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		<title><![CDATA[The VG Resource - Ripping Help]]></title>
		<link>https://archive.vg-resource.com/</link>
		<description><![CDATA[The VG Resource - https://archive.vg-resource.com]]></description>
		<pubDate>Sat, 10 Oct 2026 09:22:56 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Help ripping Pokemon Friends textures]]></title>
			<link>https://archive.vg-resource.com/thread-43772.html</link>
			<pubDate>Mon, 11 Aug 2025 01:53:12 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=83203">DragonTheFolf</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43772.html</guid>
			<description><![CDATA[I dumped the contents of Pokemon Friends and was easily able to get the models into Blender, but all of the textures appear interlaced for some reason<br />
<br />
<img src="https://i.imgur.com/oRgt5kE.png" loading="lazy"  alt="[Image: oRgt5kE.png]" class="mycode_img" /><br />
<br />
In the folder of dumped assets, there is also a folder called `SpriteAssets` containing a bunch of .json files. I did some research, and found that this is a feature built into unity to pack entire spritesheets into a single image and unpack them during runtime. I cannot find a tool to unpack the textures, and i cannot figure out how to read them in Unity. Does anyone know what to do?<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17695" target="_blank" title="">explorer - combined_textures_20250810_tOkfRSk3Y5.png</a> (Size: 248.23 KB / Downloads: 102)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[I dumped the contents of Pokemon Friends and was easily able to get the models into Blender, but all of the textures appear interlaced for some reason<br />
<br />
<img src="https://i.imgur.com/oRgt5kE.png" loading="lazy"  alt="[Image: oRgt5kE.png]" class="mycode_img" /><br />
<br />
In the folder of dumped assets, there is also a folder called `SpriteAssets` containing a bunch of .json files. I did some research, and found that this is a feature built into unity to pack entire spritesheets into a single image and unpack them during runtime. I cannot find a tool to unpack the textures, and i cannot figure out how to read them in Unity. Does anyone know what to do?<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17695" target="_blank" title="">explorer - combined_textures_20250810_tOkfRSk3Y5.png</a> (Size: 248.23 KB / Downloads: 102)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Back to Earth 2 *.imp format and Mariposa *.RWG format]]></title>
			<link>https://archive.vg-resource.com/thread-43770.html</link>
			<pubDate>Sun, 10 Aug 2025 20:39:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=90289">Slangolator</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43770.html</guid>
			<description><![CDATA[Does anybody know how to either open or rip next archives view pictures, textures and 3D models from these two games: 3D top-down flip-screen shooter game Back to Earth 2 by Backspace Software where files are in Data1 file which is in .imp format and 2D 3-match tile-matching puzzle game Mariposa by SplashWorks, Inc. and GameHouse where files are in Mariposa file which is in .RWG format.]]></description>
			<content:encoded><![CDATA[Does anybody know how to either open or rip next archives view pictures, textures and 3D models from these two games: 3D top-down flip-screen shooter game Back to Earth 2 by Backspace Software where files are in Data1 file which is in .imp format and 2D 3-match tile-matching puzzle game Mariposa by SplashWorks, Inc. and GameHouse where files are in Mariposa file which is in .RWG format.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Backyard Football (GameCube) Texture Files]]></title>
			<link>https://archive.vg-resource.com/thread-43605.html</link>
			<pubDate>Wed, 14 May 2025 15:49:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=42178">TWINMILL12</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43605.html</guid>
			<description><![CDATA[I recently tried to extract files of Backyard Football (GameCube), using the Dolphin emulator, and some texture files I got were all .DTM. I tried to convert to PNG, BMP, or VTF (just in case for porting to GMOD or SFM). But some converting websites doesn't actually have the extension for converting .DTM files. I mean there's no idea of what to do with them. Thankfully, in another way, I was able to dump the texture files from Backyard Football (GameCube), and it's all in PNG. But some texture files like the skin color, eyes, ears, mouths, cheeks, hair, clothing colors, shoe colors and expressions are all separated. I can't tell which parts of the texture PNG files go with their matching character description. And I needed help. Could anyone try to organzie the characters textures like the eyes, mouths, hair, colors, clothing in a sheet? It's kinda like a similar task to Pokemon models. Ignore some other files that are not body part related anyway.<br />
