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  #26    
Old October 30th, 2011, 06:25 AM
The 100 Mega Shock
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I've been doing a quick experiment with Photoshop's automatic indexing to get sprites with a small amount of colours quickly and easily, and so far it's come out a lot better than I thought it would.



If I can get a slightly cleaner result from this method it will allow me to manage palettes easily and also gives me a lot of space to separate each body part into a unique colour. Unfortunately my main hang-up is that the model is too low-poly to get a smooth result (Gamecube graphics, what can you do?) and I'm hardly a 3D artist.



edit: Okay I've got this down pretty much as good as it will get - save for a few messy spots like his right knee which is easy enough to edit out later. I've also gone and improved how the lighting hits the model.



As you can see on the left is how much is sprite is separated into unique palette colours. I've got well other 40 colours to work with which lets me make the alternate player colours better variations than changing the entire colour of his body, for example.
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Last edited by The 100 Mega Shock; October 30th, 2011 at 12:13 PM. Reason: Your double post has been automatically merged.
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  #27    
Old November 1st, 2011, 10:51 AM
The 100 Mega Shock
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Yeah, I've got this down. It's not perfect, and it never will be - but it took me less than 15 minutes to take the original renders and turn them into this animation.
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Last edited by The 100 Mega Shock; January 14th, 2012 at 05:19 AM.
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  #28    
Old November 11th, 2011, 12:18 AM
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that blaziken looks awesome , really good.. last mugen game i played it was some DBZ game don't remember the name though it contained all characters from DBZ and DBGT
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  #29    
Old November 14th, 2011, 07:12 AM
The 100 Mega Shock
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If you'll excuse me, I've been playing around with these wonderful gifts from our friends at Creatures Inc.





Otherwise, I'm confident that by this time next week I'll have enough sprites to start programming a basic character who can move around and react to opponents.
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  #30    
Old November 15th, 2011, 04:07 PM
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Looks pretty sweet, i always wanted to play some kind of pokemon fighting game
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  #31    
Old November 15th, 2011, 04:42 PM
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Looks sick. I haven't seen a good MUGEN game in days. You rigged the Blaziken pretty well, the only issue I see is the shoulders, but that's no biggie! Looking forward to this.
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  #32    
Old November 15th, 2011, 05:49 PM
The 100 Mega Shock
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The models are all derived from Poképark, Smash or the nearest available way to extract rigged 3D models (alas nobody has a quick any easy way to get rigged and weighted models from PBR yet, although I got t-pose rips from XD)

His shoulders definitely appear to have gotten messed up when I was squashing and scaling the bones around, so I'm planning on going back to the original model and re-doing it soon. Thankfully it's easy enough to save and load animations onto different models.

Another issue is that the Poképark models don't put a lot of detail into some of the finer points on the rigs. I haven't seen a single model with fully posable hands. Most of them, like Blaziken, have a single finger bone but no joints - which means they can bend their whole fingers up and down but not curl them into a fist. Others have it even worse - Machamp doesn't even have individual fingers. Trying to fix them up to have proper working hands is going to be my real test of working with 3D modelling.
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  #33    
Old November 15th, 2011, 05:58 PM
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I was wondering how you got the models. Do you have maps and stuff? Or are you going to rip those from games as well?
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  #34    
Old November 15th, 2011, 06:20 PM
The 100 Mega Shock
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Several Wii games, including the Poképark series, use a standard format for character models and the container (BRRES) in general. It just so happens to hold all the model data, bone structure, texture maps and animation data in one file. These can easily be converted to PSK mesh and PSA animation files, although there's a few glitches in materials like fire effects.

