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	<channel>
		<title><![CDATA[The VG Resource - Model Discussion]]></title>
		<link>https://archive.vg-resource.com/</link>
		<description><![CDATA[The VG Resource - https://archive.vg-resource.com]]></description>
		<pubDate>Sat, 10 Oct 2026 10:11:11 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Wii U ripping?]]></title>
			<link>https://archive.vg-resource.com/thread-25256.html</link>
			<pubDate>Fri, 27 Jun 2014 17:40:20 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=12195">LeBronFilms</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-25256.html</guid>
			<description><![CDATA[Hey guys,<br />
<br />
I've been out of the whole model-ripping scene for a while now. Has anyone got a method to rip Wii U game models yet? Google keeps finding unrelated articles and threads. So I thought I'd ask around here.<br />
<br />
Thanks guys,<br />
Jay]]></description>
			<content:encoded><![CDATA[Hey guys,<br />
<br />
I've been out of the whole model-ripping scene for a while now. Has anyone got a method to rip Wii U game models yet? Google keeps finding unrelated articles and threads. So I thought I'd ask around here.<br />
<br />
Thanks guys,<br />
Jay]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Mortal Kombat Deadly Alliance]]></title>
			<link>https://archive.vg-resource.com/thread-25234.html</link>
			<pubDate>Tue, 24 Jun 2014 17:35:48 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=28765">MarioSonicU</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-25234.html</guid>
			<description><![CDATA[I was wondering if there is a way to rip models from this game? (Game is for PS2, Xbox, and GCN)]]></description>
			<content:encoded><![CDATA[I was wondering if there is a way to rip models from this game? (Game is for PS2, Xbox, and GCN)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Cleaning up random gaps tutorial]]></title>
			<link>https://archive.vg-resource.com/thread-25211.html</link>
			<pubDate>Thu, 19 Jun 2014 17:27:31 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=28618">Jinzo-Advance</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-25211.html</guid>
			<description><![CDATA[I doubt I'm the only one who is has encountered this problem, but for those who want to know how to fix it, I am here to help. Let's take a look at what we are talking about in Blender:<br />
<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=4399" target="_blank" title="">Dudley Puppy Tut 1.png</a> (Size: 321.17 KB / Downloads: 1347)
<!-- end: postbit_attachments_attachment --><br />
<br />
The first step is to select the mesh and go into edit mode. The next photo will show you what you need to do next.<br />
<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=4400" target="_blank" title="">Dudley Puppy Tut 2.png</a> (Size: 329.91 KB / Downloads: 1030)
<!-- end: postbit_attachments_attachment --><br />
<br />
Now that we are in edit mode, let's make sure all vertices are selected and remove doubles. If only some of them are selected, press the A key twice to unselect and reselect everything. Once the doubles are removed, we'll be able to go to the next step: Recalculating the normals.<br />
<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=4401" target="_blank" title="">Dudley Puppy Tut 3.png</a> (Size: 328.15 KB / Downloads: 992)
<!-- end: postbit_attachments_attachment --><br />
<br />
There are several ways to do this, but I recommend pressing CTRL and N. You could also click on the Shading/UVs tab and recalculate them from there or go to mesh menu and select normals, then recalculate outside to do the same thing. We still the odds lines to deal with though.<br />
<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=4402" target="_blank" title="">Dudley Puppy Tut 4.png</a> (Size: 362.21 KB / Downloads: 957)
<!-- end: postbit_attachments_attachment --><br />
<br />
Click where it says Mesh, go to Clean up, then click Delete Loose. This should solve the issue with loose dots and lines. If done correctly, your ripped model should end up looking more like this.<br />
<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=4403" target="_blank" title="">Dudley Puppy Results.png</a> (Size: 292.61 KB / Downloads: 1053)
<!-- end: postbit_attachments_attachment --><br />
<br />
I hope this helps people. If you have any thing you'd like to say, any questions you want to ask, or want to show off any work this helped you with, please feel free to do so.]]></description>
			<content:encoded><![CDATA[I doubt I'm the only one who is has encountered this problem, but for those who want to know how to fix it, I am here to help. Let's take a look at what we are talking about in Blender:<br />
<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=4399" target="_blank" title="">Dudley Puppy Tut 1.png</a> (Size: 321.17 KB / Downloads: 1347)
<!-- end: postbit_attachments_attachment --><br />
<br />
The first step is to select the mesh and go into edit mode. The next photo will show you what you need to do next.<br />
<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=4400" target="_blank" title="">Dudley Puppy Tut 2.png</a> (Size: 329.91 KB / Downloads: 1030)
<!-- end: postbit_attachments_attachment --><br />
<br />
Now that we are in edit mode, let's make sure all vertices are selected and remove doubles. If only some of them are selected, press the A key twice to unselect and reselect everything. Once the doubles are removed, we'll be able to go to the next step: Recalculating the normals.<br />
<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=4401" target="_blank" title="">Dudley Puppy Tut 3.png</a> (Size: 328.15 KB / Downloads: 992)
<!-- end: postbit_attachments_attachment --><br />
<br />
There are several ways to do this, but I recommend pressing CTRL and N. You could also click on the Shading/UVs tab and recalculate them from there or go to mesh menu and select normals, then recalculate outside to do the same thing. We still the odds lines to deal with though.<br />
<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=4402" target="_blank" title="">Dudley Puppy Tut 4.png</a> (Size: 362.21 KB / Downloads: 957)
<!-- end: postbit_attachments_attachment --><br />
<br />
Click where it says Mesh, go to Clean up, then click Delete Loose. This should solve the issue with loose dots and lines. If done correctly, your ripped model should end up looking more like this.<br />
<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=4403" target="_blank" title="">Dudley Puppy Results.png</a> (Size: 292.61 KB / Downloads: 1053)
<!-- end: postbit_attachments_attachment --><br />
<br />
I hope this helps people. If you have any thing you'd like to say, any questions you want to ask, or want to show off any work this helped you with, please feel free to do so.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Smooth shading with Blender tutorial]]></title>
			<link>https://archive.vg-resource.com/thread-25181.html</link>
			<pubDate>Sat, 14 Jun 2014 10:19:06 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=28618">Jinzo-Advance</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-25181.html</guid>
