MAXScript callstack:
-- thread data: threadIVery Sad24276
-- ------------------------------------------------------
-- [stack level: 0]
-- In l loop; filename: C:\Users\####\Desktop\NO Importer_11_07_2014.ms; position: 47272; line: 1802\Desktop\NO Importer_11_07_2014.ms; position: 47272; line: 1802
-- Parameters:
-- l: 1
-- Locals:
-- B1_array: #((Bone_Info_Struct Bone1Cute Bone2Cute Bone3:1 Bone4:1 Bone5:1 Bone6:1 Bone7:1 Bone8:1), (Bone_Info_Struct Bone1Cute Bone2Cute Bone3:1 Bone4:1 Bone5:1 Bone6:1 Bone7:1 Bone8:1), (Bone_Info_Struct Bone1Cute Bone2:4 Bone3:1 Bone4:1 Bone5:1 Bone6:1 Bone7:1 Bone8:1), (Bone_Info_Struct Bone1Cute Bone2:4 Bone3:1 Bone4:1 Bone5:1 Bone6:1 Bone7:1 Bone8:1), (Bone_Info_Struct Bone1Cute Bone2:4 Bone3:1 Bone4:1 Bone5:1 Bone6:1 Bone7:1 Bone8:1), (Bone_Info_Struct Bone1Cute Bone2:4 Bone3:1 Bone4:1 Bone5:1 Bone6:1 Bone7:1 Bone8:1), (Bone_Info_Struct Bone1Cute Bone2:4 Bone3:1 Bone4:1 Bone5:1 Bone6:1 Bone7:1 Bone8:1), (Bone_Info_Struct Bone1Cute Bone2:4 Bone3:1 Bone4:1 Bone5:1 Bone6:1 Bone7:1 Bone8:1), (Bone_Info_Struct Bone1Cute Bone2:4 Bone3:1 Bone4:1 Bone5:1 Bone6:1 Bone7:1 Bone8:1), (Bone_Info_Struct Bone1Cute Bone2:4 Bone3:1 Bone4:1 Bone5:1 Bone6:1 Bone7:1 Bone8:1), (Bone_Info_Struct Bone1Cute Bone2:4 Bone3:1 Bone4:1 Bone5:1 Bone6:1 Bone7:1 Bone8:1), (Bone_Info_Struct Bone1Cute Bone2:4 Bone3:1 Bone4:1 Bone5:1 Bone6:1 Bone7:1 Bone8:1), (Bone_Info_Struct Bone1Cute Bone2:4 Bone3:1 Bone4:1 Bone5:1 Bone6:1 Bone7:1 Bone8:1), (Bone_Info_Struct Bone1Cute Bone2:4 Bone3:1 Bone4:1 Bone5:1 Bone6:1 Bone7:1 Bone8:1), (Bone_Info_Struct Bone1Cute Bone2:4 Bone3:1 Bone4:1 Bone5:1 Bone6:1 Bone7:1 Bone8:1), (Bone_Info_Struct Bone1Cute Bone2:4 Bone3:1 Bone4:1 Bone5:1 Bone6:1 Bone7:1 Bone8:1), (Bone_Info_Struct Bone1Cute Bone2:4 Bone3:1 Bone4:1 Bone5:1 Bone6:1 Bone7:1 Bone8:1), (Bone_Info_Struct Bone1Cute Bone2:4 Bone3:1 Bone4:1 Bone5:1 Bone6:1 Bone7:1 Bone8:1), (Bone_Info_Struct Bone1Cute Bone2:4 Bone3:1 Bone4:1 Bone5:1 Bone6:1 Bone7:1 Bone8:1), (Bone_Info_Struct Bone1Cute Bone2:8 Bone3:1 Bone4:1 Bone5:1 Bone6:1 Bone7:1 Bone8:1), ...)
-- Header3: 0
-- VisibilityBone: 33
-- FaceDirection: -1
-- Bone6: undefined
-- SingleBindBone: 0
-- UVOffset: 15244
-- Header2: 133
-- f1: 155
-- f3: 151
-- face_array: #([755,777,797], [785,744,747], [744,742,747], [747,742,748], [748,780,747], [780,751,747], [747,751,785], [751,790,785], [785,790,810], [790,808,810], [810,808,769], [808,796,769], [769,796,753], [796,754,753], [753,754,770], [754,778,770], [770,778,807], [778,797,807], [807,797,806], [797,777,806], ...)
-- SomethingElse: 1
-- PolySize: 9248
-- v1: undefined
-- Weight2: undefined
-- Bone7: undefined
-- VertIVery Sad 2
-- VertTotal: 972
-- Weight4: undefined
-- msh: undefined
-- NextLink: 33620L
-- ColorOffset: 32
-- Bone2: undefined
-- Bone8: undefined
-- VertOffset: 6496
-- Header1: 16
-- n2: undefined
-- n3: undefined
-- NodeTotal2: undefined
-- Bone4: undefined
