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Help Opening Punch-Out!! Wii .data Models/Textures

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Heya, so I've seen a few threads started around the internet for a very long time now, and it seems nobody has been able to crack it, so I'm wondering if somebody knows how to or would like to help open Punch-Out!! Wii's models/textures.
I checked the files for Mario Strikers Charged (another game that Next Level Games developed under Nintendo 2 years prior, for the Nintendo Wii) and the files formats were completely different, with some similarities in the files structures for both games. Punch-Out!! uses generic .data files for seemingly everything, they also come with a much smaller .dict file and a .debug file.
As an example, I have included the files to what I hope to be Aran Ryan's character model/textures.

Any help at all would be extremely appreciated, thank you very much!!
-80constant

Henlo

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Heya!! I registered for this website because a friend of mine wants the model for a character, and I noticed that the model is currently 'pending' and I'd like to see if I could push someone to accept it!

PS3 Armored core For answer Sound extraction

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Can someone help me with extracting sound files from this game?

Minecraft - Order Of The Stone [Minecraft "Fangame"]

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[Image: MC-OOTS-Logo.png]

Section 1
Why was/is this idea on here in the first place?


First, we go all the way back to the beginning, to give ourselves a rough understanding.

The best place for us to begin is not at the origins of Minecraft itself, like some sources may try to get out of the way. Instead, we're going
to start by going all the way back to November of 1998, just two years before the new millennia had begun.

During that month of 1998, Lego Creator had been released. The 1990's were rife with video game content that were breaking all sorts of new ground, and a select few, like in this case Lego Creator, were outstanding even for their time, well ahead of their time in the 90's. We'll first focus on Lego Creator here, since obviously it's the main, primary subject of this brand new, exciting video game concept.

One of the most, if not the most, impressive features of Lego Creator were the fact that it had actually possessed a real, full, realistic physics system, which was unusual in the 90's even then but was exceptional for Lego during that time. Not only could bricks fall and bounce around like per usual in physics games, they also possessed advanced algorithms that allowed them to know how fast or where to bounce depending on its rotational speed or rotational position when it had hit the ground, and even take trickier shapes such as smooth hills and rather awkward brick setups into account, for example.

Another strong selling point of Lego Creator, but certainly no less important to its success than the advanced realistic physics, was the fact that it had dispensed with an absolute hard-wired fixed grid where blocks or bricks could literally only snap to absolute co-ordinates on the grid itself in the world. Instead, like in Unity, it relied on dynamic grids, which could adjust and pivot depending on the location of one single brick, for example. In other words, it was only required to snap if it were directly on top of another brick that was on the same relative plane as the original one, but the brick could otherwise move around completely freely around the game world.

In that same sense, bricks could also be freely moved or rotated to any desirable position the user wishes. This actually allowed for true non-right-angled designs, and even made putting bricks on axles possible, allowing them to freely rotate around the brick it was attached to or otherwise. A lot of other possibilities had been realized as a result of this complete positional freedom in Creator, such as sliding doors, giant gates, and even contraptions such as helicopters and robotic arms.

Finally, other helpful extra features that have given ridiculous amounts of room for creativity, especially when compared to later builder games like Minecraft, were true day/night cycles, properly working colored light and transparent surfaces, and lots of other options such as setting up paths or attaching vehicles to roads in order to have them follow a set route, or just drive around casually all on their own, or even a select few basic contraptions or even logic gates (AND, OR, XOR, etc.). (Actually, that last bit I'm honestly not completely sure about. If I've gotten anything wrong here, then please let me know right away. Thanks. Genki ^_^)


Now, we actually turn to Minecraft itself.

Minecraft was first released as a tech demo itself to the public on May 10th, 2009. Back then, it didn't have an official name. It was just considered by the placeholder name Cave Game. The first demo was developed, but never officially released to the public, on that same day, and then 3 days later, on May 13th, 2009, the first official tech test was released to the public, under the name Cave Game Tech Test or Cave Game Tech Demo. This period, officially called the Pre-classic period for Minecraft itself, lasted 6 days, from May 10th, to May 16th.
After that time, the game itself proceeded into the Classic phase of development, trying out things such as the Survival Test, Multiplayer Test, and much more content such as more blocks, more mobs, and more physics.

