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[TUTORIAL] Manually T-posing screencapped models

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It's Mystie again, and this time, I've got a tutorial on putting a screencapped model into a T-pose!


You've no doubt screencapped an emulator and gotten already posed models, or browsed through The Models Resource and found the same. Well today, I am going to show you how to get them out of their pose.

For this demonstration, I will use Decker from Go! Go! Hypergrind!, while working in Blender.


So here we have Decker, as downloaded from TMR. I already removed his outline, so now we will start on T-posing him.


First, we will straighten out his torso. To do this, we highlight everything from the torso up, in Wireframe View. It is best recommended you use Wireframe View, so that you can highlight even the polygons that are out of the camera's view. Once highlighted, rotate and move the mesh as needed.


Let's do his head next. It is tilted to the side, so we will highlight it, and tilt it until it's straight.


Next is the legs. Neither of his legs look straight, but the left leg is close enough, so let's do the left one.


Now that we've rotated the leg until it's standing straight, we will copy our selection and mirror it to the other side.


With the leg copied and mirrored, we now have to line it up with the other one. To do this, we will slide it over to the right, and zoom in to check if each vertex is properly stuck together or overlapping. To get things perfect, drag each vertex until it is properly aligned with the other one (you will need to zoom in really close).

PLEASE NOTE: When copying and mirroring a mesh, its UVs will appear inside the mesh. This can easily be reversed by clicking on "Recalculate" or "Flip Direction" in the left taskbar when in Edit Mode.


Our last thing to do is the arms. What I do is look to see which arm will be the easiest to alter, and which one has a hand that won't take much to alter either. In this case, his left arm looks the best.


Highlight the arm and rotate/move it. Then highlight the forearm and do the same. (Please note that the forearm may be harder to do)


Now highlight the hand and rotate/move it, with the palm facing down. Next, you will want to highlight the entire arm (and possibly the shoulder), copy and mirror it, then align it to the other side of the body. With this model, I had to stretch some vertexes in his right shoulder in order to leave out holes, but it's not that noticeable.


And now, our crazy cartoon wolf Decker is T-posed! Some parts may not be perfectly straight, but at least he will be easier to rig!

Duplicate games across platforms?

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I'm going to submit sprites and sounds for a game made by a friend, made for both PC and mobile. However, according to him, both versions have exactly the same sprites and sounds, i.e. the files are identical.

So would I submit it as a game in both Mobile Phone and PC/Computer, or just one of them? If so, which one? Maybe just Other Systems?

Recolorme's Colorful Music

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i dont want to clog up the music thread, so here it is.



"A song I started working on when thoughts of complicated stuff arrive, but then, it gets fixed. I might complete this one if it doesn't sound too dissonant. Enjoy!"

C+C would be cool. I'll hand over .ftm's if necessary.

The Music Resource?

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Wouldn't we all Like to have a place where all games in existence could have their music? That's all i'm saying... Wink

Exporting DAE w/Morpher & Skin from 3DS Max

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lol who would've thought exporting a complex stack to something other than a propietary Autodesk format would be a terrible experience.

Turns out the default Collada exporter in 2012 produces invalid garbage (2014 crashes on export lmao), and the OpenCollada exporter appears to be able to save a model with skin or morpher, but not at the same time (The result is a skinless mesh in Max and a skeleton with no visible mesh in Blender).
Anybody had experience with doing something like this before?

edit: hm i could probably combine the seperate skinned mesh and morphing mesh in blender itself and export from there if nothing works in max

TGA to PNG Converter [Alpha-ThatStruggleThough]

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TGA to PNG Converter [Alpha-PIL_Wrapper(Dirty)]
This is a TGA to PNG converter. Created by ThatStruggleThough.
Credits go to the creators of the Python Imaging Library.
I take no liability for whatever happens with this program.