-- UV_Array: #([0.00488281,0.985352,0], [0.0078125,0.0146484,0], [0.0078125,0.0107422,0], [0.0078125,0.0244141,0], [0.0078125,0.12207,0], [0.0078125,0.229492,0], [0.0078125,0.192383,0], [0.0078125,0.111328,0], [0.0078125,0.253906,0], [0.00878906,0.728516,0], [0.0107422,0.308594,0], [0.0126953,0.267578,0], [0.0185547,0.352539,0], [0.0185547,0.307617,0], [0.0214844,0.642578,0], [0.0263672,0.995117,0], [0.0273438,0.0263672,0], [0.0273438,0.81543,0], [0.03125,0.301758,0], [0.0341797,0.347656,0], ...)
-- UVIndex2: #()
-- Header4: 10
-- PolyType: 0
-- Weight5: undefined
-- W1_array: #((Weight_Info_Struct Weight1:1.0 Weight2:0.0 Weight3:0 Weight4:0 Weight5:0 Weight6:0 Weight7:0 Weight8:0), (Weight_Info_Struct Weight1:1.0 Weight2:0.0 Weight3:0 Weight4:0 Weight5:0 Weight6:0 Weight7:0 Weight8:0), (Weight_Info_Struct Weight1:0.0230713 Weight2:0.976929 Weight3:0 Weight4:0 Weight5:0 Weight6:0 Weight7:0 Weight8:0), (Weight_Info_Struct Weight1:0.0230713 Weight2:0.976929 Weight3:0 Weight4:0 Weight5:0 Weight6:0 Weight7:0 Weight8:0), (Weight_Info_Struct Weight1:0.299988 Weight2:0.700012 Weight3:0 Weight4:0 Weight5:0 Weight6:0 Weight7:0 Weight8:0), (Weight_Info_Struct Weight1:0.299988 Weight2:0.700012 Weight3:0 Weight4:0 Weight5:0 Weight6:0 Weight7:0 Weight8:0), (Weight_Info_Struct Weight1:0.369019 Weight2:0.630981 Weight3:0 Weight4:0 Weight5:0 Weight6:0 Weight7:0 Weight8:0), (Weight_Info_Struct Weight1:0.369019 Weight2:0.630981 Weight3:0 Weight4:0 Weight5:0 Weight6:0 Weight7:0 Weight8:0), (Weight_Info_Struct Weight1:0.369019 Weight2:0.630981 Weight3:0 Weight4:0 Weight5:0 Weight6:0 Weight7:0 Weight8:0), (Weight_Info_Struct Weight1:0.369019 Weight2:0.630981 Weight3:0 Weight4:0 Weight5:0 Weight6:0 Weight7:0 Weight8:0), (Weight_Info_Struct Weight1:0.444763 Weight2:0.555237 Weight3:0 Weight4:0 Weight5:0 Weight6:0 Weight7:0 Weight8:0), (Weight_Info_Struct Weight1:0.444763 Weight2:0.555237 Weight3:0 Weight4:0 Weight5:0 Weight6:0 Weight7:0 Weight8:0), (Weight_Info_Struct Weight1:0.599976 Weight2:0.400024 Weight3:0 Weight4:0 Weight5:0 Weight6:0 Weight7:0 Weight8:0), (Weight_Info_Struct Weight1:0.599976 Weight2:0.400024 Weight3:0 Weight4:0 Weight5:0 Weight6:0 Weight7:0 Weight8:0), (Weight_Info_Struct Weight1:0.700012 Weight2:0.299988 Weight3:0 Weight4:0 Weight5:0 Weight6:0 Weight7:0 Weight8:0), (Weight_Info_Struct Weight1:0.700012 Weight2:0.299988 Weight3:0 Weight4:0 Weight5:0 Weight6:0 Weight7:0 Weight8:0), (Weight_Info_Struct Weight1:0.700012 Weight2:0.299988 Weight3:0 Weight4:0 Weight5:0 Weight6:0 Weight7:0 Weight8:0), (Weight_Info_Struct Weight1:0.700012 Weight2:0.299988 Weight3:0 Weight4:0 Weight5:0 Weight6:0 Weight7:0 Weight8:0), (Weight_Info_Struct Weight1:0.926025 Weight2:0.0739746 Weight3:0 Weight4:0 Weight5:0 Weight6:0 Weight7:0 Weight8:0), (Weight_Info_Struct Weight1:0.0230713 Weight2:0.976929 Weight3:0 Weight4:0 Weight5:0 Weight6:0 Weight7:0 Weight8:0), ...)
-- VertFlag: 8
-- UVFlag: 3
