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→ PikaTepig999 08:36, 15 April 2016 (UTC)
Thank you for your contributions to the 3DS games so far! Could I request that you redo the English and Japanese X and Y title screens so they include the bottom screen displays like Omega Ruby and Alpha Sapphire do? Thanks in advance! - Chosen of Mana 18:31, 22 May 2016 (UTC)
- The title screens for X and Y are initially blank at the bottom. It's only later on when the contents of the bottom screen transition to the in-game demo-like thing (rendered demonstrations of Kalos' game features). Is there a particular frame that is preferred? Chenzw (talk) 02:29, 23 May 2016 (UTC)
- No, X/Y should absolutely have Xerneas/Yveltal in the exact same context as Groudon/Kyogre appear. The bottom screen really shouldn't be blank until the gameplay reels start playing. If you're using a ROM, try checking a physical (untouched) cart if you can, and then check that nothing's wrong with the ROM you're using. Tiddlywinks (talk) 17:44, 23 May 2016 (UTC)
You're awesome, can you make the rest of overworld models in Gen VI, and better 3D VS models with the same size, please --HoopsterJohn (talk) 20:40, 30 May 2016 (UTC)
- Hi, if you can point out the filenames/game characters which need improvements, please do so, and I will take a look at them when I am free. You might want to discuss them under a new section (click here, or the "+" tab at the top of this page) on this page. Chenzw (talk) 02:42, 31 May 2016 (UTC)
Just a heads up in case you weren't aware, we'd actually like to have an image of the exterior portion of Nameless Cavern too.
Also, can you explain a bit of how you get the images like the one you uploaded for the Nameless Cavern? It'd be nice to know in case a time comes when we need something else and you or someone like you isn't around. ;)
And thanks for all your work! I, for one, am very happy to see all these things finally filling out. ^_^ Tiddlywinks (talk) 03:55, 15 June 2016 (UTC)
- Oops, I will dig into it and try to get a working capture.
- To get the images, you need to (somehow, and from somewhere) get a copy of the ROM and decrypt it. Both physical and digital versions work fine. After decrypting and unpacking the ROM, the in-game assets will be accessible as part of the romfs. For example, this is the ORAS romfs structure that someone else has documented. Further decompressing of contents will be needed, such as by using GARCTool.
- In the game, maps are stored in two parts: the 3D model, and the model textures. Models are stored in the romfs in a/0/3/9 ("GR containers"), while their corresponding textures are in a/0/1/4 ("town models", which is technically incorrect; there doesn't seem to be any 3D model data in there). Determining which textures belong to which model is the challenge; there was some research done for ORAS, but some of the entries are incomplete (eg. unknown textures, or not 100% texture coverage), and that effort/hype seems to have died off. The situation for X/Y ROMs is worse; presumably at the time of the games' release the tools were not as readily available yet, so documentation is especially sparse, and requires trial and error to determine which textures go where (that's why the recent uploads have been mostly Hoenn locations).
- I use Ohana3DS (and its -rebirth version) to view the models and their corresponding textures. EFE might be possible, from what I have read, but I haven't tried that yet. The renderer does not export models as 2D images—that is done by using a screen capture utility. Also, it has its own quirks—it particularly has trouble where in-game lights are concerned (eg. spotlights, ceiling lights), and some areas require touch-up either by manual deletion of textures, or manipulation in Photoshop. Some models also render better in the older version of Ohana3DS as compared to the -rebirth version. Occasionally, what the renderer gives "out-of-the-box" is simply not able to meet quality standards (eg. Gnarled Den), so I usually skip those first and find a later opportunity to attend to them. Chenzw (talk) 04:39, 15 June 2016 (UTC)
- The way you've apparently been uploading steadily (though I haven't been paying super close attention), I was hoping it might be simpler overall. =P That's a little unfortunate to hear, but thanks for the info! Tiddlywinks (talk) 05:52, 15 June 2016 (UTC)
I saw Hotel Richissime, and FYI, what you uploaded as 2F is actually 5F. There's another model for 2F-4F (they're all the same floor plan so I expect there's only one model for them, mostly it's just different people on each floor). Tiddlywinks (talk) 10:58, 28 June 2016 (UTC)
- Sorry for the oversight. In the meantime, I have found the models for the other floors (yup, the game loads only one unique set for 2F-4F), but due to the location's size, has been split into two models in the game data. They will need to be pieced together in a 3D environment first, so will take some time to process.
- Unfortunately, the current method for extracting game maps will not be able to include individual objects (people, props etc.), so for now, the image for 2F-4F will be identical, and I will be uploading only one file later on. Chenzw (talk) 11:29, 28 June 2016 (UTC)
RE: PBR intro screen
It's best to resample the image instead of applying a crop to it. Dolphin emulation has rather shoddy screen capture (PNG), especially with widescreen, as their recommended procedure to capture at native tends to leave widescreen images within 640x360, which is wrong for Wii internal resolution. Also the screen capture tool takes a picture of the stretched image that displays in the window instead of the internal native resolution. Also GCN and Wii games have varying native resolutions. It's not one resolution fits all like the SNES or GB for examples. Visit The Cutting Room Floor for more info on that. They don't always exactly fit into those neat resolutions of 640x480 or 854x480. I have noticed this with games such as Super Mario Sunshine (596x448), Paper Mario 2 (not known to me), Super Paper Mario (less than 854 width but still 480 in height from what the Wii U shows on the game pad), and Super Mario Galaxy (608×456 when not stretched to widescreen). You can try Spriter's Resource, but good luck assembling the pieces accurately! This isn't an easy one to solve I'm afraid. --Wildgoosespeeder (talk) 06:04, 2 July 2016 (UTC)
- I did indeed resample the image (the copy I uploaded is a fresh capture), so I am not sure what you meant by applying a crop. In either case, this is a more troublesome issue than expected! Now that you mention it, I remember someone commenting that Dolphin doesn't dump from internal resolution supposedly due to "incompatibilities with features". Chenzw (talk) 06:27, 2 July 2016 (UTC)
- I was told that the screen capture code wasn't revised to capture correctly because it's still using code from its early days. It's a mess. --Wildgoosespeeder (talk) 06:49, 2 July 2016 (UTC)