(11-07-2016, 07:56 AM)SickAlice Wrote: [ -> ]I'm new so apologies if this is the wrong forum. I have extracted every game file from the following games:
- Ninja Turtles Mutants In Manhattan (PC)
- Ninja Turtles Danger Of The Ooze (Wii)
- Ninja Turtles Rooftop Run (app)
- Spider-man Unlimited (app)
With the exception of Danger Of The Ooze, I figured how to change everything to usable formats. It's going to take awhile as there is a lot to go through. I'm not familiar with the site though and need help understanding uploading/setting up. Also if anyone has any requests from those three games I'll prioritize it. Thanks. I will also be taking apart Ninja Turtles Battle Nexus, Transformers Devastation and a few Lego games later.
I'm interested in the Spider-Man Unlimited models. Any chance of getting a few screenshots if possible? Also, how'd you manage to rip them? I've tried and failed a few times. Also what formats are the models in?
As for uploading. It's quiet easy. Add all the files to a .zip folder, select the game directory, for example since you've done Mutants In Manhattan go to
https://www.models-resource.com/pc_compu...manhattan/ and click on the "add new model" icon, that's next to the game icon at the top. Fill in the fields:
Approved file types: .OBJ is the most universally recognised model type and is therefore preferred when submitting. It requires an .MTL file to be associated with it. When you export your .OBJ from Blender or 3DS Max after texturing it, the .MTL will be automatically generated. The texture types need to be easily identified, so at the end of the filename add either a "_D" or "_DIFF" for diffuse maps. The images associated with a model should be .PNG format, as it's easy for all users to modify and use. If it is possible and you manage to keep the skeletons / weights, export the model as a .DAE or .FBX( Which I believe is much more easier to use than .DAE )
For the textures, if there is an alpha map within a texture, than you will have to extract it and create a new texture. I use XNView to "Image>Remove Alpha" and save as "_D.png" and than "CTRL+Z" then "Image>Extract>Alpha" and than I'd save this new image as a new texture. This method also works with textures that have multiple maps. If your texture has "RED", "BLUE" and "GREEN" than you could select "Image>Extract>Red", save as "_M1.png" than repeat for "BLUE" and "GREEN".
Also, Peardian, who is an admin on this website, and approves most of the models created this nifty tool:
https://www.vg-resource.com/thread-26680...image+tool. It breaks apart each individual colour and creates a new image.
Model Name: Raphael (Samurai) // Words in the brackets identifies alternate versions. For example check:
https://www.models-resource.com/mobile/i...dsamongus/
Model: Click on "Choose File" and locate the .zip you've created and select it.
Icons can be left blank and the Admin that approves it will create one or if you have a little know-how, you can do them a favour and do it yourself. Icons only require "DIFFUSE" maps, but if you know how to add "NORMAL/BUMP" and "SPECULAR" maps, then you're more than welcome to add them to the icon renders.
Icon: This icon is the small icon that's clustered with the rest of the models in this game category. It needs to be 148 pixels in width, and 125 pixels in height and must have transparent background. I personally, use camera dimensions of 1920x1622 and resize the render with an external image editor.
Big Icon: Pretty much the same as the Icon. This is a larger image so user can see what's available in greater detail. This one has to be 750 pixels in width, 650 pixels in height and must have transparent background. I use the camera dimensions of 1920x1664 and resize via an external image editor.
NOTE: The reason I use larger dimensions for my renders, is that using lower resolution creates blurred icons.
Section: This breaks down your categories. Since Raph is our demo model, we can either input "HEROES" or "CHARACTERS" into the input box. For something, such as a stage element, we can input "PROPS" or "VEHICLES" for a vehicle and so on.
Submitter(s): This will automatically be filled with your username or your submitter name if you've changed it. This tells us who submitted the model. Sometimes, submitters collaborate. I.E: Disney Infinity 1. I needed help from a user by the name of Mystie, because I didn't know how to "repair" normal maps at the time. So when she submitted the models, she gave me credit as well.
NSFW: This is for porn / gore. Just so we're on the same page, porn is naked models, Vanille from Final Fantasy 13 or Sherry Birkin from Resident Evil 6 or Sacred Blade which is based on anime tits. Gore is well... BLOODY HELL <<< See what I did there!
Notes: Notes are for the admin who is checking the model over and you notice something that seems wrong, but the model is in fact right. Or it's too link to a detailed page about the model in question so the admin doesn't have to waste time checking the model over from scratch searching the internet.