-- Weight_array: #((weight_data boneids:#(3) weights:#(1.0)), (weight_data boneids:#(3) weights:#(1.0)), (weight_data boneids:#(3, 4) weights:#(0.0230713, 0.976929)), (weight_data boneids:#(3, 4) weights:#(0.0230713, 0.976929)), (weight_data boneids:#(3, 4) weights:#(0.299988, 0.700012)), (weight_data boneids:#(3, 4) weights:#(0.299988, 0.700012)), (weight_data boneids:#(3, 4) weights:#(0.369019, 0.630981)), (weight_data boneids:#(3, 4) weights:#(0.369019, 0.630981)), (weight_data boneids:#(3, 4) weights:#(0.369019, 0.630981)), (weight_data boneids:#(3, 4) weights:#(0.369019, 0.630981)), (weight_data boneids:#(3, 4) weights:#(0.444763, 0.555237)), (weight_data boneids:#(3, 4) weights:#(0.444763, 0.555237)), (weight_data boneids:#(3, 4) weights:#(0.599976, 0.400024)), (weight_data boneids:#(3, 4) weights:#(0.599976, 0.400024)), (weight_data boneids:#(3, 4) weights:#(0.700012, 0.299988)), (weight_data boneids:#(3, 4) weights:#(0.700012, 0.299988)), (weight_data boneids:#(3, 4) weights:#(0.700012, 0.299988)), (weight_data boneids:#(3, 4) weights:#(0.700012, 0.299988)), (weight_data boneids:#(3, 4) weights:#(0.926025, 0.0739746)), (weight_data boneids:#(3, 8) weights:#(0.0230713, 0.976929)), ...)
-- f2: 151
-- u1: 409
-- Weight7: undefined
-- l: 1
-- UVTotal: 431
-- IndexCounter: 13
-- u2: 384
-- v3: undefined
-- NodeFlag: 1
-- u3: 384
-- Weight1: undefined
-- Weight8: undefined
-- NodeOffset: 16968
-- PolyOffset: 20992
-- v2: undefined
-- Weight3: undefined
-- vert_array: #()
-- PolyIVery Sad 1
-- FaceTotal: 13
-- n1: undefined
-- Bone1: undefined
-- skinMod: undefined
-- UVIndex: #([65,57,93], [104,109,86], [109,91,86], [86,91,66], [66,50,86], [50,71,86], [86,71,104], [71,88,104], [104,88,71], [88,64,71], [71,64,43], [64,36,43], [43,36,64], [36,58,64], [64,58,81], [58,80,81], [81,80,58], [80,93,58], [58,93,65], [93,57,65], ...)
-- PolyFlag: 20
-- StartDirection: 1
-- Bone3: undefined
-- ByteTotal: 9248
-- Bone5: undefined
-- Weight6: undefined
-- Externals:
-- f: Free:f : <BinStream:C:\Users\####\Documents\nmar_h.gno>
-- BoneTotal: Free:BoneTotal : 33
-- NodeTotal: Free:NodeTotal : 972
-- Weight_Info_Struct: Free:Weight_Info_Struct : StructDef:Weight_Info_Struct
-- Bone_Info_Struct: Free:Bone_Info_Struct : StructDef:Bone_Info_Struct
-- VertGroupArray: Free:VertGroupArray : #((VertGroup vOffset:20856), (VertGroup vOffset:20912))
-- ProperBone_array: FreeTongueroperBone_array : #(3, 4, 5, 6, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 19, 20, 21, 25, 27, 28, ...)
-- ReadBElong: Global:ReadBElong : ReadBElong()
-- owner: undefined
-- readBEshort: Global:readBEshort : readBEshort()
-- PolyGroupArray: FreeTongueolyGroupArray : #((PolyGroup POffsetCute3440), (PolyGroup POffsetCute3456), (PolyGroup POffsetCute3472), (PolyGroup POffsetCute3488), (PolyGroup POffsetCute3504), (PolyGroup POffsetCute3520))
-- ------------------------------------------------------
-- [stack level: 1]
-- called from b loop; filename: C:\Users\####\Desktop\NO Importer_11_07_2014.ms; position: 49534; line: 1893
-- Parameters:
-- b: 1