			<description><![CDATA[I have seen a number of models on the model resource that could use some work in regards to smooth shading. Applying smooth shading doesn't work as well as it should. But there is a solution. For this tutorial, I will be using the Lopunny Model from Random Talking Bush and Mighty Jetters to make it look fluffier. I will also be using Blender 2.70 for this tutorial. <br />
<br />
Before we begin, I would like to warn people that I have seen this cause some issues on some models I have experimented on, so it is a good idea to keep a back up of your model around just to be safe.<br />
<br />
First off, load your model into Blender. You might see it as a white object. Don't worry too much about the lack of color. The concern of this tutorial is the sharp edges. Start by selecting a flat object. Look for where it says object mode at the bottom of the 3d view window. Change that to edit mode.<br />
<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=4379" target="_blank" title="">Fluffier Lopunny step 1.png</a> (Size: 418.55 KB / Downloads: 1170)
<!-- end: postbit_attachments_attachment --><br />
<br />
With all vertices of the model you want to smooth selected, you should be ready to take on this next part. If they are not selected press the A key until everything is (usually once or twice). In the tools tab on the left side of the window, click Remove Doubles. You'll get a notices about removed vertices. This is a sign you did it right.<br />
<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=4380" target="_blank" title="">Fluffier Lopunny Step 2.png</a> (Size: 416.91 KB / Downloads: 1089)
<!-- end: postbit_attachments_attachment --><br />
<br />
This next part is where we finally make Lopunny fluffier. With all remaining vertices selected, click the Shading/UVs tab. Now click smooth. <br />
<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=4381" target="_blank" title="">Fluffier Lopunny Step 3.png</a> (Size: 548.26 KB / Downloads: 952)
<!-- end: postbit_attachments_attachment --><br />
<br />
You'll notice the selected (yellow) portion should look smoother now if you followed the steps in order. If you had skipped the previous step in hopes of making your model look smoother faster, you might not have gotten the results you wanted. Go back and do step 2, that should fix it.<br />
<br />
With a little effort and experimenting with blender, it is possible to get Lopunny and other meshes to look more like this:<br />
<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=4390" target="_blank" title="">Fluffier Lopunny results.png</a> (Size: 382.23 KB / Downloads: 1127)
<!-- end: postbit_attachments_attachment --><br />
<br />
If you find this tutorial useful, I have finished another one that involves meshes with random holes and lines in them next. Feel free to leave comments, ask questions, and show off what this tutorial has helped you with.]]></description>
			<content:encoded><![CDATA[I have seen a number of models on the model resource that could use some work in regards to smooth shading. Applying smooth shading doesn't work as well as it should. But there is a solution. For this tutorial, I will be using the Lopunny Model from Random Talking Bush and Mighty Jetters to make it look fluffier. I will also be using Blender 2.70 for this tutorial. <br />
<br />
Before we begin, I would like to warn people that I have seen this cause some issues on some models I have experimented on, so it is a good idea to keep a back up of your model around just to be safe.<br />
<br />
First off, load your model into Blender. You might see it as a white object. Don't worry too much about the lack of color. The concern of this tutorial is the sharp edges. Start by selecting a flat object. Look for where it says object mode at the bottom of the 3d view window. Change that to edit mode.<br />
<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=4379" target="_blank" title="">Fluffier Lopunny step 1.png</a> (Size: 418.55 KB / Downloads: 1170)
<!-- end: postbit_attachments_attachment --><br />
<br />
With all vertices of the model you want to smooth selected, you should be ready to take on this next part. If they are not selected press the A key until everything is (usually once or twice). In the tools tab on the left side of the window, click Remove Doubles. You'll get a notices about removed vertices. This is a sign you did it right.<br />
<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=4380" target="_blank" title="">Fluffier Lopunny Step 2.png</a> (Size: 416.91 KB / Downloads: 1089)
<!-- end: postbit_attachments_attachment --><br />
<br />
This next part is where we finally make Lopunny fluffier. With all remaining vertices selected, click the Shading/UVs tab. Now click smooth. <br />
<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=4381" target="_blank" title="">Fluffier Lopunny Step 3.png</a> (Size: 548.26 KB / Downloads: 952)
<!-- end: postbit_attachments_attachment --><br />
<br />
You'll notice the selected (yellow) portion should look smoother now if you followed the steps in order. If you had skipped the previous step in hopes of making your model look smoother faster, you might not have gotten the results you wanted. Go back and do step 2, that should fix it.<br />
<br />
With a little effort and experimenting with blender, it is possible to get Lopunny and other meshes to look more like this:<br />
<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=4390" target="_blank" title="">Fluffier Lopunny results.png</a> (Size: 382.23 KB / Downloads: 1127)
<!-- end: postbit_attachments_attachment --><br />
<br />
If you find this tutorial useful, I have finished another one that involves meshes with random holes and lines in them next. Feel free to leave comments, ask questions, and show off what this tutorial has helped you with.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Resource Zipper]]></title>
			<link>https://archive.vg-resource.com/thread-25178.html</link>
			<pubDate>Fri, 13 Jun 2014 23:27:42 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=24955">TheGameScythe</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-25178.html</guid>
			<description><![CDATA[This probably won't be too useful, but here:<br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="http://i.imgur.com/YheOZY8.png?1" loading="lazy"  alt="[Image: YheOZY8.png?1]" class="mycode_img" /></div>
<br />
It can create a readme, while creating a zip file from the folder you've selected.<br />
<br />
<a href="https://www.dropbox.com/s/xial7movy98o17m/Resource-Zipper.zip" target="_blank" rel="noopener" class="mycode_url">Download</a><br />
<a href="https://github.com/Super-Speed/Resource-Zipper" target="_blank" rel="noopener" class="mycode_url">Source Code</a><br />
<br />
If you have any requests, post it here <img src="https://archive.vg-resource.com/images/custom_smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