<br />
<a href="https://mega.nz/file/z3ZxwSqK#R-En8JbA8qaG3RgcUZDDqfJka9lQjmjKgIDjjjT6dqU" target="_blank" rel="noopener" class="mycode_url">https://mega.nz/file/z3ZxwSqK#R-En8JbA8q...IDjjjT6dqU</a>]]></description>
			<content:encoded><![CDATA[I recently tried to extract files of Backyard Football (GameCube), using the Dolphin emulator, and some texture files I got were all .DTM. I tried to convert to PNG, BMP, or VTF (just in case for porting to GMOD or SFM). But some converting websites doesn't actually have the extension for converting .DTM files. I mean there's no idea of what to do with them. Thankfully, in another way, I was able to dump the texture files from Backyard Football (GameCube), and it's all in PNG. But some texture files like the skin color, eyes, ears, mouths, cheeks, hair, clothing colors, shoe colors and expressions are all separated. I can't tell which parts of the texture PNG files go with their matching character description. And I needed help. Could anyone try to organzie the characters textures like the eyes, mouths, hair, colors, clothing in a sheet? It's kinda like a similar task to Pokemon models. Ignore some other files that are not body part related anyway.<br />
<br />
<a href="https://mega.nz/file/z3ZxwSqK#R-En8JbA8qaG3RgcUZDDqfJka9lQjmjKgIDjjjT6dqU" target="_blank" rel="noopener" class="mycode_url">https://mega.nz/file/z3ZxwSqK#R-En8JbA8q...IDjjjT6dqU</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Help with Texture Ripping - Model Ripping Transformers Tatakai]]></title>
			<link>https://archive.vg-resource.com/thread-43523.html</link>
			<pubDate>Tue, 08 Apr 2025 14:38:29 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=59609">Awesomeness Prime</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43523.html</guid>
			<description><![CDATA[Hi !<br />
<br />
I've had experience swizzling and unswizzling PS2 textures (mapping indicies according to a specific tiling layout used by the PS2) with my own scripts and had success in the past,<br />
I'm trying to rip some textures from another PS2 game,<br />
This game I ripped successfully 4bpp and 8bpp images, and it's indicies are linear in order, no swizzling everytime as far as I've tested.<br />
However,<br />
There's a few of these weird images caliming to be 32bpp in disguise? but are actually 4bpp, one example as follows:<br />
It's header claims it's 64x32 pixels and 32bpp, - there is also a palette with x16 colors.<br />
The headers I believe I'm reading correctly, because I can open 4bpp and 8bpp images no problem.<br />
(4 byte index offset, 2 byte width, 2 byte height, 1 byte bpp, 1 byte data compressed, 2 bytes 256 byte group cumulative count)<br />
I am confident which texture this is in game, because I have the models ripping and the animations importing,<br />
It's a glistening light effect when the Autobot Decepticon Logo Rotates, which is 128x128 pixels and 4bpp.<br />
I was able to rip the BMP image from PCSX2 using TexMod, <br />
64x32x32/8 is the size of the origional binary image data in bytes which = 128x128x4/8. So I think it's most likely just a indicies reordering going on.<br />
I've tried using software such as ConsoleTextureExplorer, TiledGGD, TextureFinder, Tilemolester, but no luck thus far to convert the origional binary data into the correct indicies order.<br />
I'm writing a model and texture opening scripts so it would be nice to have this included for some of the models which use them.<br />
I'll upload both the raw binary index data as a 128x128 BMP file and the correct BMP file.<br />
If anyone is up for it, I'd really appreciate some help please <img src="https://archive.vg-resource.com/images/custom_smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
Here's a link to my work in progress on the models<br />
<a href="https://www.deviantart.com/awesomenessprime1/art/Transformers-Tatakai-call-future-models-1179015226" target="_blank" rel="noopener" class="mycode_url">https://www.deviantart.com/awesomenesspr...1179015226</a><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="Bitmap Image" border="0" alt=".bmp" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17003" target="_blank" title="">4_bpp_unswizzled.BMP</a> (Size: 8.12 KB / Downloads: 165)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="Bitmap Image" border="0" alt=".bmp" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17004" target="_blank" title="">I0_P0.BMP</a> (Size: 8.12 KB / Downloads: 164)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Hi !<br />