-- Locals:
-- LinkBlockOffset: 33584
-- b: 1
-- LinkBlockTotal: 6
-- NL: 33836L
-- Externals:
- f: gratuito: f: <BinStream: C: \ Users \ 
-- ReadBElong: Global:ReadBElong : ReadBElong()
-- owner: undefined
-- ------------------------------------------------------
-- [stack level: 2]
-- called from btnGNO.pressed(); filename: C:\Users\####\Desktop\NO Importer_11_07_2014.ms; position: 49561; line: 1896
-- member of: RolloutUnsureegaNORollout
-- Locals:
- f: <BinStream: C: \ Users \####
-- filename: "nmar_h"
-- PolyGroup: StructDefTongueolyGroup
-- TextureTotal: undefined
-- PolyGroupTotal: 6
-- BoneInfo: StructDef:BoneInfo
-- NGOB: "NGOB"
-- BoneTotal: 33
-- Weight_Info_Struct: StructDef:Weight_Info_Struct
-- NGNNSize: 600
-- NGOBSize: 33080
-- NodeTotal: 972
-- NGIF: "NGIF"
-- LinkOffset: 33816
-- Bone_Info_Struct: StructDef:Bone_Info_Struct
-- VertGroupArray: #((VertGroup vOffset:20856), (VertGroup vOffset:20912))
-- boneArray: #($Bone:Bone001 @ [0.000000,0.000000,0.000000], $Bone:Bone002 @ [0.000000,0.000000,0.000000], $Bone:Bone003 @ [0.000000,0.574541,-0.105000], $Bone:Bone004 @ [0.124589,0.567036,-0.086416], $Bone:Bone005 @ [0.145865,0.378658,0.059214], $Bone:Bone006 @ [0.174535,0.201248,-0.063581], $Bone:Bone007 @ [0.173549,0.047707,-0.053110], $Bone:Bone008 @ [-0.124590,0.567036,-0.086416], $Bone:Bone009 @ [-0.145860,0.378658,0.059214], $Bone:Bone010 @ [-0.173549,0.201248,-0.063581], $Bone:Bone011 @ [0.000000,0.754910,-0.091274], $Bone:Bone012 @ [0.000000,0.981411,0.017541], $Bone:Bone013 @ [0.000000,1.093233,0.160000], $Bone:Bone014 @ [0.251991,0.983313,0.160000], $Bone:Bone015 @ [0.604250,0.851997,0.160000], $Bone:Bone016 @ [1.036374,0.713420,0.160000], $Bone:Bone017 @ [0.242119,1.119392,0.071564], $Bone:Bone018 @ [0.000000,1.093233,0.160000], $Bone:Bone019 @ [-0.251991,0.983313,0.160000], $Bone:Bone020 @ [-0.604252,0.851992,0.160000], ...)
-- ProperBone_array: #(3, 4, 5, 6, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 19, 20, 21, 25, 27, 28, ...)
-- BoneInfoArray: #()
-- GInfoOff: 33852
-- TexElmOff: 5944
-- VertGroup: StructDef:VertGroup
-- StructFlag: 3
-- VertGroupOff: 20968
-- PolyGroupOff: 33536
-- BoneOffset: 848
-- NGTL: "NGTL"
-- LinkTotal: 1
-- fname: "C:\Users\####\Documents\nmar_h.gno"
-- fext: ".gno"
-- weight_data: StructDef:weight_data
-- NGIFSize: 24
-- NGTLSize: 184
- fpath: "C: \ Users \ ####
-- PolyGroupArray: #((PolyGroup POffsetCute3440), (PolyGroup POffsetCute3456), (PolyGroup POffsetCute3472), (PolyGroup POffsetCute3488), (PolyGroup POffsetCute3504), (PolyGroup POffsetCute3520))
-- TextureNames: #()
-- NGNN: "NGNN"
-- TextureOffset: undefined
-- TexElmTotal: 6
-- VertGroupTotal: 2
-- Externals:
-- ReadBElong: Global:ReadBElong : ReadBElong()
-- owner: RolloutUnsureegaNORollout
-- SegaNORollout: RolloutUnsureegaNORollout
-- ReadFixedString: Global:ReadFixedString : ReadFixedString()
-- ------------------------------------------------------
-- [stack level: 3]
-- called from top-level