Have fun <img src="https://archive.vg-resource.com/images/custom_smilies/cute.gif" alt="Cute" title="Cute" class="smilie smilie_10" />]]></description>
			<content:encoded><![CDATA[This probably won't be too useful, but here:<br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="http://i.imgur.com/YheOZY8.png?1" loading="lazy"  alt="[Image: YheOZY8.png?1]" class="mycode_img" /></div>
<br />
It can create a readme, while creating a zip file from the folder you've selected.<br />
<br />
<a href="https://www.dropbox.com/s/xial7movy98o17m/Resource-Zipper.zip" target="_blank" rel="noopener" class="mycode_url">Download</a><br />
<a href="https://github.com/Super-Speed/Resource-Zipper" target="_blank" rel="noopener" class="mycode_url">Source Code</a><br />
<br />
If you have any requests, post it here <img src="https://archive.vg-resource.com/images/custom_smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
Have fun <img src="https://archive.vg-resource.com/images/custom_smilies/cute.gif" alt="Cute" title="Cute" class="smilie smilie_10" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[FusionFall Resurrection Demo 1 Models]]></title>
			<link>https://archive.vg-resource.com/thread-25171.html</link>
			<pubDate>Thu, 12 Jun 2014 01:12:56 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=20344">ZetTheLegendaryHero</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-25171.html</guid>
			<description><![CDATA[First off I am new the the forums and I'm not sure if I'm doing this right or if I am posting this in the right place or even if I should be posting this at all on this site.<br />
<br />
     With that out of the way I would like to say here is a couple of models in textures from the 1st demo of FusionFall Resurrection. I would like to say that the models need to be slit in to other small models because I used 3D Ripper DX, which rips the everything in a single frame on a map. I can't split the model myself because my computer my computer is low on memory (both harddrive and ram) so I can't do it because the program will crash.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/unknown.png" title="Unknown" border="0" alt=".rar" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4374" target="_blank" title="">FusionFall Resurrection Demo 1.rar</a> (Size: 23.17 MB / Downloads: 343)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[First off I am new the the forums and I'm not sure if I'm doing this right or if I am posting this in the right place or even if I should be posting this at all on this site.<br />
<br />
     With that out of the way I would like to say here is a couple of models in textures from the 1st demo of FusionFall Resurrection. I would like to say that the models need to be slit in to other small models because I used 3D Ripper DX, which rips the everything in a single frame on a map. I can't split the model myself because my computer my computer is low on memory (both harddrive and ram) so I can't do it because the program will crash.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/unknown.png" title="Unknown" border="0" alt=".rar" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4374" target="_blank" title="">FusionFall Resurrection Demo 1.rar</a> (Size: 23.17 MB / Downloads: 343)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[More Games that has .BRRES Files]]></title>
			<link>https://archive.vg-resource.com/thread-25033.html</link>
			<pubDate>Fri, 23 May 2014 20:39:50 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=21527">D2I0</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-25033.html</guid>
			<description><![CDATA[Here is the one game that does have .BRRES files:<br />
<br />
Mario Party 9]]></description>
			<content:encoded><![CDATA[Here is the one game that does have .BRRES files:<br />
<br />
Mario Party 9]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ninja Ripper Script for Noesis]]></title>
			<link>https://archive.vg-resource.com/thread-24983.html</link>
			<pubDate>Mon, 12 May 2014 23:26:01 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=15110">senjen</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-24983.html</guid>
			<description><![CDATA[Hey guys i just found a script that runs on Noesis<br />
<br />
<a href="http://oasis.xentax.com/index.php?content=downloads" target="_blank" rel="noopener" class="mycode_url">http://oasis.xentax.com/index.php?content=downloads</a><br />
<br />
so you can load the ninja ripper .rip file in Noesis and it works!<br />
<br />
so if you don't want to download 3d studio max use this instead.<br />
<br />
<a href="https://www.dropbox.com/s/78dmlurg2ew2o66/fmt_ninjaripper_rip.py" target="_blank" rel="noopener" class="mycode_url">https://www.dropbox.com/s/78dmlurg2ew2o6...per_rip.py</a>]]></description>
			<content:encoded><![CDATA[Hey guys i just found a script that runs on Noesis<br />
<br />
<a href="http://oasis.xentax.com/index.php?content=downloads" target="_blank" rel="noopener" class="mycode_url">http://oasis.xentax.com/index.php?content=downloads</a><br />
<br />
so you can load the ninja ripper .rip file in Noesis and it works!<br />
<br />
so if you don't want to download 3d studio max use this instead.<br />
<br />
<a href="https://www.dropbox.com/s/78dmlurg2ew2o66/fmt_ninjaripper_rip.py" target="_blank" rel="noopener" class="mycode_url">https://www.dropbox.com/s/78dmlurg2ew2o6...per_rip.py</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The General Model Help Thread]]></title>
			<link>https://archive.vg-resource.com/thread-24982.html</link>
			<pubDate>Mon, 12 May 2014 22:59:26 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=26272">Mystie</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-24982.html</guid>
			<description><![CDATA[Since we have a general help thread for ripping models ("How do you rip models"), but not a general help thread for models themselves, I felt I should make one.<br />
<br />
As some of you may already know, I am having an extremely hard time trying to convert character models from Bayonetta. Ripping them is easy, but converting them with their textures displaying correctly is very, very hard.<br />
<br />
For example, here is default Bayonetta, completely textured and with unneeded meshes removed.<br />
<br />
<img src="http://i1330.photobucket.com/albums/w561/UmbraWitchJeanne/Model%20testing%20and%20troubleshooting/model_help_1_zps89efddd1.png" loading="lazy"  alt="[Image: model_help_1_zps89efddd1.png]" class="mycode_img" /><br />
<br />
<br />
<br />
Now I'll export her to an .obj just to see if the textures are correct, and...<br />
<br />
<img src="http://i1330.photobucket.com/albums/w561/UmbraWitchJeanne/Model%20testing%20and%20troubleshooting/model_help_2_zpsff3ee399.png" loading="lazy"  alt="[Image: model_help_2_zpsff3ee399.png]" class="mycode_img" /><br />
<br />
As you can see, this doesn't look right. The transparency on the glasses lenses aren't working like how they should, and her eyebrows allow me to see into her head (it's not very apparent in this picture, but believe me, if you were to move the viewport around, you can see right into her head).<br />
