Zero X. Diamond wrote:How did you do this? Are you a witch? All my attempts to even VIEW the graphics failed.
Spoiler:
Zer0 wrote:I ripped the graphics by switching file names around. for example, the title graphic would be switched around with the monster graphics and it would show up on the start screen instead.
Clever!
Re: [Project] Obscure FPS Resources
Posted: Wed Sep 08, 2010 5:33 pm
by Ceeb
Cool stuff. The textures are on the small side (only 64x64) but they could be scaled up in TEXTURES and put to some use anyway.
I don't know if they'd be eligable for r667's texture stock...
Re: [Project] Obscure FPS Resources
Posted: Wed Sep 08, 2010 7:06 pm
by Snarboo
Gez wrote:An RLE compression is quite simple. The image is divided into lines which will be of two types: compressed and uncompressed. When compressed, you'll have a value for the length, and a single pixel. That pixel is repeated as many times as the length value told. When uncompressed, you have a length value, and the next length bytes are taken as pixel data.
Yeah, it seems very simple, but I lack even the basic knowledge necessary to reverse engineer or view files with this sort of compression. There might be a tool out there to probe RLE compressed files, but I doubt it.
Zer0 wrote:I ripped the graphics by switching file names around. for example, the title graphic would be switched around with the monster graphics and it would show up on the start screen instead.
That's amazing in its simplicity! I wonder if this method would work with any other games?
Re: [Project] Obscure FPS Resources
Posted: Wed Sep 08, 2010 7:11 pm
by NeuralStunner
Snarboo wrote:That's amazing in its simplicity! I wonder if this method would work with any other games?
Any game which uses separate art files for each graphic, I imagine. The original Duke Nukem, for instance. (I was able to change the title screen into Duke or Proton's face by switching the relevant files.) That is, it would most likely work for screens... sprites and such might just give you a garbled mess...
Re: [Project] Obscure FPS Resources
Posted: Wed Sep 08, 2010 8:22 pm
by Snarboo
Searching through one of Assassin 2015's data files, I believe I may have found potential palette data. It's preliminary but I'll continue looking.
Edit:
I've found what are unmistakably 3-byte palettes in what I believe is the level data file. Now to figure out the exact offset.
Edit 2:
The palettes I've found don't seem to correspond at all with the weapon graphics. Curious.
Edit 3:
The palette I've created from a screenshot appears to be randomly ordered. It's possible the game doesn't store a palette but rather creates it on the fly.
Re: [Project] Obscure FPS Resources
Posted: Thu Sep 09, 2010 1:30 am
by Snarboo
I can confirm that every level not only uses a different palette, but so does every sprite. I tried loading the palette I was able to hack up from a screenshot and it was VASTLY different from the other levels. The best I can do since I can't run the game is rip the gun as it is seen on the first level.
The stray black and puke orange pixels are colors in the palette that are missing. This resource also includes the palette I was able to create. It's possible I could try and rip some of the other weapons at a later date, but as long as I cannot run the game, this is impossible.
Re: [Project] Obscure FPS Resources
Posted: Thu Sep 09, 2010 2:18 am
by wildweasel
Does the game even use 256 color video modes? It's a Windows game apparently, perhaps it runs in 16-bit color?
Re: [Project] Obscure FPS Resources
Posted: Thu Sep 09, 2010 2:21 am
by Snarboo
I'm not entirely sure, it's a very early Windows 95 game so it could still limited to 256 colors, but it makes just as much sense for it to be 16-bit too.
Edit:
I've found a new game to rip stuff from and it's incredibly easy, so expect a new resource pack in a short while.
This resource includes all of the HUD weapons, the menu, and a few random projectiles. This game seems to use the same engine as Forbes Corporate Warrior, as the image files were very similar. I'm not sure where the monsters are stored, so I apologize for not ripping them.
Re: [Project] Obscure FPS Resources
Posted: Fri Sep 10, 2010 8:56 am
by Dynamo
Since I could not find anything CyClones related on RaVeN's site, here's a complete rip of all of CyClones sprites, flats and textures.
Ripped using SLADE 3. I hope the program will be able to read even more games once it gets updated.
Deer Hunter II: The Hunt Continues and it's expansion Extended Season - some REALLY nice weapon sprites here (I managed to track down the demo, but all that gives you is the blackpowder rifle, deer antlers, binoculars, and some deer sprites.) http://www.youtube.com/watch?v=vKGocbc1XA0
I don't suppose someone can look into ripping the sprites from The Fortress of Dr. Radiaki? Terrible game, but the resources don't look terrible at all, which is better than can be said for some games...
Re: [Project] Obscure FPS Resources
Posted: Sat Sep 11, 2010 1:48 am
by Snarboo
I recently ordered a copy of Dr. Radiaki in a two pack with another game, so I'll look into ripping it.
Re: [Project] Obscure FPS Resources
Posted: Sat Sep 11, 2010 4:54 am
by Dynamo
DrDoctor wrote:Here some games you might want to look into
Deer Hunter II: The Hunt Continues and it's expansion Extended Season - some REALLY nice weapon sprites here (I managed to track down the demo, but all that gives you is the blackpowder rifle, deer antlers, binoculars, and some deer sprites.) http://www.youtube.com/watch?v=vKGocbc1XA0
I'd love to have the resources from Disruptor... I sent an email to Kaiser asking him if he had ripped them, but he didn't reply yet.
Cutman ripped the weapons, though.
Re: [Project] Obscure FPS Resources
Posted: Sat Sep 11, 2010 1:07 pm
by Zero X. Diamond
wildweasel wrote:I don't suppose someone can look into ripping the sprites from The Fortress of Dr. Radiaki? Terrible game, but the resources don't look terrible at all, which is better than can be said for some games...
I can get textures and sounds and that's about it. Everything else appears to be heavily compressed.