I messed up a little in the OP. Most of Golden's mp4 videos are actually 960x544 in their native resolution. Not 960x540.
>>16700458
I never used void.cat before or know how to. I do have a mega.nz account, but I also never shared anything before. That said, if you really want those raw videos (about 1.14 GB overall and 51 videos in total), I'll see if I can share them via void.cat or mega.nz.
(After you upload something on void.cat, do you just post the whole url to share it? Wouldn't that be like 51 urls I have to post?)
Anyways, I actually only ripped out a select few P4G sprites (mostly of the girls in their bikinis and towels :^) ) out of the 1500+ images in that game. But don't worry, someone else has already uploaded all of them onto here:
https://www.spriters-resource.com/playstation_vita/persona4golden/
The sprites I ripped out are the exact same as theirs because I was following the uploaders' forum posts and methods to achieve the same results myself. These uploaders were also the same people who made Persona 3/4 modding a possibility and have a wiki dedicated to modding those game's files. A small modding community I didn't know existed until a few days ago.
>>16701896
>Noesis and QuickBMS can make easy work of most modern shit
Yeah. I'm barely realizing just how powerful those two tools are if you know how to use them. Just yesterday, they greatly helped me in exporting out Mega Man 11's textures as png images.
>I do casual model ripping, though I often just follow other peoples steps
Same here. It's much easier when someone else has already done the legwork and left forum posts on how they did it.
Forum posts are how I figured out how to turn Persona 4 Golden's .bin files into png images. And now, they're helping me in my quest to get Mega Man 11's cute Roll model. I got her textures so far, but not the 3d model itself.
- A tool that extracts files from Mega Man 11's .arc files
https://zenhax.com/viewtopic.php?t=8676
- Mega Man 11's textures come in a .tex format (which can't be viewed in Noesis).
QuickBMS and this custom bms script can turn those .tex files into .dds files,
which can be viewed in Noesis and then export those textures into png images.
https://www.vg-resource.com/thread-34368-post-648874.html#pid648874
- Mega Man 11's 3d models and animations don't come in typical formats like .fbx or .obj files.
Capcom used something called "MT Framework" to create Mega Man 11 and its models/animations have weird format names
(like .mod/.mrl for the 3d models, .lmt for the animations) which Noesis can't recognize.
However, those models/animations can still be imported into 3ds Max (2017) with this maxscript.
https://forum.xentax.com/viewtopic.php?f=16&t=16420
I'm just waiting for the next AGDG thread to ask them an important question regarding 3ds Max.