<br />
I've had experience swizzling and unswizzling PS2 textures (mapping indicies according to a specific tiling layout used by the PS2) with my own scripts and had success in the past,<br />
I'm trying to rip some textures from another PS2 game,<br />
This game I ripped successfully 4bpp and 8bpp images, and it's indicies are linear in order, no swizzling everytime as far as I've tested.<br />
However,<br />
There's a few of these weird images caliming to be 32bpp in disguise? but are actually 4bpp, one example as follows:<br />
It's header claims it's 64x32 pixels and 32bpp, - there is also a palette with x16 colors.<br />
The headers I believe I'm reading correctly, because I can open 4bpp and 8bpp images no problem.<br />
(4 byte index offset, 2 byte width, 2 byte height, 1 byte bpp, 1 byte data compressed, 2 bytes 256 byte group cumulative count)<br />
I am confident which texture this is in game, because I have the models ripping and the animations importing,<br />
It's a glistening light effect when the Autobot Decepticon Logo Rotates, which is 128x128 pixels and 4bpp.<br />
I was able to rip the BMP image from PCSX2 using TexMod, <br />
64x32x32/8 is the size of the origional binary image data in bytes which = 128x128x4/8. So I think it's most likely just a indicies reordering going on.<br />
I've tried using software such as ConsoleTextureExplorer, TiledGGD, TextureFinder, Tilemolester, but no luck thus far to convert the origional binary data into the correct indicies order.<br />
I'm writing a model and texture opening scripts so it would be nice to have this included for some of the models which use them.<br />
I'll upload both the raw binary index data as a 128x128 BMP file and the correct BMP file.<br />
If anyone is up for it, I'd really appreciate some help please <img src="https://archive.vg-resource.com/images/custom_smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
Here's a link to my work in progress on the models<br />
<a href="https://www.deviantart.com/awesomenessprime1/art/Transformers-Tatakai-call-future-models-1179015226" target="_blank" rel="noopener" class="mycode_url">https://www.deviantart.com/awesomenesspr...1179015226</a><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="Bitmap Image" border="0" alt=".bmp" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17003" target="_blank" title="">4_bpp_unswizzled.BMP</a> (Size: 8.12 KB / Downloads: 165)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="Bitmap Image" border="0" alt=".bmp" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17004" target="_blank" title="">I0_P0.BMP</a> (Size: 8.12 KB / Downloads: 164)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Invizimals: Battle Hunters]]></title>
			<link>https://archive.vg-resource.com/thread-43485.html</link>
			<pubDate>Tue, 25 Mar 2025 13:52:23 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=127289">Maglor_El_Mago</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43485.html</guid>
			<description><![CDATA[Hi,<br />
<br />
I need help to rip the textures from Invizimals Battle Hunters.<br />
<br />
My main goal with this is to extract the icons of the creatures because I was able to get the icons from the previous games and this one is going to be complicated since the servers got shut down long ago so I might need help to rip them.<br />
<br />
The only thing that I sure is that the textures are stored in the .obb file, but I don't know how to proceed.]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
I need help to rip the textures from Invizimals Battle Hunters.<br />
<br />
My main goal with this is to extract the icons of the creatures because I was able to get the icons from the previous games and this one is going to be complicated since the servers got shut down long ago so I might need help to rip them.<br />
<br />
The only thing that I sure is that the textures are stored in the .obb file, but I don't know how to proceed.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Need help getting sprites for Dadish 3]]></title>
			<link>https://archive.vg-resource.com/thread-43451.html</link>
			<pubDate>Mon, 10 Mar 2025 13:07:15 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=126984">esco1</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43451.html</guid>
			<description><![CDATA[Hello I recently joined this forum hoping to get help in how to rip the sprites from Dadish 3 game/apk. I don't really care if its from the APK or the Switch NSP/XCI file I just would like to get the sprites for my 9 years old son who likes to create his own little fan games on scratch. Thank you.]]></description>