Hyrule warriors My Fairy

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im trying to find te 2d images used in the fairies part of the game (forgive te bad writing my keybord is busted)

Hop and Rise of the guardians

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I ask for someone that can rip two things:
1) the main characters from the game "Rise of the Guardians" it is on PlayStation 3, Xbox 360, Wii, Wii U, Nintendo DS and Nintendo 3DS, any version  is ok, but i suppose Nds and 3DS have lowpoly models.
2) The main characters from the NDs game "Hop the movie", is the only game of the movie.

{$40} Noesis Script Request: Sly Cooper: Thieves in Time (PS3, NOT Vita Version)

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[Image: 71jX8EMQ0vL._AC_SL1280_.jpg]

As the subject suggests, I am willing to commission a user to make a script that can work with Sly Cooper: Thieves in Time Playstation 3 model and texture files (.mes and .tex respectively).



The only one that exists only works for the PS Vita version, which has inferior character models compared to the PS3 version. Sadly, the person who made that script is unfamiliar with the PS3 model format, so he refused to do it.



I have a thread with samples of the PS3 version here.



Payment will be sent via Paypal upon completion. Previous script work required. Rather not pay for a first-timer.



Thanks in advance.

Wild Arms: Million Memories Graphics Request

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Hello! I'm interested in assets from Wild Arms: Million Memories - a gacha-based mobile game for the Wild ARMs series that was released only in Japan in 2018, for both Android and iOS. I'm a big fan of the series, and it has a lot of new, unique art made just for the game. Unfortunately, it's closing soon - at the end of February of this year. So, next month. Before that happens, I wanted to try and get as much of it as possible in a more permanent state. A lot of the art is very good and I'd like to have it in an easier to view form. Due to the gacha nature of the game, I'm not guaranteed to see everything since there might a rare one I haven't drawn.

While getting the models and the music would be nice too, my main interest is the graphics. Here's some examples of what I'm primarily looking for. Character portraits, card(referred to as ARMs) artwork, equipment artwork, and badge icons - https://imgur.com/a/CXrnpo8

I looked into doing it myself, but I didn't end up getting anywhere. Nothing I tried seemed to work, so I figured I'd put out a request since I don't know where else to ask. I hope this isn't asking too much! I don't mind poring through everything myself and sorting it all out, if someone can locate where everything actually is and get it to me in a format where I can do that.

The World Ends With You Final Remix Sprites

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Hum, hello.  If it’s not too much trouble, could someone extract the pins (including partner, fusion, and co op) and the item sprites from The World Ends With You Final Remix?

Mario Kart Tour, how to rip?