Compared to Lego Creator, Minecraft relied solely on a absolute hard-wired fixed grid, meaning blocks and the like could literally only go on the absolute integer co-ordinates the grid itself had predetermined. This system was often used in games such as SimCity, Roller Coaster Tycoon, and Sim Theme Park, among others. Minecraft had inherited that system from those past games, leading to the block grid system we know of today.
Another side effect of the hard-wired grid itself was that literally only one block or tile could be placed in that spot at a time, because that co-ordinate's data would then get taken up by the block or tile itself, rather than the empty data which is air that was previously in that same spot. Therefore, since that co-ordinate's data was taken up by the tile itself, for example, you cannot place more than one torch in the same spot as the first one. This among other factors actually leads to some major issues which we will get to later in the section.


Okay. We've talked about the history of builder games and Minecraft itself. What does this even have to do with why this project exists in the first place now?

Okay, fine. We've rambled long enough.
Minecraft - Order Of The Stone, or Project Minecraft 2.0, exists to advance the field of gaming and specifically builder games, not only where the original Mojang Minecraft itself had already paved, and add 100% more to it, but to implement a full-on perfection upgrade to the original formula that Lego Creator had paved, essentially turning it into an outstanding full Legos-on-the-internet where practically everything you could have and work with with real-life Legos, from basic building and building quirks to moving parts and complete contraptions, is available.

In other words, not only is the only limit is truly your imagination in form, the only limit is ALSO truly your imagination in function. All because MC-OOTS actually bothered to contribute and innovate to the builder game platform - and double that. And this just goes to show what a difference just doubling something, instead of tripling or quadrupling, can do not only for gaming, but for our world.


Wait a second. Are you telling me that Minecraft sucks?! MINECRAFT IS SIMPLE!! IT'S MEANT TO APPEAL TO EVERYONE THAT WAY!! ARE YOU TRYING TO KILL MY MINECRAFT?!! DON'T YOU EVER TALK UGLY ABOUT POPULAR AND SIMPLE STUFF LIKE THAT AGAIN!!!

Whoa-hoa. Calm down, please. I don't need any drama right now, let alone this madness.
Of course I'm not gonna kill your original Minecraft. I'm just stating a fact here. There's a whole world of room for improvement in our gaming industry right now, especially with builder and survival games.
Just lemme explain.


First, MC-OOTS will CERTAINLY respect the original source material that is Mojang's Minecraft. Yes, there is definitely a purpose to Mojang's original incarnation of Minecraft.
For starters, there is of course the whole trope of simplicity that has gotten Minecraft to the immense level of popularity that it still possesses today. The original Minecraft title can CERTAINLY stick around for that purpose alone across the game as a whole, given some people simply do not want all the bells and whistles and just want a simple, casual experience. That's where the original Mojang Minecraft can be spared here. In other words, it can just be the simple, casual experience for those who just want their creativity or skill out of the way, via means of building a simple castle or playing Survival Mode on an isolated, desert island, without all the extra features such as free block placement and full physics; just the very basics.
Plus, Minecraft itself tends to be a world much easier to work with concerning plugins, mods, modpacks, and just general Minecraft stuff. For that reason, original Mojang Minecraft can just be the BASIC level version of the game itself, while its subsequent incarnation of Minecraft, MC-OOTS, will essentially be like C++; definitely manageable by an absolute beginner, but expect to take a little while to get used to it before you master it in that case.


Section 2
What will be the features in this game?

1. Free, unrestricted placement of blocks / dynamic grids

This one should hopefully be obvious to you as opposed to original Minecraft. But I'll explain anyway just to make the gist of it clear to y'all:

Instead of an absolute hard-fixed grid in original MC where you could literally only place blocks on the integer planes specified by the game world itself - no off-gird placement, rotation, or anything there - MC-OOTS will focus on relative dynamic grids with an actual snapping system that only fix blocks to spaces determined by the soft-implemented grid itself, just like LEGO CREATOR and Sim Theme Park.
In other words, there's no such thing as a hard-wired absolute fixed grid in the world where blocks can only affix strictly to those co-ordinates. Only dynamic grids are present in the game, which not only allow you to place blocks on any kind of plane you want, but they obviously also allow for complete freedom of block placement, allowing you to literally place them on any whole or decimal co-ordinate on- or off-grid, and rotate them in certain ways. If you've used Unity and of course LEGO CREATOR before, you'll probably get what I'm talking about here right now.
I'm also possibly considering even actual scaling of blocks, to allow for much more massive, or tiny, bite-sized creations.