			<content:encoded><![CDATA[Hello I recently joined this forum hoping to get help in how to rip the sprites from Dadish 3 game/apk. I don't really care if its from the APK or the Switch NSP/XCI file I just would like to get the sprites for my 9 years old son who likes to create his own little fan games on scratch. Thank you.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[I try to read... PNG files... from an APK]]></title>
			<link>https://archive.vg-resource.com/thread-43370.html</link>
			<pubDate>Thu, 23 Jan 2025 16:16:57 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=61164">Nemesis666</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43370.html</guid>
			<description><![CDATA[Hi,<br />
<br />
I saw an ads about Nikolas Tesla fighting against Stephen Hawking, and I found it funny, so I downloaded the XAPK of "Realms of Pixel" v2.2.5.<br />
<br />
Unfortunately, all PNGs are considered as "not PNG", so, I'm rather surprised...<br />
<br />
I tried to open them with notepad to see any meta data or something like that, but it's just a bunch of letters without any usable intel.<br />
<br />
Do someone had the same issue ?<br />
<br />
Any kind of converter ?<br />
<br />
Thx ^^.]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
I saw an ads about Nikolas Tesla fighting against Stephen Hawking, and I found it funny, so I downloaded the XAPK of "Realms of Pixel" v2.2.5.<br />
<br />
Unfortunately, all PNGs are considered as "not PNG", so, I'm rather surprised...<br />
<br />
I tried to open them with notepad to see any meta data or something like that, but it's just a bunch of letters without any usable intel.<br />
<br />
Do someone had the same issue ?<br />
<br />
Any kind of converter ?<br />
<br />
Thx ^^.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Donkey Kong Country Returns HD Texture Issues]]></title>
			<link>https://archive.vg-resource.com/thread-43362.html</link>
			<pubDate>Sat, 18 Jan 2025 15:45:14 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=98818">Engineer_Gaming0</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43362.html</guid>
			<description><![CDATA[So the other day I was searching though the models and textures from the new Donkey Kong remake and as I went to preview a texture it wouldn't show up I tried to export it but it wouldn't even do that, any help is apricated!<br />
(I use asset ripper because the new remake was made in unity out of all things)<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16806" target="_blank" title="">image_2025-01-18_104359304.png</a> (Size: 64.78 KB / Downloads: 187)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16807" target="_blank" title="">image_2025-01-18_104406942.png</a> (Size: 1.05 KB / Downloads: 145)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[So the other day I was searching though the models and textures from the new Donkey Kong remake and as I went to preview a texture it wouldn't show up I tried to export it but it wouldn't even do that, any help is apricated!<br />
(I use asset ripper because the new remake was made in unity out of all things)<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16806" target="_blank" title="">image_2025-01-18_104359304.png</a> (Size: 64.78 KB / Downloads: 187)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=16807" target="_blank" title="">image_2025-01-18_104406942.png</a> (Size: 1.05 KB / Downloads: 145)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The size of the texture torn by Ninjaripper]]></title>
			<link>https://archive.vg-resource.com/thread-43248.html</link>
			<pubDate>Thu, 12 Dec 2024 01:25:29 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=121859">ysj734</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43248.html</guid>
			<description><![CDATA[I used NinjaRipper to tear the texture of Conqueror's Blade, which is 512 * 512. Is there any way for me to obtain a larger texture]]></description>
			<content:encoded><![CDATA[I used NinjaRipper to tear the texture of Conqueror's Blade, which is 512 * 512. Is there any way for me to obtain a larger texture]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ripping UI from Mega Man X Legacy Collection on PC]]></title>
			<link>https://archive.vg-resource.com/thread-43210.html</link>
			<pubDate>Fri, 06 Dec 2024 02:50:57 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=17351">Unknowni123</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43210.html</guid>
			<description><![CDATA[Hi everybody. I know that <span style="font-style: italic;" class="mycode_i">Mega Man X Legacy Collection</span>'s gallery is already uploaded to the Spriters Resource and people have even figured out the sprites from the individual games, but the UI textures from the X Challenge mode remain at large afaik. There's a couple of threads on this game back from when it first came out, but none of them have very specific tips or instructions. If we can nail down a method in this thread, people won't have to ask anymore.<br />