<br />
What can I do to fix these issues?]]></description>
			<content:encoded><![CDATA[Since we have a general help thread for ripping models ("How do you rip models"), but not a general help thread for models themselves, I felt I should make one.<br />
<br />
As some of you may already know, I am having an extremely hard time trying to convert character models from Bayonetta. Ripping them is easy, but converting them with their textures displaying correctly is very, very hard.<br />
<br />
For example, here is default Bayonetta, completely textured and with unneeded meshes removed.<br />
<br />
<img src="http://i1330.photobucket.com/albums/w561/UmbraWitchJeanne/Model%20testing%20and%20troubleshooting/model_help_1_zps89efddd1.png" loading="lazy"  alt="[Image: model_help_1_zps89efddd1.png]" class="mycode_img" /><br />
<br />
<br />
<br />
Now I'll export her to an .obj just to see if the textures are correct, and...<br />
<br />
<img src="http://i1330.photobucket.com/albums/w561/UmbraWitchJeanne/Model%20testing%20and%20troubleshooting/model_help_2_zpsff3ee399.png" loading="lazy"  alt="[Image: model_help_2_zpsff3ee399.png]" class="mycode_img" /><br />
<br />
As you can see, this doesn't look right. The transparency on the glasses lenses aren't working like how they should, and her eyebrows allow me to see into her head (it's not very apparent in this picture, but believe me, if you were to move the viewport around, you can see right into her head).<br />
<br />
What can I do to fix these issues?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BRRES Viewer UV Issues]]></title>
			<link>https://archive.vg-resource.com/thread-24951.html</link>
			<pubDate>Mon, 05 May 2014 07:10:47 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=19191">Roxasguy</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-24951.html</guid>
			<description><![CDATA[I have a problem with BRRES Viewer. I downloaded Version 1.3.1 and imported some models I extracted from Wii Sports Resort. The UV's work fine in BRRES Viewer. However, no matter how many times I export, no matter what format, no matter what method I use, the UV's are ALWAYS broken in ANY other program apart from BRRES Viewer. Here's a screenshot of the AirShip from Wii Sports Resort in the <span style="font-weight: bold;" class="mycode_b">Viewer:</span><br />
<br />
<img src="http://i61.tinypic.com/105sa46.png" loading="lazy"  alt="[Image: 105sa46.png]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Now in Noesis:</span><br />
<br />
<img src="http://i61.tinypic.com/2v2cbx2.png" loading="lazy"  alt="[Image: 2v2cbx2.png]" class="mycode_img" /><br />
<br />
The proper UV's are in the Viewer, and not in Noesis. The same issue happens in 3ds Max, Unity3D, Blender, and other software. I can't get it to work!<br />
<br />
Any help? Thanks.]]></description>
			<content:encoded><![CDATA[I have a problem with BRRES Viewer. I downloaded Version 1.3.1 and imported some models I extracted from Wii Sports Resort. The UV's work fine in BRRES Viewer. However, no matter how many times I export, no matter what format, no matter what method I use, the UV's are ALWAYS broken in ANY other program apart from BRRES Viewer. Here's a screenshot of the AirShip from Wii Sports Resort in the <span style="font-weight: bold;" class="mycode_b">Viewer:</span><br />
<br />
<img src="http://i61.tinypic.com/105sa46.png" loading="lazy"  alt="[Image: 105sa46.png]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Now in Noesis:</span><br />
<br />
<img src="http://i61.tinypic.com/2v2cbx2.png" loading="lazy"  alt="[Image: 2v2cbx2.png]" class="mycode_img" /><br />
<br />
The proper UV's are in the Viewer, and not in Noesis. The same issue happens in 3ds Max, Unity3D, Blender, and other software. I can't get it to work!<br />
<br />
Any help? Thanks.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[HD 8-bit Remakes in HiSMS and HDNes]]></title>
			<link>https://archive.vg-resource.com/thread-24939.html</link>
			<pubDate>Fri, 02 May 2014 02:52:51 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=28023">Tygerbug</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-24939.html</guid>
			<description><![CDATA[<img src="http://i5.photobucket.com/albums/y191/macbee/alex02B.jpg" loading="lazy"  alt="[Image: alex02B.jpg]" class="mycode_img" /><br />
<img src="http://i5.photobucket.com/albums/y191/macbee/prealex.jpg" loading="lazy"  alt="[Image: prealex.jpg]" class="mycode_img" /><br />
<br />
Alex Kidd in Miracle World HD by MCBRemakes (Marcelo Barbosa)<br />
<br />
<br />
The Sega Master System emulator HiSMS (by Botrops), and the NES emulator HDNES (by mkwong98), are designed to make it possible to create HD remakes of your favorite 8-bit games.<br />
<br />
As you play, the emulators rip the displayed graphics to image files that can be edited in Photoshop, at 2x or 4x the original resolution. The games still play exactly the same, but their graphics can be remade for HD.<br />
<br />
Marcelo Barbosa kicked things off with a gorgeous remake of Alex Kidd in Miracle World for SMS.<br />
<a href="https://www.youtube.com/watch?v=PNcGK_V960Q" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=PNcGK_V960Q</a><br />
<a href="https://www.youtube.com/watch?v=ScyB69dwRA0" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=ScyB69dwRA0</a><br />
<br />
Mkwong has completed a remake of Super Mario Bros., although his art style leaves something to be desired. He also seems to have remade Kung Fu and Bombsweeper.<br />
<a href="https://www.youtube.com/watch?v=N57ApspYHVE&amp;feature=youtu.be" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=N57ApspY...e=youtu.be</a><br />
<br />
It would be possible to create a graphics pack for Super Mario Bros resembling New Super Mario Bros, Paper Mario or an animated style. Games like Kung Fu and SMB don't have a ton of graphics, so there's a lot that can be done.<br />
<br />
Info and downloads:<br />
<a href="http://hisms.orgfree.com/" target="_blank" rel="noopener" class="mycode_url">http://hisms.orgfree.com/</a><br />
<a href="http://forums.nesdev.com/viewtopic.php?f=3&amp;t=9935" target="_blank" rel="noopener" class="mycode_url">http://forums.nesdev.com/viewtopic.php?f=3&amp;t=9935</a><br />
<br />
Mkwong continues to update HDNes.<br />
<br />
I can't get either program to work on my Mac using Wine -- probably because HiSMS uses Direct3D 7 -- but they should work on Windows.<br />
<br />
I'd love to see artists tackle the 8-bit classics.<br />
<br />
Since there are so many 3D models available here from later-gen games, it would be very possible to rig and pose them to match the sprite sheets for the original games, and then use that art in 4x emulation in the games themselves.<br />
<br />
For example, here are the sprite sheets for a few Sega Master System Disney games. These could be recreated with Kingdom Hearts models.<br />
<br />
<img src="http://www.spriters-resource.com/resources/sheets/12/12218.png" loading="lazy"  alt="[Image: 12218.png]" class="mycode_img" /><br />
<br />