2. Same said dynamic block gridding to allow for fully dynamic creations, such as vehicles, weapons, and machines and contraptions

What made the original LEGO way back in the day as incredibly popular and well-trusted as it is today wasn't just the fact you could build any form with it, you could also build any function with it, meaning that in addition to monuments and office buildings, you could also construct working cars, trains, and robots. All of that with LEGO. It's literally no wonder it has such an incredible reputation.
Sadly, Minecraft literally only has half of the joy and beauty that LEGO possesses, meaning the trope of "the only limit is your imagination" is only a mere half-truth at best. You can indeed build anything you want in (original) Minecraft - but only in form, not in function, and you can probably tell that if you've actually played the game for quite a while.
That's where MC-OOTS comes in.





Section 3
How will MC-OOTS be created?

1. Basic Infrastructure

It's worth mentioning now that MC-OOTS will obviously be coded in raw C++, on an IDE, with OpenGL.
The original MC game was coded in Java, which although is great for smaller projects, is currently ridiculously outdated, inefficient, and ineffective for such a huge game as this. And the effects these practices have had on Minecraft as a whole have clearly shown.





As much as I hate to leave this as an unfinished product, it's become clear at that point that I really don't have the stamina and perseverance to continue writing this document. For now, just consider it a portal/sneak peek at what's to come. Hopefully, y'all will still have hope for the project for the time being regardless.

Thanks.

Spy VS Spy game from 2005 (PS2/Xbox)

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This game has very nice models, but NinjaRipper does not work at all with it. Is there any way of ripping the models?

can we get some apex legends models here?

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yeah uh im sorry  for bothering this forum, but ive searched the internet for ages and to no avail have found any legend models, its absolutely ok if noone wants to rip the models and rig them, but downloading the game on my pc would take around ~3 days and i likely cant even run the game with my current specifications, if i could rip them, i would, but i dont have the money or time to upgrade my internet or my pc itself.
(also sorry this is my first post here and its like 1 in the morning for me h)

Freedom Wars custom Avatar Rips?

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If it were possible, could someone rip some avatars for me? Specifically, custom ones from Freedom Ware on Vita. I have heard that if there is a character creator The parts have to be ripped and reassembled but I don’t know if that’s the case for vita. Basically, i want someone to model their avatar after mine(since customization can be done at any point) and then rip it so i can use it in VR Chat. Just one or two times. I hope it isn’t a hassle. I would do it myself but, i can’t find any tutorials on it.

Smash 4 3DS Model Ripping Project

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Basicly as recent, Smash 4 3DS has only 9 fighters ripped, but mostly the Trophies, but anyways, back to the topic
ill be going on with the model rips, basicly, ive found one way to rip models from the game, and with it
ill basicly get to rip most of the fighters in the game

here are some models that were ripped using Ohana3DS
[Image: dededemod.png]
[Image: diddykongape.png]
[Image: weegee.png]
Thats all for the project, anyways, ill be updating you with new models, once they are all ripped, they will be published to Models Resource
anyways, this is BBG, bringing you this project

What opens these file formats?

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The formats are pvu, xvu, ppu, xpu, pcm, res, epm, epp, ext, idx, mgd, exm, bik, xpr, fnt, exx.
I've tried many searches but can't find any answers.

Super Smash Bros. Online (Online Fangame)

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[Image: smashbrosonlinelogo.png]
Super Smash Bros, a game we always enjoy, but what about one where you can play... ONLINE!!!

Super Smash Bros. Online is a fangame im making with the purpose, Online battles, anyways, the main cast will return

there will also be newcomers for it, at the time im writting this, Spongebob was the only revealed newcomer in the fangame

This fangame will be made using the source from a Smash 4 3DS RomFS data, but it will have new codes for Ultimate's newcomers
and the newcomers of this fangame

here is the list as of so far

Main Producer: Bulletbillgamer18
Programmer for the newcomers: Free Spot (It May Be You If Good On The Subject)
New Music Productors: Bulletbillgamer18, Chase The Fox
Rig Animator: Bulletbillgamer18
Scripter for the models's separate pieces 
(yes, the Smash games have the models with diferent model pieces, mostly the fighters): Free Spot (It May Be You If Good On The Subject)

Anyways, ill be leaving the links to the current game websites

Smash. Online's Website: https://projectsmashlinefangame.blogspot.com/
Main Reveal Trailer: https://www.youtube.com/watch?v=RroxxMDMmcM

anyways, this has been for the showcasing, this project is made with Unity, and remember, GRAB THE SMASH BALL TO THE INTERNET!!!