<br />
So far, I've found a lot of .arc files. I'm going for the ones in nativeDX10/Common/romPC atm. When I try to open them with ARCtool, I get files with random letters and numbers as extensions (like "MetalsharkPrayer.619CF7E7"). I finally found out the .tex files have the ".241F5DEB" extension. But when I tried Random Talking Bush's bms script for "CapcomMTFrameworkPC_TEX", it didn't get me anything. Idk.<br />
<br />
So I ended up using DDDA Image Viewer to get them instead. That worked, but the textures aren't the very high quality and are colored green for some reason. <a href="https://imgur.com/a/FXHVNPS" target="_blank" rel="noopener" class="mycode_url">https://imgur.com/a/FXHVNPS</a> I tried swapping the green and alpha channels, but it didn't fix much.<br />
<br />
Any advice on how to get these in higher quality and in color?]]></description>
			<content:encoded><![CDATA[Hi everybody. I know that <span style="font-style: italic;" class="mycode_i">Mega Man X Legacy Collection</span>'s gallery is already uploaded to the Spriters Resource and people have even figured out the sprites from the individual games, but the UI textures from the X Challenge mode remain at large afaik. There's a couple of threads on this game back from when it first came out, but none of them have very specific tips or instructions. If we can nail down a method in this thread, people won't have to ask anymore.<br />
<br />
So far, I've found a lot of .arc files. I'm going for the ones in nativeDX10/Common/romPC atm. When I try to open them with ARCtool, I get files with random letters and numbers as extensions (like "MetalsharkPrayer.619CF7E7"). I finally found out the .tex files have the ".241F5DEB" extension. But when I tried Random Talking Bush's bms script for "CapcomMTFrameworkPC_TEX", it didn't get me anything. Idk.<br />
<br />
So I ended up using DDDA Image Viewer to get them instead. That worked, but the textures aren't the very high quality and are colored green for some reason. <a href="https://imgur.com/a/FXHVNPS" target="_blank" rel="noopener" class="mycode_url">https://imgur.com/a/FXHVNPS</a> I tried swapping the green and alpha channels, but it didn't fix much.<br />
<br />
Any advice on how to get these in higher quality and in color?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[symphony of the night stage backgrounds]]></title>
			<link>https://archive.vg-resource.com/thread-43095.html</link>
			<pubDate>Sat, 19 Oct 2024 20:38:48 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=64090">Dark_Ansem</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43095.html</guid>
			<description><![CDATA[I'm a bit at my wit's end. I'm trying to get the backgrounds from Symphony of the night (without the various gameplay elements) but even PPSSPP with the GUI interface dump is failing to get the proper palette. Any help would be appreciated.]]></description>
			<content:encoded><![CDATA[I'm a bit at my wit's end. I'm trying to get the backgrounds from Symphony of the night (without the various gameplay elements) but even PPSSPP with the GUI interface dump is failing to get the proper palette. Any help would be appreciated.]]></content:encoded>
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			<title><![CDATA[Xbox 360 Minecraft Cape]]></title>
			<link>https://archive.vg-resource.com/thread-43060.html</link>
			<pubDate>Mon, 30 Sep 2024 01:45:26 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=120742">jisdioa2das</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43060.html</guid>
			<description><![CDATA[So in the xbox 360 version developers had an xbox 360 cape (as seen here <a href="https://web.archive.org/web/20220326205242/https://twitter.com/PopsRamjet/status/1128979747382452224" target="_blank" rel="noopener" class="mycode_url">https://web.archive.org/web/202203262052...7382452224</a>) I was wondering if anyone could get the original texture for this?]]></description>
			<content:encoded><![CDATA[So in the xbox 360 version developers had an xbox 360 cape (as seen here <a href="https://web.archive.org/web/20220326205242/https://twitter.com/PopsRamjet/status/1128979747382452224" target="_blank" rel="noopener" class="mycode_url">https://web.archive.org/web/202203262052...7382452224</a>) I was wondering if anyone could get the original texture for this?]]></content:encoded>
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			<title><![CDATA[Monster Hunter Stories PC port textures]]></title>
			<link>https://archive.vg-resource.com/thread-42805.html</link>