<a href="http://www.spriters-resource.com/game_gear/luckydimecaper/" target="_blank" rel="noopener" class="mycode_url">http://www.spriters-resource.com/game_ge...dimecaper/</a><br />
<br />
<img src="http://www.spriters-resource.com/resources/sheets/21/22519.png" loading="lazy"  alt="[Image: 22519.png]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[<img src="http://i5.photobucket.com/albums/y191/macbee/alex02B.jpg" loading="lazy"  alt="[Image: alex02B.jpg]" class="mycode_img" /><br />
<img src="http://i5.photobucket.com/albums/y191/macbee/prealex.jpg" loading="lazy"  alt="[Image: prealex.jpg]" class="mycode_img" /><br />
<br />
Alex Kidd in Miracle World HD by MCBRemakes (Marcelo Barbosa)<br />
<br />
<br />
The Sega Master System emulator HiSMS (by Botrops), and the NES emulator HDNES (by mkwong98), are designed to make it possible to create HD remakes of your favorite 8-bit games.<br />
<br />
As you play, the emulators rip the displayed graphics to image files that can be edited in Photoshop, at 2x or 4x the original resolution. The games still play exactly the same, but their graphics can be remade for HD.<br />
<br />
Marcelo Barbosa kicked things off with a gorgeous remake of Alex Kidd in Miracle World for SMS.<br />
<a href="https://www.youtube.com/watch?v=PNcGK_V960Q" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=PNcGK_V960Q</a><br />
<a href="https://www.youtube.com/watch?v=ScyB69dwRA0" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=ScyB69dwRA0</a><br />
<br />
Mkwong has completed a remake of Super Mario Bros., although his art style leaves something to be desired. He also seems to have remade Kung Fu and Bombsweeper.<br />
<a href="https://www.youtube.com/watch?v=N57ApspYHVE&amp;feature=youtu.be" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=N57ApspY...e=youtu.be</a><br />
<br />
It would be possible to create a graphics pack for Super Mario Bros resembling New Super Mario Bros, Paper Mario or an animated style. Games like Kung Fu and SMB don't have a ton of graphics, so there's a lot that can be done.<br />
<br />
Info and downloads:<br />
<a href="http://hisms.orgfree.com/" target="_blank" rel="noopener" class="mycode_url">http://hisms.orgfree.com/</a><br />
<a href="http://forums.nesdev.com/viewtopic.php?f=3&amp;t=9935" target="_blank" rel="noopener" class="mycode_url">http://forums.nesdev.com/viewtopic.php?f=3&amp;t=9935</a><br />
<br />
Mkwong continues to update HDNes.<br />
<br />
I can't get either program to work on my Mac using Wine -- probably because HiSMS uses Direct3D 7 -- but they should work on Windows.<br />
<br />
I'd love to see artists tackle the 8-bit classics.<br />
<br />
Since there are so many 3D models available here from later-gen games, it would be very possible to rig and pose them to match the sprite sheets for the original games, and then use that art in 4x emulation in the games themselves.<br />
<br />
For example, here are the sprite sheets for a few Sega Master System Disney games. These could be recreated with Kingdom Hearts models.<br />
<br />
<img src="http://www.spriters-resource.com/resources/sheets/12/12218.png" loading="lazy"  alt="[Image: 12218.png]" class="mycode_img" /><br />
<br />
<a href="http://www.spriters-resource.com/game_gear/luckydimecaper/" target="_blank" rel="noopener" class="mycode_url">http://www.spriters-resource.com/game_ge...dimecaper/</a><br />
<br />
<img src="http://www.spriters-resource.com/resources/sheets/21/22519.png" loading="lazy"  alt="[Image: 22519.png]" class="mycode_img" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Tutorial] Blender 2.49B Apply Textures]]></title>
			<link>https://archive.vg-resource.com/thread-24937.html</link>
			<pubDate>Fri, 02 May 2014 02:49:47 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=22914">Ecelon</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-24937.html</guid>
			<description><![CDATA[Blender 2.49B Applying Texture Types Tutorial.<br />
<br />
Before we begin: Please note that I am self-taught. This is by trial and error, so if anything is described incorrectly, please P.M me so I can rectify the mistake.<br />
<br />
Chapter 1: Introduction; Complete;<br />
Chapter 2: Diffuse Maps; Complete;<br />
Chapter 3: Normal / Bump Maps; Incomplete;<br />
Chapter 4: Specular Maps; Incomplete;<br />
Chapter 5: Alpha Maps; Incomplete;<br />
<br />
Chapter #1: Introduction;<br />
As my fiance constantly asks me to texture the models she is working on, and she's slowly learning to model herself, I've decided to type up a tutorial for you. This tutorial will cover a multitude of texture types. This tutorial is written with beginners in mind. As I had more than a nightmarish time trying to learn these simple methods, I thought it best to create tutorials on them. Any feedback and/or questions are welcome.<br />
<br />
Covered Textures in this reading:<br />
<br />
	Diffuse Maps: These maps are the base texture. They provide the mesh with its wonderful array of colours.<br />
<br />
Required Tools:<br />
	A ) Blender 2.49B.<br />
	B ) A mesh, with the map specified above. For this reading, I'm using a Pizza Box from Teenage Mutant Ninja Turtles. You can download it <a href="https://onedrive.live.com/redir?resid=281E7AE56F5F89FF%211049" target="_blank" rel="noopener" class="mycode_url">HERE</a>. This model was ripped by yours truly.<br />
<br />
Chapter 1.A: Setting up the stage;<br />
<br />
	<span style="font-weight: bold;" class="mycode_b">Step 1)</span> Press A. Make sure that no objects are highlighted.<br />
		//Authors Note: The "A" key is a shortcut to select / deselect all meshes.<br />
	<span style="font-weight: bold;" class="mycode_b">Step 2)</span> Right-click the cube that is set on the stage by default.<br />
	<span style="font-weight: bold;" class="mycode_b">Step 3)</span> Press delete, or "x" and delete the cube, as we will not need it.( Fig 1.A )<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="GIF Image" border="0" alt=".gif" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4303" target="_blank" title="">Fig 1.A.gif</a> (Size: 111.14 KB / Downloads: 1724)
<!-- end: postbit_attachments_attachment --><br />
	<span style="font-weight: bold;" class="mycode_b">Step 4)</span> Right-Click the default lamp and camera, and press H. We want to keep the lamp for lighting, the camera for rendering.<br />
	<span style="font-weight: bold;" class="mycode_b">Step 5)</span> Click on File, and import your mesh.( Fig 1.B )<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="GIF Image" border="0" alt=".gif" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4304" target="_blank" title="">Fig 1.B.gif</a> (Size: 139.56 KB / Downloads: 1464)
<!-- end: postbit_attachments_attachment --><br />
<br />
Chapter 2: Diffuse Map;<br />
<br />
	A diffuse map, is named as "XXX.YYY", "XXX_DIFF.YYY", "XXX_D.YYY", etc. XXX = file name. YYY = file type. Different games use different file types. Blender is able to import a nice array of file types. .png, bmp, tga, dds, etc. If the file type can not be imported using Blender, use XNView to open the image, and than save the image as an alternate file type.<br />