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i've seen people on this site ripping the models
just wondering how I can do it myself
I have experience with ripping models, just curious how this game works in particular 
thanks

Disgaea 1 Complete Color Palettes

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Hello,
I have found, here on the spriters resource, all of disgaea 1 complete sprite sheets, but some of them lack their color palette, like the Captain Gordon or Thursday one.
I am importing all HD sprites on Disgaea PC,and I already released an almost completed patch Big Grin so I was wondering if someone could post the color palettes of the Disgaea 1 complete sprite sheets that don't have one, or if someone could teach me to "extract/make" an organized one. I have tried to extract the colors from these sprite sheets, and I can easily see all the colors used in a sheet, but they're not organized at all, so it's hard for me to modify it, as I need to reduce the colors of each sheet/sprite in order to import them on the PC version.
Could someone help me? Sad  
The sheets I need help with can be found here : https://www.spriters-resource.com/ninten...1complete/
I need the color palettes of : Captain Gordon, Marjoly, Thursday, Zetta.
Thank you for the attention Smile

Yu-Gi-Oh! Saikyo Card Battle ripping

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Hi, I'd like to know how to rip the mosters models from the 3DS game Yu-Gi-Oh! Duel Monsters Saikyo Card Battle please.
There only a few models available to download but I need other monsters...

(sorry for my english)

[url=https://www.google.it/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=2ahUKEwjB8JjUl_DmAhUNjqQKHfsnD9UQFjABegQICRAB&url=https%3A%2F%2Fwww.models-resource.com%2F3ds%2Fyugiohduelmonsterssaikyocardbattle%2Fmodel%2F17468%2F&usg=AOvVaw1ISWvfn97SUEv8uJjpHDox][/url]

How exactly do you get into custom spriting?

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So I'm trying to do Kirby Super Star Ultra sprites for Kirby characters but I'm not sure how to get started with it.
The main part I'm confused with is getting lineart for the sprite since I'm not sure if I should make largescale lineart first then just turn it into pixel art with a square shaped brush or if there's another method of doing it.
Another thing I'm not sure about is how to work with pallettes since I'm not sure what the max ammount of colors for a Super Star Ultra sprite is and if I can just use any colors or have to pick ones from the pre-existing sprites from Super Star Ultra
If there are any experienced spriters who'd like to help out I'd gladly appreciate the help, thanks monarchs Heart

Ocarina of Time Adult Link High-Poly Model

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Now what I have with me today is a high poly version of Adult link from Ocarina of time, as you know it is not currently available on the models resource, however I am releasing it starting right now, and no its not the WarioWare version Very Sad Its the real deal!! It was a sheer pain ripping this model. I decided to just rip the model from the games files as a zobj instead of just using a plugin in project 64 because I can import the model into blender and it comes with bones so I can rig the model to a t-pose, his face was a gargled up mess so I had to rip textures using a plugin. I did remove the master sword, its just link himself unfortunately. And more trouble came when I exported it to an OBJ format because when I opened it up not only was he white (Which I assume has something to do with the tunics in the game just being recolors), but also his face was messed up. So I fixed the face up and recolored his tunic. And More trouble came when trying to place the textures in a different file but at last, it is complete. For my first rip, well character rip because I uploaded an unused stalfos room to the model's resource over a year ago and it still has yet to be approved. Anyways... yeah, there is a slight texture inconsistency in the neck and mouth but it is barely noticeable. For my first rip I think I did pretty well.

  https://drive.google.com/file/d/11dFj60O...sp=sharing

Here is the link.

How to get outline meshes to work in Blender

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Hello! I tried looking around but I haven't found very clear answers about outlines.

Lots of models, especially anime ones, have multiple meshes layered on a model, one intended to be the black cartoon outline and the other to be for cel shading. 

While the cel shading ones work (although seeming a bit too glossy?), I cannot seem get the outline rendered in any way where it doesn't just black out the entire model. I do have limited blender knowledge, but I have fiddled with the materials and whatnot a little bit to no avail. I've also tried blender game/cycles render and it didn't make much difference.

How do I work with or preview the outlines as intended in blender? The file type I'm working with specifically right now are XNALara/XPS files, but I haven't gotten others like .dae files from the models resource to work either.

Here's some previews of what I mean. Model I'm currently using is Vato Falman from FMA Prince of Dawn for Wii; rips provided by RoxasKennedy via another forum.

[Image: 0c8c9b95f931eb5f463365ded970cc2b187ae81b.png]
Texture view with the outline mesh on the outside, appears this way in rendered previews as well.

[Image: 063ab8efcf4d4b98a1b7a24e9efa551d4448220f.png]
Outline mesh removed. The cel shading mesh works as mostly intended despite being glossy. Left is material view, right is rendered preview.