----
Notes:
-the PIL folder is for scripts. That's right, this is a program that runs off of another script, Python Imaging Library. Don't delete it.
-You need a installation of Python 2.7 for this to work, so go get that from here: https://www.python.org/downloads/
-This conversion script supports Alpha transparencies, so transparencies will not be lost! This is extremely useful for converting textures and such.
-Put the folder of textures in the same directory as this program.
-Possibly something I missed?
----
Version History
-Alpha (Dirty)
~First Release

-Beta
~Planned features
(~Conversion to other formats possibly?)

Download here: Download Alpha

XYG Studio [Game Development Kit]

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XYG STUDIO
eXperience Your Game

What is it?
XYG Studio is a runtime-based game development kit that uses SDL and the Squirrel scripting language. When it is done, the editor will run on Windows, Mac, Linux, Open Pandora, and Pyra. The runtime environment itself will be open-source, allowing it to be ported onto any platform, and even rewritten to run using different languages (it's being written in C++, but could be rewritten in C# for XBox or Java for browsers and whatnot). It can even be rewritten to work with other graphics APIs like SFML, OpenGL, SDL2, etc. so it'll work on virtually any platform.


What does it do?
The editor aims to feel as much like Game Maker's as possible while addressing a few issues and adding a bit more control to the way the game works. Although the game structure will be different, the required skill level will be about the same. Rather than mislead users by saying they can make a game without a single line of code (action icons follow the same logic as code, so they're really the same, just with different presentation), the included tutorials will teach how to code in Squirrel while building a game from the ground up.

Some issues found in Game Maker include things like always-on code that does not always do as the developer wants, and causes bloat and overhead when circumvented. XYG solves this by being as minimalistic as possible. Actors, the objects that are placed in a map via the level editor, will only start out with the most essential variables, and leave everything else to the developer to define (i.e. gravity, speed, direction, etc.). Components are like actors, but they have no physical body, so variables like x, y, sprite, shape, etc. are free to be redefined.

The room editor is split into two: a map editor and a level editor. The map editor is just for tiles and solid geometry. The level editor is where actors and components are placed, allowing multiple levels to use the same map. For instance, houses could share a common design and just use different characters to live in them, so recycling maps becomes an effective means of saving file space.

How much will it cost?
Nothing. You don't even need to pay for a license to make commercial games. You are, however, allowed to redistribute it, so long as you don't try to sell the editor or runtime. The project will be entirely donation-funded.

How do exports work?
Games can be exported by building a .xyg file that the runtime will open and play from. This file contains the game's resources and game-specific code, but does not include the standard code the runtime uses, which helps trim down file size. If you're worried about players not having the runtime installed or that a new version may make your game unplayable, simply distribute the required version with your game. The editor will feature an option to create a batch/shell file to handle launching your game for you, so you don't have to reassociate with the old version every time you want to play your game.

Can I help?
The code has not been released yet. I'll post a link as soon as it's up.



Currently, the runtime is stable. I'd been having trouble with a few things earlier, but that's all fixed, so I'm progressing once again. The sprite class is working beautifully, and even cleans itself up at the end of execution. The RE also produces a log file that lists events and their time of execution. Shape classes are almost done. I'm working on using the separating axis theorem for hit detection, since it looks fast and reliable. Keyboard controls are working perfectly now, and I'll be working on the map editor after I've done hit testing. Essentially, I'm doing it in this order:

*Graphics
*Keyboard
*Collision
*Files
*Maps
*Levels
*Scripting
*Joystick
*Sound
*Networking

The editor will be written in Qt, and I'll start that once I've gotten maps implemented. Oh, also, levels will be able to have their own variables as well.

What do you want for christmas?

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Now that it's after midnight, it's officially Black Friday and therefore officially the start of the Christmas season!

What are you wishing for this year?

Opening .hsc,.hmi,.hsi sprite files

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Hello everyone I am trying to rip sprites from the now shut down 2d mmo Windslayer. I have an old game folder with all the files within; the problem comes from the image files. All the image files except for some basic ui files are in .hsc,.hsi,.hmi. I have been looking around for a good month or so and have come up with nothing useful in opening these files. If anyone knows anything about extracting the images from these file formats the information would be much appreciated.
Thank you.

