Posts: 970
Threads: 33
Joined: May 2008
10-18-2014, 03:21 PM
(This post was last modified: 10-18-2014, 03:43 PM by Pik.)
Yeah. NPCs are always low poly, but they have detailed textures and are better than 64 models. Here's a comparison of Anju and the weird ass lady.
Also found this test dirt texture. Cool, but pretty damn useless
Then there's this bad boy
Posts: 2,914
Threads: 96
Joined: Dec 2009
10-18-2014, 04:25 PM
(This post was last modified: 10-19-2014, 07:21 AM by E-Man.
Edit Reason: Fixing a typo.
)
(10-18-2014, 02:01 PM)Pik Wrote: Looks like the place I got it from was wiped, damn. I'll have to reupload it and PM you the link
Was this lady ever used in-game, or is she a left over from the n64 version? She's pretty barebones compared to the other OoT 3d characters, even NPCs and townspeople.
I can think of one other guess for what this model is used for. She is likely one of the NPCs from the Hyrule Castle Town Market. Sure, even though the game is a graphical improvement over the original, I recall the character models used there to not look as developed.
(02-27-2014, 07:31 PM)Gors Wrote: DO NOT BE AFRAID TO SUCK. DO NOT BE AFRAID TO SHOW YOUR SUCKY ART. I think this needs to go noticed to everyone, because sucking is not failing. Sucking is part of the fun of learning and if you don't suck, then you won't own at pixelart
it's ok to suck, sucking is not bad, just try and aim to always do your best!
Posts: 901
Threads: 27
Joined: Nov 2011
10-18-2014, 04:25 PM
(This post was last modified: 10-18-2014, 04:26 PM by Peardian.)
That's the itching woman and/or the gossiping woman from Hyrule Castle Town. (I think both characters might use the same model.) Believe it or not, that's still higher in quality than the original model.
Edit: Talk about timing!
Posts: 999
Threads: 40
Joined: Aug 2010
10-18-2014, 06:07 PM
(This post was last modified: 10-18-2014, 06:20 PM by Ploaj.)
Progress of Fire Emblem stuff.
I think I've kinda fixed the file name issue. It appears to have still missed about a file or two, but it's good enough
Quick note/question
The unit map sprites are actually transparent when they come out(dunno why), but I changed my image reader to ignore the transparency.
I think it may have to do with the shadow, but I don't think it's too important. I'm just kinda worried that means the color might be wrong.
Doesn't really look like it, so I don't know.
Edit: had the wrong image
Can you believe some of these come out completely blank?
10-18-2014, 07:18 PM
(This post was last modified: 10-18-2014, 07:19 PM by Dazz.)
You know, I noticed this with Project X Zone's portraits - they had an alpha channel that's semi-transparent... But the images themselves aren't in game;
I couldn't work out how the hell to really effectively use that alpha channel as it would be used by the console. Lucky for Fire Emblem, obviously these sprites don't have any anti-aliasing.
Tsunami Bomb - The Simple Truth
We could run away
Leave behind anything paper
Not knowing where we're going to stay
When there's no Mondays
You're part of me, it's so easy to see the simple truth
When I'm in your arms, I feel safe from harm and sorrow too
You're part of me, it's so easy to see the simple truth
But most of all, nothing couldn't be solved when I'm with you
Posts: 999
Threads: 40
Joined: Aug 2010
10-18-2014, 07:54 PM
(This post was last modified: 10-18-2014, 08:03 PM by Ploaj.)
Not exactly like that.
The image as a whole is transparent. It's really odd, but I think if I just remove the transparency it will be fine.
And, uh, aren't those just alpha masks?
Edit: corrected alpha channel to in-game version
10-18-2014, 07:55 PM
(This post was last modified: 10-18-2014, 07:57 PM by Random Talking Bush.)
Fire Emblem Awakening's character sprites have some sort of "sprite information" in the alpha channel, it doesn't appear to be an actual transparency texture.
Project X Zone's, on the other hand, appear to have their max transparency values clamped at 226 (similarly to how Azumanga Daioh Puzzle Bobble was), I know there's a setting in TiledGGD that recalculates the alpha channel based on minimum/maximum values. That'll take a bit of work to get looking properly...
(EDIT: I'm a little bit late there.)
Posts: 999
Threads: 40
Joined: Aug 2010
10-18-2014, 08:05 PM
(This post was last modified: 10-18-2014, 10:52 PM by Ploaj.)
Oh, that's neat.
I'm guessing it's because some character can have different hair colors, so the hair is separate. I was wondering about that.
So that colors aren't wrong! Yay!
I edited my above post to show what they look like when merged with 226 being the max alpha value.
I have a program to do it. I could edit it to auto add it to the sheets.
Edit:
Made a program that will input this sheet
http://www.spriters-resource.com/resourc.../62481.png
and export this one
http://i.imgur.com/3dNxewv.png
That is, if you want.
Should work with all the portraits sheets.
Edit:
Alright, so this is it
All the portraits are ripped and ready to be sheeted.
I even put them in folders labeled with their names.
But before I get to work on them, I needed an opinion on how to sheet them.
http://i.imgur.com/zLBign0.png
Is the blush too hard to see?
It's near impossible on a white background.
And should I put the cut-ins on their own sheet, or are they fine?
Posts: 4
Threads: 0
Joined: Oct 2014
The blush may be hard to see, but honestly that just means it's a perfect match for how it is in-game; i don't think any part of the game made it any more visible at any time. I honestly think the cut-ins are best left in with their respective portrait sheet.
10-19-2014, 04:31 AM
(This post was last modified: 10-19-2014, 04:32 AM by Dazz.)
I think that, while it is hard to see, there's no other real way of providing it without it being too hard to see. I'd say that's a great sheet!
In terms of Project X Zone, that Mega Man portrait is incorrect; notice when you zoom in that the character is semi-transparent:
This is what confuses me.
Tsunami Bomb - The Simple Truth
We could run away
Leave behind anything paper
Not knowing where we're going to stay
When there's no Mondays
You're part of me, it's so easy to see the simple truth
When I'm in your arms, I feel safe from harm and sorrow too
You're part of me, it's so easy to see the simple truth
But most of all, nothing couldn't be solved when I'm with you
Posts: 999
Threads: 40
Joined: Aug 2010
10-19-2014, 06:38 AM
(This post was last modified: 10-19-2014, 06:48 AM by Ploaj.)
This is right: http://i.imgur.com/YSTEyLh.png
I'll send you the updated program
Edit:
Turns out the program actually wasn't wrong.
Check the sheet fixer transparency from my post after that.
It's fine there. Dunno why the one portrait was off.
Posts: 970
Threads: 33
Joined: May 2008
10-19-2014, 10:46 AM
(This post was last modified: 10-19-2014, 10:50 AM by Pik.)
oh baby the temple of time...
The way they do the floor reflection is effective, but hilarious. I suspected it when I played the game. (A lot of games do this)
Posts: 515
Threads: 31
Joined: Aug 2014
Mirrored on the bottom. Who would have thought.
I have ocarina of time 3d's file system to, characters and all.
Perhaps you can PM me the CMB viewer?
Even looking for Gannon for a while, but since it's possible now I might as well see if I can help any.
Posts: 4
Threads: 0
Joined: Oct 2014
Posts: 970
Threads: 33
Joined: May 2008
10-19-2014, 11:36 AM
(This post was last modified: 10-19-2014, 11:45 AM by Pik.)
Oh yea, Ganon is in zelda_ganon_demo.zar, while Pig Ganon is in zelda_ganon2.zar. Both located in the actor folder.
I also found his organ and his castle. Neat!
|