Wild Arms - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Archive (https://www.vg-resource.com/forum-65.html) +--- Forum: July 2014 Archive (https://www.vg-resource.com/forum-139.html) +---- Forum: The Resource (https://www.vg-resource.com/forum-85.html) +----- Forum: The Spriters Resource (https://www.vg-resource.com/forum-5.html) +------ Forum: Ripping Projects (https://www.vg-resource.com/forum-33.html) +------ Thread: Wild Arms (/thread-8896.html) |
RE: Wild Arms - esepablo - 04-18-2011 awesome anyway you can rip out 3d models? RE: Wild Arms - kydogan - 04-18-2011 This is Awsome! ^^ RE: Wild Arms - Davy Jones - 04-19-2011 @esepablo: I'm not very familiar with model ripping, therefore I will concentrate on sprites and textures first. @kydogan: Thx =) This time you get three bosses: http://img34.imageshack.us/img34/2434/luceid.png http://img853.imageshack.us/img853/5895/belselk.png http://img69.imageshack.us/img69/5504/boomerangq.png Nearly finished Zeikfried & Zed, just a few details. RE: Wild Arms - Garamonde - 04-19-2011 Cooool, Boomerang looks like Quick Man. RE: Wild Arms - Davy Jones - 04-20-2011 Now that you said it... The leader of the quarter knights, also the main villain in the game: http://img42.imageshack.us/img42/9872/zeikfried.png RE: Wild Arms - Davy Jones - 04-20-2011 No sunny breakfast for you tomorrow! http://img43.imageshack.us/img43/4638/zedp.png RE: Wild Arms - Garamonde - 04-20-2011 Great job! How much stuff is left in the game to rip, I wonder? It seems you've gotten a lot of the BG's, and you're working on enemies/bosses, you've done items (I think)... RE: Wild Arms - Davy Jones - 04-20-2011 I updated the list on the first site, there are still many backgrounds left and I will only do the dungeons. At the moment, the cities are too annoying to rip for me and not as interesting as the other tilesets. I will also not rip the items, because they're too time expensive. The enemies... yeah, now I will fight with duplicates. My theory: The developers created different sets of high-colour-sprites which they wanted to use in different areas. Each of this sets had more than 256 colours, nevertheless they reduced them all to 8-bit. Now we have dozens of different sets but with identical sprites and different colour gradients. Luckily, most of the enemies and bosses are uneffected cause they were stored in a different file. Exceptions are Alhazad, Lady Harken's transformation to Elmina & vice versa, Agaless, Cap'n Geist & Ceracenian. Agaless & Alhazad have also transparency problems with their black parts. Even more worse than the enemies are the main characters and the NPCs. In this case, every single sprite is affected. I really don't want to spam my sheets with countless twin sprites just due to the colour gradient, but it feels kind of incomplete when I miss them. RE: Wild Arms - Garamonde - 04-20-2011 Hmm, would it be possible to simply include palettes for each sprite, or would it just be easier to have each sprite? I'd do that too, I wouldn't wanna miss anything. RE: Wild Arms - Davy Jones - 04-21-2011 Like the fighters from Mortal Kombat (SNES), the main chars and NPCs have no specified palette. They were drawn, scanned and colour-reduced. It would be far easier to have each sprite, but as said this would result in a giant sheet with lots of duplicates. RE: Wild Arms - Davy Jones - 04-21-2011 http://img695.imageshack.us/img695/6278/motherfried.png Fun fact: Rogue Galaxy has also a "Mother" enemy, but this one lasted longer than 10 seconds. Fun fact 2: In both games, they are not the final boss but the second last. RE: Wild Arms - Garamonde - 04-21-2011 Awesome as always! You seem to be really good at these PSX rips. RE: Wild Arms - Davy Jones - 04-21-2011 I'm ripping for years and I can say it gets easier and easier the more you gain experience through all the games. Nevertheless, I don't like characters with a huge range for their animations, especially when you have to get them from different places in the game. Therefore I focus on monsters, tilesets and battle backgrounds, they can't run away from me (mostly). Tilesets: http://img842.imageshack.us/img842/5381/mountainpass.png Resubmitting: http://img24.imageshack.us/img24/9126/volcannontrap.png Added a few additional sprites and the orb animation, also changed the palette for the small rocks. WIP: http://img845.imageshack.us/img845/9312/mother.png Probably my next enemy sheet. RE: Wild Arms - Garamonde - 04-21-2011 (04-21-2011, 02:18 PM)Davy Jones Wrote: WIP: That enemy looks a lot like Motherfried. RE: Wild Arms - Dazz - 04-22-2011 Great job Davias |