Otherwise there's also a large amount of Pokémon models that have been ripped and rigged for use into Garry's Mod, trivial to convert back into usable files.
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  #35    
Old November 15th, 2011, 06:36 PM
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That's nice. I meant environment maps, not texture maps. It's good that pack all of it together in the model though. How many models do you have extracted and rigged so far?
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  #36    
Old November 15th, 2011, 06:55 PM
The 100 Mega Shock
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The enviroment maps and specular maps are there in the files but seem to need to be manually assigned to the models.
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  #37    
Old November 15th, 2011, 07:03 PM
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Oh, I see. What about sprites? Do the other games have those for abilities, or are they going to have to be made from scratch?
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  #38    
Old November 20th, 2011, 04:01 PM
The 100 Mega Shock
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I've got sources for most Pokémon I'd ever need, and more being added daily thanks to the works of the people over at Facepunch who are converting Pokémon models into Garry's mod. If I learn rigging I could have a rigged model of any Pokémon from Gen III and below taken from XD.

In other news, I would have most of the graphics I need ready to start programming a character however my copy of 3DS Max now needs activation, and Autodesk's Student community website has been unusable due to an error somewhere for a few days now.
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  #39    
Old November 26th, 2011, 05:54 PM
The 100 Mega Shock
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Back, with a fixed-up model, a new idle animation and even an attempt a follow-through animation:



Oh yeah by the way in the interesting of ripping off the King Of Fighters series as much as I possibly can this game is also a team-based fighter revolving around 3 on 3 matches.
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Last edited by The 100 Mega Shock; January 14th, 2012 at 05:17 AM.
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  #40    
Old December 3rd, 2011, 06:21 AM
The 100 Mega Shock
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This is me when I see this topic:



Oh and some tests of character colour alts.

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Last edited by The 100 Mega Shock; January 14th, 2012 at 05:17 AM.
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  #41    
Old December 15th, 2011, 11:46 AM
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This is awesome! But this will definitely ruin your worst member of the year reputation... :D
I look forward to this and I hope this is a success.
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  #42    
Old December 31st, 2011, 03:15 PM
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That looks so awesome. i cant wait till u finish it :D
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  #43    
Old January 2nd, 2012, 09:20 AM
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I absolutely adore the graphics on this game (Along with the fact that Blaziken is my favourite Pokemon) and I think that this project will be a huge success. I want to suggest some Pokemon for you, so here they are:

Samurott (The game is named after it)
Grovyle
Swellow
Croconaw
Raticate
Unown
Arbok
Zebstrika
Houndoom
Mightyena
Manectric
Walrein
Delibird
Chimecho
Toxicroak
Togetic

It's just a random bunch of Pokemon, most of them being my favourites.
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  #44    
Old January 2nd, 2012, 11:29 AM
The 100 Mega Shock
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I've already got a fairly comprehensive list of character teams, split between generations and type of Pokémon. And no offense, but some of those don't sound fun to play or design at all.
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  #45    
Old January 2nd, 2012, 07:40 PM
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Good luck i tried to make a MUGEN game before for and it was hard.
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  #46    
Old January 11th, 2012, 05:01 PM
The 100 Mega Shock
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Decided to try out choreographing attack animations. Eagle-eyed viewers may recognise this animation.

It's missing any sort of animation on his hair, as well as some finer touches - the lead up to his striking leg can probably do with motion blur to improve the illusion of a sudden movement.
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Last edited by The 100 Mega Shock; January 14th, 2012 at 05:15 AM.
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  #47    
Old January 11th, 2012, 10:11 PM
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I don't really think it needs a motion blur. The speed of it is fine in my eyes.

Good to see you are making progress!
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  #48    
Old January 14th, 2012, 05:13 AM
The 100 Mega Shock
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As well, an idea of what the sprites would look like when rendered for 1080p resolutions instead of 720p - easy enough to do if there's significant demand for it.

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  #49    
Old January 18th, 2012, 03:32 PM
The 100 Mega Shock
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Well isn't that better.
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  #50    
Old January 19th, 2012, 02:11 PM
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VERY Impressive! I will be following this project.

The running animation looks pretty good As I was reading the thread, I was going to suggest some bounce, but I think you nailed it.
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