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	<id>https://wiki.vg-resource.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pingu%21</id>
	<title>The VG Resource Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.vg-resource.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pingu%21"/>
	<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/Special:Contributions/Pingu!"/>
	<updated>2026-10-10T03:35:22Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.1</generator>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Revision_System&amp;diff=2430</id>
		<title>Revision System</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Revision_System&amp;diff=2430"/>
		<updated>2020-03-29T05:52:56Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: Created page with &amp;quot;=Purpose of Utilizing The Revision System= The revision system is an important part of the site&amp;#039;s submission system. To clarify firstly: &amp;#039;&amp;#039;&amp;#039;Regular site users are not able to...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Purpose of Utilizing The Revision System=&lt;br /&gt;
The revision system is an important part of the site&amp;#039;s submission system. To clarify firstly: &amp;#039;&amp;#039;&amp;#039;Regular site users are not able to edit games in Console sections!&amp;#039;&amp;#039;&amp;#039; If you happen to mis-spell a game name and a staff member does not catch it, please PM any site-staff member so that it can be taken care of. The revision system is solely utilized to edit an existing submission for the following reasons:&lt;br /&gt;
&lt;br /&gt;
# The current submission is missing elements, or needs to be updated with new elements (i.e. new voice line sounds).  &lt;br /&gt;
# A user has a higher quality submission than the one that&amp;#039;s on the site. &lt;br /&gt;
# Any other valid reason that &amp;#039;&amp;#039;&amp;#039;does not&amp;#039;&amp;#039;&amp;#039; pertain to adding new content to the sites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How to Submit A Revision=&lt;br /&gt;
&lt;br /&gt;
==Edit The Revision==&lt;br /&gt;
In order to submit a revision to the site&amp;#039;s system, navigate to the submission&amp;#039;s page and click the little pencil icon on the top right of the submission&amp;#039;s information box, found here:&lt;br /&gt;
[[File:Untitled.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Filling out the Revision Form==&lt;br /&gt;
&lt;br /&gt;
Wow! There&amp;#039;s some information we have to fill out on this page. See the picture of the form below and the corresponding numbers on how to fill out each portion of the form:&lt;br /&gt;
[[File:Revision main.png|thumb]]&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Game:&amp;#039;&amp;#039;&amp;#039; This normally won&amp;#039;t change... as you&amp;#039;re submitting a revision for an existing submission approved under a certain game.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Sheet Name:&amp;#039;&amp;#039;&amp;#039; Need to change the name of a sheet? Spelling issue? This field is the spot you fix it.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Sheet:&amp;#039;&amp;#039;&amp;#039; Select the &amp;quot;Choose File&amp;quot; to upload the &amp;#039;&amp;#039;&amp;#039;replacement/revision&amp;#039;&amp;#039;&amp;#039; submission you&amp;#039;re providing. Please do not mistake your revision for the submission that is already on the site, as this defeats the purpose of submitting a revision.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Icon:&amp;#039;&amp;#039;&amp;#039; This is the spot where you can update the current submission&amp;#039;s icon (148x125 png/gif) if you feel it is necessary. This changes across only two-sites, as The Sounds Resource utilizes no submission icons, while The Models Resource utilizes an additional &amp;quot;Big Icon&amp;quot; (750x650 png/gif). &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Section:&amp;#039;&amp;#039;&amp;#039; If you feel that the submission on the site should be moved to a new section, this is the spot where you can update it. Use the drop-down to select a different section to move-it to. If none of the sections fit for the submission, simply select the &amp;quot;New Section:&amp;quot; button and type a new section name. &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Submitter(s) Field:``` This shows the people who are credited with providing the current submission at hand. &amp;#039;&amp;#039;&amp;#039;This field should not be changed unless you intend on making a significant change to the sheet&amp;#039;&amp;#039;&amp;#039;. For common-courtesy purposes, if this is the case, please add yourself as an additional contributor while keeping the original submitter&amp;#039;s name attached.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Reason Box:&amp;#039;&amp;#039;&amp;#039; This is the most useful box for the staff members. This is the space that you explain why you feel it is necessary to revise a submission, and your changes that you have made. Ignoring this box/Not providing enough information about the revision makes it harder for the staff members to accept/reject your pending revision. Please make sure to provide all necessary details surrounding your revisions, or they may not be approved.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:Untitled.png&amp;diff=2429</id>