TSR? Pixeltendo?

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I've been revisiting all of the forums I used to frequent many years ago. Very pleased to find that my log in still works here! Never posted a ton, but certainly appreciated the work coming out of this place back when it was Pixeltendo.

So we're the VG Resource now? When did that happen? (I'm sure this has been explained before, feel free to just point me to an explanation if you please. No need to waste those precious keystrokes.) 

Twitch played pokemon one time

The VG Resource Advent Calendar 2014

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You might have remembered that I hosted the previous VG Resource Advent Calendar event last year. Well, I'm doing it again!

Like last year, just try to create pixel art for each of the days from December 1st to December 25th. Even though you could use practically anything from Christmas specials to video games (i.e. dress Mario as Santa), just make sure that it's in the spirit of the holiday season! Also, I would like to see a good deal of these entries themed on the various members of this community.

Anyway, to kick off the advent calendar, I whipped up this little image (which even shows my usual process for creating pixel art).

[Image: VGRChristmasexp_zpsd5fa88c0.png~original]

Have fun!

Star Wars Episode VII trailer released

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[Image: SKLlz1n.png]
*Ignites lightsaber*
pssh... nothin personnel... youngling

I don't know the feel I am feeling.

Mr gimmick like game for the GBA help wanted

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I'm making a Mr gimmick like game for the GBA i was going to be a port but my friend suggested I should make my own game base on the awesome  gameplay of the NES (semi-classic) Mr gimmick.  i need help with the level's and sprite's at the moment it only using sprites from Mr gimmick from when it was a port so if anybody wants to help they can.

4 colours including transparent on all sprites 
4 colours and no transparently on all tile sets

player sprites:
16x16
2 standing sprites (for blinking) 6 in running animation 2 on hit by enemy animation


tile set:
can have animated sprites

and 
flying and waking enemies (when fully incremented)
2-3 in running animation

particle fx's like the star you throw
if you can think of another object i can implement it as one of the power(ups if its good).

boss's i will do the sprites on them (i have a good idea for them)

anybody has characters ideas you can think of if there are good i may implement them in ot it

and i think a it will be good if i continue the toy theme as in gimmick (all the characters being toys)

btw it should run on original GBA hardware in i found a Chinese manufacturer who will make my carts so i will look like a official Nintendo product. Big Grin i may do a kickstarter a sum point so i have the money for them to make the carts (a lot of money)

My Personal Top 30 Model Rip Wishlist!

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Okay so this is NOT technically a request, more of just a post for those who may even care to know what my 'wishlist' is that I refer to once in a while. I don't expect any of these to actually be ripped, and I get the feeling some CAN'T be ripped. I just felt like posting this here since there's no real other place to put it and the request forum is the closest thing. While I would love to see this list fulfilled one day, I know very well it's not likely any time soon, so try not to take it too seriously. It's pretty much like a young child's 'Christmas List' in that it asks for some possibly ridiculous items. I've had it sitting on my Dropbox for a long time idly for no reason really...but anyway, without further ado, I give you my Personal Top 30 Model Rip Wishlist!