Complete site archive & Batch downloads

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Hey there,
is there a possibility to implement a complete archive of the site (on torrents or in a zip..) in case when the site would go down ?
Then i want to ask, could there a possibility to download all models from a title to make easier achieving a collection ?

^w^

ripping audio files from KH3 ReMind DLC

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I'm trying to rip some audio files from KH3 ReMind on Ps4. Do you know how to rip clear sound files that have no background noise in them from a DLC PS4 game? If so, what programs/applications should I use?

Drawn to Life Wii is Really Confusing

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So, I just recently got into ripping and emulating games, and one of the games I wanted to start with was Drawn to Life: The Next Chapter for the Wii. I came across quite a few roadblocks in getting to where I am now, and I really need some help on where to go from here, because the rest of the internet has been no help whatsoever.

So, I'll try to walk you through the process I've taken so far. I installed Homebrew and CleanRip onto my Wii and got the .iso for the game onto my Computer. I had to join the files together, and then I loaded the game using Dolphin. Everything worked fine so far. I decided to start by ripping some sprites, and that was also really successful. Now comes the bad part.

I decided to try to rip some models, and so I followed the steps in this thread to try and get the models. After extracting all the files in Partition 1, I began to look through them only to realize that there were no .brres files. Some of the file types I could open, or at least knew they weren't what I was looking for (.txt, .bnr, .img, .inf), but then everything else was either a .bag or .fsb file.
[Image: lcCe7dg.png]
I checked inside all 3 folders, but only found .wad files in "_sys", and the only files in the "HomeButton" folders were .txt, .csv, .arc, and .tpl files, none of which I assume I need.

I ended up finding a way to open the .fsb files using foobar2000 and the vgmstream plugin, so I got those down.

Then the real reason why I came here. No matter where I look, I cannot find anything relating to .bag files in a Wii-related sense. I've Googled every possible combination of words, I even Googled ".bag" "file" "wii" and couldn't find anything. I reached out to experienced friends of mine, and couldn't get anything. 

So, do any of y'all have experience with these types of files, and can you offer some advice on how to access the contents of these files? Thank you.

Hello!

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Hello, people! Big Grin 

I found it quite hard to find the registration token, but I did eventually, and here I am!

Victini Russian Dance


Lack of custom cuphead sprites

Reimport a .prefab into his .dat (PC building simulator)

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So I've extracted "unnamed asset-resources.assets-302739.dat" from PC Building Simulator with Asset Bundle Extractor but only is editable in hex.
Then I've extacted all the game with uTinyRipper, obtaining editable I2Languages.prefab with text editor.
Now how I can reimport the modded file?
If I try build with Unity Engine I get error (with all commercial titles, I think this is normal), but I don't find any other solution.
Thanks

Hello!

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Hi, a virtual hug to all the community... virtual not because quarantine Smile
I translate videogames, so always have news problems trying editing textures and text files Tongue
But I can also help with the acquired skills!
See you around

i wanna rip from DIG DUG Ultra

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so as a die hard DIG DUG fan i found this awesome remake (link below), the problem is i don't know where i can find a rom for this game, as well as an emulator to play it, and a tool to rip it. please help. -StarmanElite

https://www.suruga-ya.com/en/product/145007950

Getting some models to display correctly in Blender 2.8+

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A lot of 3D World and NSMBU models use mirrored texture wrapping, where the texture is mirrored like this in the UV map:

[Image: unknown.png]



However, Blender doesn't support this type of wrapping anymore, so the model ends up looking like this:

[Image: unknown.png]



...which is obviously not right. I've been manually tweaking the UV map so it looks as if it was wrapped correctly, however sometimes this process takes too long or is way too tedious. Is there a way to automate this process or at least make it easier?

Edit: I am aware I could just edit the texture itself to be mirrored, but it's kinda hard to get the UV map in the right position. Also, I'd have to do it for every texture (normal map, specular map, etc)
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