<br />
	<span style="font-weight: bold;" class="mycode_b">Step 1)</span> Right-Click on the mesh, and make sure it is highlighted.<br />
	<span style="font-weight: bold;" class="mycode_b">Step 2)</span> Press either F5, or left click on the materials tab.( Fig 2.A )<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="GIF Image" border="0" alt=".gif" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4305" target="_blank" title="">Fig 2.A.gif</a> (Size: 106.79 KB / Downloads: 1918)
<!-- end: postbit_attachments_attachment --><br />
	<span style="font-weight: bold;" class="mycode_b">Step 3)</span> In the "Links And Pipeline" under "Link To Object", left click on "Add New". This will link a material to the object. A material can be linked to multiple objects, by left clicking on the "arrow" that's next to the "Add New" tab.<br />
	<span style="font-weight: bold;" class="mycode_b">Step 4)</span> Rename the material. For this example, I am using "TMNT_Pizza Box", but you can name it whatever you wish.( Fig 2.B )<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="GIF Image" border="0" alt=".gif" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4306" target="_blank" title="">Fig 2.B.gif</a> (Size: 144.82 KB / Downloads: 1792)
<!-- end: postbit_attachments_attachment --><br />
	<span style="font-weight: bold;" class="mycode_b">Step 5)</span> In the "Texture" tab, click on "Add New" and renaming it to something. For this example, I will be using "Kd", but you can use anything that you wish.( Fig 2.C )<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="GIF Image" border="0" alt=".gif" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4307" target="_blank" title="">Fig 2.C.gif</a> (Size: 143.7 KB / Downloads: 1418)
<!-- end: postbit_attachments_attachment --><br />
	<span style="font-weight: bold;" class="mycode_b">Step 6)</span> Click on "Map Input" in the Texture Tab, and change the value from, "Orco" to "UV". Leave all the other values at default. ( Fig 2.D )<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="GIF Image" border="0" alt=".gif" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4308" target="_blank" title="">Fig 2.D.gif</a> (Size: 155.69 KB / Downloads: 1401)
<!-- end: postbit_attachments_attachment --><br />
<span style="font-weight: bold;" class="mycode_b">Step 7)</span> Now click on the "Textures" button and change the "Texture Type" to "Image".( Fig 2.E )<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="GIF Image" border="0" alt=".gif" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4309" target="_blank" title="">Fig 2.E.gif</a> (Size: 113.11 KB / Downloads: 2024)
<!-- end: postbit_attachments_attachment --><br />
	<span style="font-weight: bold;" class="mycode_b">Step 8)</span> Click on "Load" and go to the directory that contains the Texture.<br />
Click on "Add Image".( Fig 2.F )<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="GIF Image" border="0" alt=".gif" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4310" target="_blank" title="">Fig 2.F.gif</a> (Size: 116.07 KB / Downloads: 1744)
<!-- end: postbit_attachments_attachment --><br />
	<span style="font-weight: bold;" class="mycode_b">Step 9)</span> Press F12, to Render your model, which is now textured, with a diffuse map.( Fig 2.E )<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="GIF Image" border="0" alt=".gif" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4311" target="_blank" title="">Fig 2.G.gif</a> (Size: 36.16 KB / Downloads: 1556)
<!-- end: postbit_attachments_attachment --><br />
<span style="font-weight: bold;" class="mycode_b">Step 10)</span> Save the file, by pressing F2. We will be using this model in the next chapter.]]></description>
			<content:encoded><![CDATA[Blender 2.49B Applying Texture Types Tutorial.<br />
<br />
Before we begin: Please note that I am self-taught. This is by trial and error, so if anything is described incorrectly, please P.M me so I can rectify the mistake.<br />
<br />
Chapter 1: Introduction; Complete;<br />
Chapter 2: Diffuse Maps; Complete;<br />
Chapter 3: Normal / Bump Maps; Incomplete;<br />
Chapter 4: Specular Maps; Incomplete;<br />
Chapter 5: Alpha Maps; Incomplete;<br />
<br />
Chapter #1: Introduction;<br />
As my fiance constantly asks me to texture the models she is working on, and she's slowly learning to model herself, I've decided to type up a tutorial for you. This tutorial will cover a multitude of texture types. This tutorial is written with beginners in mind. As I had more than a nightmarish time trying to learn these simple methods, I thought it best to create tutorials on them. Any feedback and/or questions are welcome.<br />
<br />
Covered Textures in this reading:<br />
<br />
	Diffuse Maps: These maps are the base texture. They provide the mesh with its wonderful array of colours.<br />
<br />
Required Tools:<br />
	A ) Blender 2.49B.<br />
	B ) A mesh, with the map specified above. For this reading, I'm using a Pizza Box from Teenage Mutant Ninja Turtles. You can download it <a href="https://onedrive.live.com/redir?resid=281E7AE56F5F89FF%211049" target="_blank" rel="noopener" class="mycode_url">HERE</a>. This model was ripped by yours truly.<br />
<br />
Chapter 1.A: Setting up the stage;<br />
<br />
	<span style="font-weight: bold;" class="mycode_b">Step 1)</span> Press A. Make sure that no objects are highlighted.<br />
		//Authors Note: The "A" key is a shortcut to select / deselect all meshes.<br />
	<span style="font-weight: bold;" class="mycode_b">Step 2)</span> Right-click the cube that is set on the stage by default.<br />
	<span style="font-weight: bold;" class="mycode_b">Step 3)</span> Press delete, or "x" and delete the cube, as we will not need it.( Fig 1.A )<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="GIF Image" border="0" alt=".gif" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4303" target="_blank" title="">Fig 1.A.gif</a> (Size: 111.14 KB / Downloads: 1724)
<!-- end: postbit_attachments_attachment --><br />
	<span style="font-weight: bold;" class="mycode_b">Step 4)</span> Right-Click the default lamp and camera, and press H. We want to keep the lamp for lighting, the camera for rendering.<br />
	<span style="font-weight: bold;" class="mycode_b">Step 5)</span> Click on File, and import your mesh.( Fig 1.B )<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="GIF Image" border="0" alt=".gif" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4304" target="_blank" title="">Fig 1.B.gif</a> (Size: 139.56 KB / Downloads: 1464)
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<br />
Chapter 2: Diffuse Map;<br />
<br />
	A diffuse map, is named as "XXX.YYY", "XXX_DIFF.YYY", "XXX_D.YYY", etc. XXX = file name. YYY = file type. Different games use different file types. Blender is able to import a nice array of file types. .png, bmp, tga, dds, etc. If the file type can not be imported using Blender, use XNView to open the image, and than save the image as an alternate file type.<br />
<br />