01. Lord Fredrik (Donkey Kong Country: Tropical Freeze [Wii U])*
02. Jean Descole (Professor Layton and the Miracle Mask [3DS])
03. Erutus Profiteur (Bravely Default: Flying Fairy [3DS])*
04. Doctor Eggman (Sonic Boom [Wii U/3DS])
05. Orbot (Sonic Boom [Wii U/3DS])
06. Cubot (Sonic Boom [Wii U/ 3DS])
07. Lyric the Last Ancient (Sonic Boom [Wii U/3DS])
08. Angstrom Darkwater (Ratchet and Clank Future: Quest for Booty [PlayStation 3])
09. Romulus Slag (Ratchet & Clank Future: Tools of Destruction [PlayStation 3])
10. Gleeman Vox (Ratchet: Deadlocked/Ratchet: Gladiator [PlayStation 2/PlayStation 3 "HD Release"])
11. Dr. Nefarious (Ratchet and Clank: All 4 One [PlayStation 3])
12. Klunk (Secret Agent Clank [PlayStation 2/PlayStation Portable]
13. Mister Dinkles (Ratchet and Clank: All 4 One [PlayStation 3])
14. Loki Master / Tornaux Spirit (Ratchet and Clank: All 4 One [Playstation 3])
15. The Deadly Six (Sonic Lost World [Wii U/3DS])
16. Final Boss Veigar (League of Legends [PC])
17. Giant Luigi (Mario and Luigi: Dream Team [3DS])*
18. Duck Hunk (Super Smash Brother 4 [3DS/Wii U])
19. Eggplant Wizard (Kid Icarus: Uprising [3DS])
20. Reaper (Kid Icarus: Uprising [3DS])
21. Great Reaper (Kid Icarus: Uprising [3DS])
22. Demon King Arzodius (Monster Manor [3DS])
23. Harmlequin (Monster Manor [3DS])
24. Fynalle (Warrior's Way [3DS])
25. Gold Bone (Mii Force [3DS])
26. Skully (Mii Force [3DS])
27. 'Gold Bone Gang' Basic Members (Mii Force [3DS])
28. The Red Baron (Snoopy: Flying Ace [XBOX 360])*
29. Lord of Games (Banjo Kazooie: Nuts 'n' Bolts [XBOX 360])*
30. Number Woo (Secret Agent Clank [PlayStation 2/PlayStation Portable])

* = Top 5 Priority

And there you have it, my over-the-top lofty wishlist for model rips that may never come to pass in a lifetime. I don't know the point of this honestly, but I just felt I should put it out there just in case someone needs ideas or a reason to rip things out of the blue. I hope you all don't find this too obstructive. Feel free to respond with your own maybe? Or thoughts on potential methods? Up to you really.

MusyX Player

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Has anyone ever heard of  this MusyX Player?

I know nothing about this device. But I hear it play those .pool, .samp, .proj, .sdir, .song files. 



Sprites

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[Image: HI4d6Pn.png]
First of hopefully many, attempting to sprite the 151 original pokemons in order, probably won't actually happen.
Thanks to Virt, Recolorme, and Tellis.

Slow and steady wins the birthday

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Happy birthday Sportoise, hope it's a good one! I don't know you that well but from what I do know you're pretty cool Smile Be sure not to party too fast Tongue

[Image: SG0035-3D-Tortoise-Cake-From-Swens-Homemade-Cake.jpg]

I want to be banned.

Sonic Adventure 2 Fan Remake Development

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[Note] Forgive me if I'm a bit "Not used to" the methods of posting on this site, i'm quite new here.

Hey Guys,

You might not know who i am, or what i do, but i came to run down some intel on a project I' have been working on.
So, I'm a 21 year old guy, who pretty much spends his time on a PC, making stuff, but..
I never really got anywhere until i worked on a SA2 Remake.

Now, this "Project" of mine is a heavy thing, It's been worked on for almost 3 years now.
It's been through a lot of re-done work, Since i had to improve what i did before.
Here's 2 Examples


.png   Shadow 2.png (Size: 68.55 KB / Downloads: 6)


.png   SnSvsEMC.png (Size: 143.58 KB / Downloads: 8)

https://www.youtube.com/watch?v=M1lrUGgn2Aw

That right there is, Shadow The Hedgehog, holding a Green Chaos Emerald.
It's quite late that I've decided to post this on this site, but it's because i haven't had much to learn from here, but now that i have the time, i
think to do so. This Project has had Thousands of Fans Running up to me and following me, creating a fanbase of my own.

I Will try to explain things, so.. 
Here we go!