			<pubDate>Wed, 26 Jun 2024 02:49:16 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=116936">NeedsMoreBirds</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-42805.html</guid>
			<description><![CDATA[I'd like some help, advice, or tool suggestions for converting the game's .tex files.<br />
<br />
Many of them can be handled by the conversion tool developed for MHS2, but it seems like the majority of them can't - I get a .dds file that has dimension information but looks otherwise blank once opened, or a .dds with no listed dimensions that can't be opened in IrfanView or GIMP. I've also tried the tools in ReviLib, but I haven't had much success with those either. I can use those tools to get the models, at least.<br />
<br />
Does anybody have any suggestions on what to try next?]]></description>
			<content:encoded><![CDATA[I'd like some help, advice, or tool suggestions for converting the game's .tex files.<br />
<br />
Many of them can be handled by the conversion tool developed for MHS2, but it seems like the majority of them can't - I get a .dds file that has dimension information but looks otherwise blank once opened, or a .dds with no listed dimensions that can't be opened in IrfanView or GIMP. I've also tried the tools in ReviLib, but I haven't had much success with those either. I can use those tools to get the models, at least.<br />
<br />
Does anybody have any suggestions on what to try next?]]></content:encoded>
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			<title><![CDATA[Ripping explosion sprites from Goldsrc]]></title>
			<link>https://archive.vg-resource.com/thread-42799.html</link>
			<pubDate>Sat, 22 Jun 2024 20:39:02 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=117096">lazysmokexxx</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-42799.html</guid>
			<description><![CDATA[Using GCFscape, I've been looking inside the wad files for Half Life 1, but I cannot for the life of me find where the explosion effects are located. <br />
<br />
Valve games, especially older ones, don't seem to be commonly ripped online, so I've been running around in circles for a while now it feels like. Anyone maybe familiar with ripping from the Goldsrc engine know where these would be located? I'm thinking it might not even be in the wad files at this point.]]></description>
			<content:encoded><![CDATA[Using GCFscape, I've been looking inside the wad files for Half Life 1, but I cannot for the life of me find where the explosion effects are located. <br />
<br />
Valve games, especially older ones, don't seem to be commonly ripped online, so I've been running around in circles for a while now it feels like. Anyone maybe familiar with ripping from the Goldsrc engine know where these would be located? I'm thinking it might not even be in the wad files at this point.]]></content:encoded>
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			<title><![CDATA[Some help with some Spirit Tracks textures]]></title>
			<link>https://archive.vg-resource.com/thread-42777.html</link>
			<pubDate>Sat, 15 Jun 2024 13:22:28 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=110747">Walt1700</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-42777.html</guid>
			<description><![CDATA[I'm trying to rip the textures for ST Link's facial expressions because the model currently on the resource page lacks them.<br />
<br />
The problem here is that the "mayu" (eyebrows) and mouth textures are colored weirdly. like they're completely grey and red while the ones on the model in the resource page are of the right colors. I don't know what I'm doing wrong since I haven't done ds ripping in a long time. I have completely forgot how to do this.<br />
<br />
This is from exporting them straight out of the NSBTX files, so is there a way to extract them with the correct colors?<br />
<br />
I wish i could show pictures but attaching them isn't an option on this forum.]]></description>
			<content:encoded><![CDATA[I'm trying to rip the textures for ST Link's facial expressions because the model currently on the resource page lacks them.<br />
<br />
The problem here is that the "mayu" (eyebrows) and mouth textures are colored weirdly. like they're completely grey and red while the ones on the model in the resource page are of the right colors. I don't know what I'm doing wrong since I haven't done ds ripping in a long time. I have completely forgot how to do this.<br />
<br />
This is from exporting them straight out of the NSBTX files, so is there a way to extract them with the correct colors?<br />
<br />
I wish i could show pictures but attaching them isn't an option on this forum.]]></content:encoded>
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