	<span style="font-weight: bold;" class="mycode_b">Step 1)</span> Right-Click on the mesh, and make sure it is highlighted.<br />
	<span style="font-weight: bold;" class="mycode_b">Step 2)</span> Press either F5, or left click on the materials tab.( Fig 2.A )<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="GIF Image" border="0" alt=".gif" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4305" target="_blank" title="">Fig 2.A.gif</a> (Size: 106.79 KB / Downloads: 1918)
<!-- end: postbit_attachments_attachment --><br />
	<span style="font-weight: bold;" class="mycode_b">Step 3)</span> In the "Links And Pipeline" under "Link To Object", left click on "Add New". This will link a material to the object. A material can be linked to multiple objects, by left clicking on the "arrow" that's next to the "Add New" tab.<br />
	<span style="font-weight: bold;" class="mycode_b">Step 4)</span> Rename the material. For this example, I am using "TMNT_Pizza Box", but you can name it whatever you wish.( Fig 2.B )<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="GIF Image" border="0" alt=".gif" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4306" target="_blank" title="">Fig 2.B.gif</a> (Size: 144.82 KB / Downloads: 1792)
<!-- end: postbit_attachments_attachment --><br />
	<span style="font-weight: bold;" class="mycode_b">Step 5)</span> In the "Texture" tab, click on "Add New" and renaming it to something. For this example, I will be using "Kd", but you can use anything that you wish.( Fig 2.C )<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="GIF Image" border="0" alt=".gif" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4307" target="_blank" title="">Fig 2.C.gif</a> (Size: 143.7 KB / Downloads: 1418)
<!-- end: postbit_attachments_attachment --><br />
	<span style="font-weight: bold;" class="mycode_b">Step 6)</span> Click on "Map Input" in the Texture Tab, and change the value from, "Orco" to "UV". Leave all the other values at default. ( Fig 2.D )<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="GIF Image" border="0" alt=".gif" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4308" target="_blank" title="">Fig 2.D.gif</a> (Size: 155.69 KB / Downloads: 1401)
<!-- end: postbit_attachments_attachment --><br />
<span style="font-weight: bold;" class="mycode_b">Step 7)</span> Now click on the "Textures" button and change the "Texture Type" to "Image".( Fig 2.E )<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="GIF Image" border="0" alt=".gif" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4309" target="_blank" title="">Fig 2.E.gif</a> (Size: 113.11 KB / Downloads: 2024)
<!-- end: postbit_attachments_attachment --><br />
	<span style="font-weight: bold;" class="mycode_b">Step 8)</span> Click on "Load" and go to the directory that contains the Texture.<br />
Click on "Add Image".( Fig 2.F )<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="GIF Image" border="0" alt=".gif" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4310" target="_blank" title="">Fig 2.F.gif</a> (Size: 116.07 KB / Downloads: 1744)
<!-- end: postbit_attachments_attachment --><br />
	<span style="font-weight: bold;" class="mycode_b">Step 9)</span> Press F12, to Render your model, which is now textured, with a diffuse map.( Fig 2.E )<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="GIF Image" border="0" alt=".gif" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4311" target="_blank" title="">Fig 2.G.gif</a> (Size: 36.16 KB / Downloads: 1556)
<!-- end: postbit_attachments_attachment --><br />
<span style="font-weight: bold;" class="mycode_b">Step 10)</span> Save the file, by pressing F2. We will be using this model in the next chapter.]]></content:encoded>
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		<item>
			<title><![CDATA[Direct3D HAL Model Rip]]></title>
			<link>https://archive.vg-resource.com/thread-24936.html</link>
			<pubDate>Thu, 01 May 2014 20:05:26 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=8110">RadSpyro</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-24936.html</guid>
			<description><![CDATA[I'm asking a long shot question here, but I'll try.<br />
<br />
Is there any known way to rip from a game that uses Direct3D HAL? I've been trying to rip from Fur Fighters for some years now, but the PS2 version appears to use backface culling and the Dreamcast version barely loads, let alone anything else.<br />
<br />
The PC game can be played using Direct 3D HAL, RGB Emulation or ADI Radeon 3000 Graphics. Are any of these possible?<br />
<br />
The file extensions use .skl which I've also been unsuccessful in viewing/ripping.]]></description>
			<content:encoded><![CDATA[I'm asking a long shot question here, but I'll try.<br />
<br />
Is there any known way to rip from a game that uses Direct3D HAL? I've been trying to rip from Fur Fighters for some years now, but the PS2 version appears to use backface culling and the Dreamcast version barely loads, let alone anything else.<br />
<br />
The PC game can be played using Direct 3D HAL, RGB Emulation or ADI Radeon 3000 Graphics. Are any of these possible?<br />
<br />
The file extensions use .skl which I've also been unsuccessful in viewing/ripping.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[My models was reject, i can send again if i fix it?]]></title>
			<link>https://archive.vg-resource.com/thread-24873.html</link>
			<pubDate>Mon, 21 Apr 2014 12:12:34 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=26772">doggyhow</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-24873.html</guid>
			<description><![CDATA[Hi, guys! Nice to meet you!<br />
<br />
i've sended some models ripped for the game Grand Chase, and they was reject because....<br />
<br />
<span style="font-style: italic;" class="mycode_i">"The model does not load or properly display the textures. Either the model is looking in the wrong place for the textures, or a problem with the UV coordinates is preventing the textures from being displayed correctly. In order for models to properly load textures on anybody's computer, materials must be set up using relative file paths. Some programs export models using absolute file paths, which look fine on your computer but break for everyone else.<br />
<br />
Both .DAE and .OBJ formats can easily be edited using any text editor, so texture paths can quickly be changed this way. (.OBJ models have their texture paths stored in .MTL files, so edit these instead.) "</span> - <span style="font-weight: bold;" class="mycode_b">Perdian</span><br />
<br />
----------------------------------------------------------------------<br />
So, i think that i have just to add the .mtl file right? (i removed the .mtl in the submission because i just don't know that it was necessary)<br />
<br />
the UV Maps Works great in my computer like Perdian Says, and i dont need the Mtl for it, like he said too.<br />
<br />
so, i have a question: Can I send that models again, if i fix it? i'm new in the forum and i don't know all the rules of submissions<br />
<br />
(and sorry for my bad english, is because is not my natural language.)]]></description>