-{Introduction}-


Hello Guys, i'm thejeterman,
I'd like to bring to attention that a new game is being developed, but is being delayed. The game I'm developing takes a lot of effort of building,Scripting, and taking the time to texture it. All my Builds are made by hand if not helped by a friend. (Very Little) My Game Covers the Adventure Genre and is actually Sonic Adventure Directors Cut X, and Sonic Adventure 2 Battle.

-{Information of Development}-

These games were very popular in 1998 - 2008 until Sega DreamCast and Gamecube (Game Consoles) Died off. but i've been inspired so much by work of others in ROBLOX that i think i'd give a try to replicate these games. it's been a struggle of 3 years, but as the studio updates got better i Increased my Scripting Ability and started to manage to make Sonic Physics (As in Wall Running, Wall Jumping,etc).
I've also done some custom animations with the new Animation Plugin. i can create multiple Worlds for HUBs/Adventure Maps, and also action stages.

-{Disclaimers}-
No i do not Intend to break Copy-Rights of SEGA (1998) Game (Sonic Adventure) and or SEGA (2002) Sonic Adventure 2. I intend to only Re-Create my Childhood.
All Rights are Reserved to SEGA and the Sonic Team.

-{GamePlay}- Well for now i'll be only focusing on Sonic's Gameplay for the time being. Since all the others tend to be a lot more difficult. i've tried scripting Knuckle's Wall Climbing. it's buggy, but it works.
For Sonic's Gameplay we'll be using Fast Paced Action, which brings extraordinary Nostalgia. Highly Detailed Maps that don't lag your PC, (Free Models and or 15k parts + can lag your PC down)



-{Levels}-
The levels are quite accurate, except some in size since my Studio likes to play jokes on me. but i've still done a lot of good levels. 
Visit them here:

Metal Harbor: http://www.roblox.com/Metal-Harbor-place?id=155972448

.png   Metal Harbor Screenshot.png (Size: 288.68 KB / Downloads: 6)

Station Square: http://www.roblox.com/SADX-Station-Square-place?id=139947496

.png   Station Square Screenshot.png (Size: 295.2 KB / Downloads: 1)

Egg Carrier Exterior: http://www.roblox.com/Sonic-Adventure-DX-the-egg-carrier-place?id=96015604

.png   Egg Carrier Screenshot.png (Size: 289.17 KB / Downloads: 2)

Egg Carrier Interior: http://www.roblox.com/The-Egg-Carrier-Interior-place?id=166122756

.png   Egg Carrier2 Screenshot.png (Size: 294.53 KB / Downloads: 2)

Pumpkin Hill: http://www.roblox.com/Pumpkin-Hill-Replica-45-place?id=124996748

.png   Pumpkin Hill Screenshot.png (Size: 312.39 KB / Downloads: 3)

Ark Showdown Cutscene Model: http://www.roblox.com/Ark-Showdown-place?id=188310903

.png   Ark Showdown Screenshot.png (Size: 345.92 KB / Downloads: 3)


-{Character Data}-
Now anyone who is interested in this Topic will be thinking if i will add Character Morphs/Models/Etc? Actually i will i've made Characters Already, (Meshed Replica Characters) With a lot of work into them. and i'd like you to see them here if you want to: 

http://www.roblox.com/Retexture-Showcase-place?id=102301881

.png   Dark Chao Showcase.png (Size: 307.23 KB / Downloads: 5)

-{Job Application}-
I am Accepting people to Apply for Certain things on this project.

1. Scripting

2.Video Trailers/Movie Trailers/Teasers


-{Ending}-
If you have Read to the end of this post, I thank you a lot, for reading Information on my New Development, and i Wish all of you Joy
I have tons of things to fulfill and Bring to the users of ROBLOX, Inspiration and Passion for SADX,SA2B, and other famous ROBLOXian's work have burned me like if i was Fuel. thank you for this chance, i hope you have a wonderful Day. Big Grin

--TJM (Thejeterman)
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