		<title>File:Untitled.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:Untitled.png&amp;diff=2429"/>
		<updated>2020-03-29T05:48:55Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:Revision_main.png&amp;diff=2428</id>
		<title>File:Revision main.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:Revision_main.png&amp;diff=2428"/>
		<updated>2020-03-29T05:47:05Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: Revision screen main for demonstration.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Revision screen main for demonstration.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Sounds_Resource&amp;diff=2426</id>
		<title>What Makes A Good Submission/The Sounds Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Sounds_Resource&amp;diff=2426"/>
		<updated>2020-03-08T02:05:49Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* File Formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TSOR-Logo.png|right|link=]]&lt;br /&gt;
==The Sound==&lt;br /&gt;
===Make Sure It&amp;#039;s Not Music===&lt;br /&gt;
&lt;br /&gt;
The Sounds Resource is for Sound Effects only. Music usually has a lot more complexities in terms of how we can go about providing it, specifically because many games use licensed songs or sell their soundtracks on in other media.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Note: We also cannot accept instrument samples, as they are what form the music and are not sound effects anyway, so please make sure that your submissions don&amp;#039;t contain any.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===File Formats===&lt;br /&gt;
&lt;br /&gt;
While you can only submit .zip archives to the site, the actual audio files within your zips must be in .wav format.&lt;br /&gt;
&lt;br /&gt;
If the files are originally in .mp3 or .ogg, these are also accepted. However, do not convert .wav files to .mp3 or .ogg; these formats are lossy and conversion to them degrades the sound quality. Also, do not convert .mp3 or .ogg files to .wav; this simply creates larger files without any improvement in said quality. The only exception is if you are ripping an fsb file for as of now getting oggs ripped from said fsb files with their headers is impossible.&lt;br /&gt;
&lt;br /&gt;
.mp2 files should not be converted to .wav either as they provide the same result with converting .mp3s or .oggs. Rather, change their extension to .mp3, then submit.&lt;br /&gt;
&lt;br /&gt;
.m4a files are acceptable as long as they are the base formats that the game uses.&lt;br /&gt;
&lt;br /&gt;
==The Sound Pack==&lt;br /&gt;
&lt;br /&gt;
===Get Everything You Can===&lt;br /&gt;
&lt;br /&gt;
While this isn&amp;#039;t strictly required, we do need sound packs to be &amp;quot;as complete as possible&amp;quot;. Getting the most amount of sounds possible from a game is more rewarding for both you, as the submitter, and for the users that download the network&amp;#039;s submissions. This enables them to put more of the hosted sound assets to good usage. Some games may have tools that do not 100% support the full extraction of every single sound file from a game&amp;#039;s archive; that is fine. Just do your best to make sure you grab every sound file you can to make your submission as complete as possible.&lt;br /&gt;
&lt;br /&gt;
===Credit Tags===&lt;br /&gt;
&lt;br /&gt;
If you want to include a credit tag, simply include a small .txt file with any information you wish to provide. Some information you may wish to include will be:&lt;br /&gt;
&lt;br /&gt;
Name: You can include your name if you want. It&amp;#039;s not really required as we store your name in our database anyway, seen below the download button.&lt;br /&gt;
&lt;br /&gt;
Credit: Some people want to be credited when somebody uses their ripped sound effects, normally by writing &amp;quot;Give credit if used&amp;quot;. Some people will also write &amp;quot;Credit not required&amp;quot;. It&amp;#039;s your choice whether you want to request credit or not, though we advise that you don&amp;#039;t ask for it.&lt;br /&gt;