			<content:encoded><![CDATA[Hi, guys! Nice to meet you!<br />
<br />
i've sended some models ripped for the game Grand Chase, and they was reject because....<br />
<br />
<span style="font-style: italic;" class="mycode_i">"The model does not load or properly display the textures. Either the model is looking in the wrong place for the textures, or a problem with the UV coordinates is preventing the textures from being displayed correctly. In order for models to properly load textures on anybody's computer, materials must be set up using relative file paths. Some programs export models using absolute file paths, which look fine on your computer but break for everyone else.<br />
<br />
Both .DAE and .OBJ formats can easily be edited using any text editor, so texture paths can quickly be changed this way. (.OBJ models have their texture paths stored in .MTL files, so edit these instead.) "</span> - <span style="font-weight: bold;" class="mycode_b">Perdian</span><br />
<br />
----------------------------------------------------------------------<br />
So, i think that i have just to add the .mtl file right? (i removed the .mtl in the submission because i just don't know that it was necessary)<br />
<br />
the UV Maps Works great in my computer like Perdian Says, and i dont need the Mtl for it, like he said too.<br />
<br />
so, i have a question: Can I send that models again, if i fix it? i'm new in the forum and i don't know all the rules of submissions<br />
<br />
(and sorry for my bad english, is because is not my natural language.)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[3D Model Archive]]></title>
			<link>https://archive.vg-resource.com/thread-24860.html</link>
			<pubDate>Sat, 19 Apr 2014 02:30:42 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=22914">Ecelon</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-24860.html</guid>
			<description><![CDATA[The Model Archive is back!<br />
<br />
<a href="https://onedrive.live.com/redir?resid=281E7AE56F5F89FF%211050" target="_blank" rel="noopener" class="mycode_url">Counter Strike 1.6 Archive</a><br />
<a href="https://onedrive.live.com/redir?resid=281E7AE56F5F89FF%211068" target="_blank" rel="noopener" class="mycode_url">Jurassic Park: Operation Genesis Archive</a><br />
<a href="https://onedrive.live.com/redir?resid=281E7AE56F5F89FF%211081" target="_blank" rel="noopener" class="mycode_url">Resident Evil V</a><br />
<a href="https://onedrive.live.com/redir?resid=281E7AE56F5F89FF%211028" target="_blank" rel="noopener" class="mycode_url">Scarlet Blade Archive</a><br />
<a href="https://onedrive.live.com/redir?resid=281E7AE56F5F89FF%211049" target="_blank" rel="noopener" class="mycode_url">Teenage Mutant Ninja Turtles: Out Of The Sewers Archive</a><br />
<br />
// Mech_Kali_A image scaled by 50% to accommodate 500kb upload rate.<br />
// Scarlet Blade is game with high sexual content... So please, be forewarned that some images may contain graphic nudity. This post has been brought to you by "Your not so friendly neighbourhood Ecelon". All catchphrases, random remarks, copyright 01 A.D. XD This has not been a paid presentation!<br />
<br />
&lt;insert drum roll here&gt;<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">UPDATE #1</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Scarlet Blade</span><br />
<span style="text-decoration: underline;" class="mycode_u">Characters</span><br />
Drina, Eren, Gloria, Katie, Sheryl.<br />
<span style="text-decoration: underline;" class="mycode_u">Mechs</span><br />
Kali_A.<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=4263" target="_blank" title="">S.B_Char_Drina.png</a> (Size: 333.13 KB / Downloads: 2442)
<!-- 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=4264" target="_blank" title="">S.B_Char_Eren.png</a> (Size: 139.49 KB / Downloads: 1938)
<!-- 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=4265" target="_blank" title="">S.B_Char_Gloria.png</a> (Size: 213.24 KB / Downloads: 4287)
<!-- 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=4266" target="_blank" title="">S.B_Char_Katie.png</a> (Size: 378.26 KB / Downloads: 2243)
<!-- 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=4267" target="_blank" title="">S.B_Char_Sheryl.png</a> (Size: 368.12 KB / Downloads: 2488)
<!-- 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=4268" target="_blank" title="">S.B_Mech_Kali_A.png</a> (Size: 220.26 KB / Downloads: 3694)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[The Model Archive is back!<br />
<br />
<a href="https://onedrive.live.com/redir?resid=281E7AE56F5F89FF%211050" target="_blank" rel="noopener" class="mycode_url">Counter Strike 1.6 Archive</a><br />
<a href="https://onedrive.live.com/redir?resid=281E7AE56F5F89FF%211068" target="_blank" rel="noopener" class="mycode_url">Jurassic Park: Operation Genesis Archive</a><br />
<a href="https://onedrive.live.com/redir?resid=281E7AE56F5F89FF%211081" target="_blank" rel="noopener" class="mycode_url">Resident Evil V</a><br />
<a href="https://onedrive.live.com/redir?resid=281E7AE56F5F89FF%211028" target="_blank" rel="noopener" class="mycode_url">Scarlet Blade Archive</a><br />
<a href="https://onedrive.live.com/redir?resid=281E7AE56F5F89FF%211049" target="_blank" rel="noopener" class="mycode_url">Teenage Mutant Ninja Turtles: Out Of The Sewers Archive</a><br />
<br />
// Mech_Kali_A image scaled by 50% to accommodate 500kb upload rate.<br />
// Scarlet Blade is game with high sexual content... So please, be forewarned that some images may contain graphic nudity. This post has been brought to you by "Your not so friendly neighbourhood Ecelon". All catchphrases, random remarks, copyright 01 A.D. XD This has not been a paid presentation!<br />
<br />
&lt;insert drum roll here&gt;<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">UPDATE #1</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Scarlet Blade</span><br />
<span style="text-decoration: underline;" class="mycode_u">Characters</span><br />
Drina, Eren, Gloria, Katie, Sheryl.<br />
<span style="text-decoration: underline;" class="mycode_u">Mechs</span><br />
Kali_A.<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=4263" target="_blank" title="">S.B_Char_Drina.png</a> (Size: 333.13 KB / Downloads: 2442)
<!-- 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=4264" target="_blank" title="">S.B_Char_Eren.png</a> (Size: 139.49 KB / Downloads: 1938)
<!-- 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=4265" target="_blank" title="">S.B_Char_Gloria.png</a> (Size: 213.24 KB / Downloads: 4287)
<!-- 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=4266" target="_blank" title="">S.B_Char_Katie.png</a> (Size: 378.26 KB / Downloads: 2243)
<!-- 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=4267" target="_blank" title="">S.B_Char_Sheryl.png</a> (Size: 368.12 KB / Downloads: 2488)
<!-- 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=4268" target="_blank" title="">S.B_Mech_Kali_A.png</a> (Size: 220.26 KB / Downloads: 3694)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
	</channel>
</rss>