[Image: cd1607981bc083cc88430c3579c5b9aa4fd80fcd.png]
closest thing i can get to the outline mesh actually working is being in blender game and using texture preview. material preview blacks it out, and render with f12 is black too.

Here is a screenshot of how the model is supposed to look in-game. Pardon it's a bit low quality
[Image: 717e1c4006194fa9c7d6b06dbca834795af516ac.png]


This is probably a silly misunderstanding on my part, but I hope that means it's easy to work with! Thank you for any assistance. I am mostly concerned with the outline, but getting the cel shading to work more as intended would be nice too!

Popular sprite sheet

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what is the most popular sprite sheet?

Ripping from AVGN Adventures 1?

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First post! I've had success in ripping from AVGNA: II, simple enough because Unity ect. ect., however I can't seem to find a simple way to rip sprites from the first game, the main problem being I'm not 100% sure what tool to use or what the game was really programmed in. Any tools I could use to at least go through the game's sprites or similar? Thanks !!

KingTremolo's Sprites

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Hey y'all. I'm a spriter for Super Smash Flash 2 and Super Smash Bros. Crusade (Ex-lead spriter there, actually).
Just thought I'd make a thread to share my miscellaneous sprites. 

Dante
[Image: d7otCna.png]  [Image: mYCjxz5.gif] (Early WIP)
Mordecai
[Image: RfaOmZB.gif] [Image: 62eslZs.gif] [Image: aqhbyR0.gif] [Image: ZRtdWQQ.png]

Commissions
[Image: h5uh7Bx.png] Barret commissioned by BionicAndrew
[Image: P6n0MuB.png]  [Image: X3UUf9n.png] Original characters commissioned by GigaB00ts


Misc.
[Image: pO205SO.png] [Image: jRQIUEg.png] [Image: gI8hecp.gif] [Image: IYnSiUr.gif] [Image: Nd8frGo.png] [Image: Dt739nH.gif]

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Submitted Sheets
Marth
Marth



*Marth animations are rotoscoped from Super Smash Bros. for Nintendo Wii U, with brawl costume and melee sword length custom detailed on top.
Note that these sprites in no way indicate upcoming content for either Crusade or SSF2, nor any other project I'm involved in.

Sims 2 help

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Hi guys, I need help. I've been trying to figure out how to extract Sims 2 models for weeks. I've tried the SimPe but it didn't work out. Then I discovered that there were people who had extracted them with Ninja Ripper. I downloaded the program. But when I want to extract them, I don't know why the keys don't work for me. Could someone help me with this problem?

Hello there!

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I've been playing around with sprites ever since I was a kid. Seeing people dedicate themselves to making sprites accessible even to this day fills me with a warm glow. I hope you'll welcome me openly and that we can get along. Ciao.

Having trouble with RIPing Megadimension Neptunia VIIR's Event Dialogue

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I have been trying to extract the cutscene dialogue from the game Megadimension Neptunia VIIR, as I was wanting to use the voices for my own creative purposes (I've been thinking of doing a comparison video between Noire's orignal and current English VAs and what have you). I'd thought would be easy, as I've done this with the orignal version of the game (Megadimension Neptunia VII) as well, and it worked just fine. But with VIIR after I extract the XWB files and try to play one of them, VLC pops up with a codec error message.

I later found out it was because UnWXB (the extractor tool I use) extracts the audio files as WAVs while the files in the WXB are WMA files. I've tried finding extrators that convert XWBs into WMAs, but ended up with dead ends there. I've also tried using audio converters to revert the WAVs back to WMAs, but that didn't work either.

As nobody has really given me a response on Reddit, I've decided to come here to see if anyone can help with my little predicament that I have.

how do u rip star stable models

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How Do Yoou Rip Star Stable models and place them into blender 
thanks
E. Skywalker

Request: Dissidia/Dissidia 012 Weapon Sound Effects

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If possible, I'd like to get my hands on the sound effects for weapons in the game.

I'm working on an FF mod for the game Star Wars: Jedi Knight: Jedi Academy.

Anything from the clang from a block, to a swing, to an unsuccessful block, etc.

All of these would be greatly appreciated, everyone have a marvelous day regardless!
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