&lt;br /&gt;
Just remember that not including a tag is also more than acceptable. It&amp;#039;s quite likely that many people will simply ignore a tag, which is why the trend lately has been to simply not include one. This is of course your own personal preference.&lt;br /&gt;
&lt;br /&gt;
===Organization===&lt;br /&gt;
We require all sound packs to have a minimum basis of organization. As a submitter, we ask of you to provided some organization when submitting. If you have a large folder of sounds, please split them into one folder labeled &amp;quot;Voices&amp;quot; and one folder &amp;quot;Sounds&amp;quot; (if applicable) to provide a basis of organization. This makes it easier on both the site-staff in processing your submission, as well as our users to consume your provided assets and hard-work at a greater level. Submissions labeled &amp;quot;All Sounds&amp;quot; or &amp;quot;Everything&amp;quot; will not be accepted to the network, as they are not organized enough for our user-base to gain usage out of the provided assets, and make the provided submissions seem lazy. Regardless of whether your sound files are named or not, it is minimally required for you to separate your sound files into these two categories if possible. &lt;br /&gt;
&lt;br /&gt;
As well, we recommend that if you can organize your sound assets into multiple categories, that you do so! It helps the staff to be able to see what kinds of sounds are supposed to belong to certain categories, and as well allows users to find certain sounds they are looking for easier. Of course this is more of a generosity than a requirement, but would be amazing if you could put in the extra effort to do so! As a bare minimum, it is required that you split the submission into at least &amp;quot;Voices&amp;quot; and &amp;quot;Sounds&amp;quot;, if applicable.&lt;br /&gt;
&lt;br /&gt;
===Zipping Your Submissions===&lt;br /&gt;
&lt;br /&gt;
The site only accepts .zip file submissions. Please only include the sound effects and a credit tag, if you wish to include one. Any additional files just add space needlessly and detract from the quality of your submission. You can create the .zip file with any application you wish. Some common applications used are &amp;quot;7-zip&amp;quot; and &amp;quot;WinRar&amp;quot;. When splitting a big folder of sounds into multiple smaller parts, it is recommended that you keep each sub-folder of sounds at around 100MB to allow for users to download it easier. While of course this is a recommendation, the max file size you can upload of a ZIP is 250MB. Subsequently, if you have a folder of sounds that go above this limit, you must split them into smaller folders to accommodate to the upload limit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Common Rejection Reasons (And How to Avoid Them)===&lt;br /&gt;
&lt;br /&gt;
Here is a list of common reasons as to why your sound pack(s) may be rejected to our network:&lt;br /&gt;
&lt;br /&gt;
* Duplicate: There is already an existing sound pack provided for this category of both game and sound type (Whether it be from another console, or from the same game)&lt;br /&gt;
&lt;br /&gt;
* Incorrect Format: You did not submit the correct file format for your sounds. They must be in a base format of WAV (or MP3/OGG if the game&amp;#039;s sounds were originally in these formats.)&lt;br /&gt;
&lt;br /&gt;
* Incomplete Pack: The sound pack is incomplete. This usually doesn&amp;#039;t come up as a reason, unless noticeable components to your sound pack are missing (Such as several voice lines for a character). Just follow the rule of getting as many sounds as possible for your submission.&lt;br /&gt;
&lt;br /&gt;
* Invalid Files: The provided files are either corrupt or broken. This reason is applicable to: Empty sounds (Sounds that are purely silence), Static sounding files, and files that do not play in a standard media player. The way to prevent this reason is to listen to each sound before you decide to submit your pack up to the site, and double check for any issues that may occur after conversion.&lt;br /&gt;
&lt;br /&gt;
* Low-Quality Sound Pack: The method used to convert the provided sound files lacks quality, and makes the provided resources not salvageable. These issues can arise when you convert from a lossy/compressed audio format(Quality reduction) to a lossless/uncompressed format. Lossy audio formats reduce quality each time you convert to them take away the quality of the data, making the sounds less usable. Never convert from lossy to lossless (Example being MP3 to WAV). If the files are originally in a lossy format (Such as OGG Vorbis), leave it in that corresponding sound format.&lt;br /&gt;
&lt;br /&gt;
* Music: The sound pack contains music. Simply put, these music files must be dis-included from your submission, as we do not host music for legal purposes. (As well, it is called &amp;quot;The Sounds Resource&amp;quot;, right?)&lt;br /&gt;
&lt;br /&gt;
* Stolen: The sound pack you provided was stolen from another source/Is not ripped by you. We take this offense seriously, and do not tolerate stolen submissions. If you submit stolen content, it may result in you having your submission privileges revoked and or being banned from the site. Don&amp;#039;t do it.&lt;br /&gt;
&lt;br /&gt;
* Spam: The sound pack you uploaded was a troll submission. Please do not upload useless submissions to our site, as they will automatically be rejected, and you may have your submission privileges revoked.&lt;br /&gt;
&lt;br /&gt;
Any other rejection reasons not seen above are hand-written by the staff team. There may be an issue that isn&amp;#039;t described by the above rejection reasons, so we attempt to specify any issue(s) your submission has, and how we can advise you to fix it upon re-submission. After having a submission rejected, if you still struggle to fix the issue(s) as relayed in your rejection private message, feel free to message the staff member that rejected your submission and ask for assistance. The staff member who responds will more than likely be willing to help you in anyway possible!&lt;br /&gt;
&lt;br /&gt;
{{GoodSubNav}}&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=QuickBMS/Scripts&amp;diff=2308</id>
		<title>QuickBMS/Scripts</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=QuickBMS/Scripts&amp;diff=2308"/>
		<updated>2019-10-29T00:05:40Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: Updated Gizmondo script for uncompressed files support.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
Here you can find a collection of QuickBMS scripts that have been written by members of the VG Resource community.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game Name !! Console !! File Type !! Creator !! Download &lt;br /&gt;
|-&lt;br /&gt;
|Deathsmiles&lt;br /&gt;
|Windows&lt;br /&gt;
|bin&lt;br /&gt;
|Pingu!&lt;br /&gt;
|[https://wiki.vg-resource.com/images/b/bc/Deathsmiles_%28PC%29_%28bin%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Gizmondo Games&lt;br /&gt;
|Gizmondo&lt;br /&gt;
|cfl&lt;br /&gt;
|Pingu!&lt;br /&gt;
|[https://wiki.vg-resource.com/images/a/a0/Motorcross2005_CFL.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Democracy 3&lt;br /&gt;
|Windows&lt;br /&gt;
|pak&lt;br /&gt;
|ThatTrueStruggle&lt;br /&gt;
|[https://wiki.vg-resource.com/images/4/48/Democracy_3_%28PC%29_%28pak%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Folklore&lt;br /&gt;
|PlayStation 3&lt;br /&gt;
|SGD&lt;br /&gt;
|ThatTrueStruggle&lt;br /&gt;
|[https://wiki.vg-resource.com/images/c/c6/Folklore_%28PS3%29_%28SGD%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Kamen Rider: Super Climax Heroes&lt;br /&gt;
|PSP&lt;br /&gt;
|acx (audio container)&lt;br /&gt;
|Pingu!&lt;br /&gt;
|[https://wiki.vg-resource.com/images/9/9d/KamenRiderSPC_ACX.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Love Live! School Idol Paradise&lt;br /&gt;
|PlayStation Vita &lt;br /&gt;
|fpac &lt;br /&gt;
|Ziella &lt;br /&gt;
|[https://wiki.vg-resource.com/images/d/d5/Love_Live%21_School_Idol_Paradise_%28Vita%29_%28fpac%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Maid Paradise Mezase! Maid Number One! &lt;br /&gt;
|PlayStation Portable &lt;br /&gt;
|psp &lt;br /&gt;
|Ziella &lt;br /&gt;
|[https://wiki.vg-resource.com/images/a/ae/Maid_Paradise_Mezase_Maid_Number_One_%28PSP%29_%28psp%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Ratatouille  &lt;br /&gt;
|Playstation 2 &lt;br /&gt;
|sps &lt;br /&gt;
|Pingu! &lt;br /&gt;
|[https://wiki.vg-resource.com/images/1/11/Ratatouille_%28PS2%29_%28sps%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Senran Kagura Burst &lt;br /&gt;
|Nintendo 3DS &lt;br /&gt;
|bin &lt;br /&gt;
|Pingu!&lt;br /&gt;
|[https://wiki.vg-resource.com/images/5/5b/Senran_Kagura_Burst_%283DS%29_%28bin%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Snakes 3D &lt;br /&gt;
|DOS&lt;br /&gt;
|dat &lt;br /&gt;
|Pingu!&lt;br /&gt;
|[https://wiki.vg-resource.com/images/6/6f/Snakes_3D_%28DOS%29_%28dat%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|The Legend of Zelda: Breath of the Wild &lt;br /&gt;
|Nintendo Wii U &lt;br /&gt;
|bars &lt;br /&gt;
|Pingu!&lt;br /&gt;
|[https://wiki.vg-resource.com/images/c/ce/The_Legend_of_Zelda_-_Breath_of_the_Wild_%28Wii_U%29_%28bars%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|WWE All-Stars &lt;br /&gt;
|Nintendo 3DS&lt;br /&gt;
|wad &lt;br /&gt;
|Pingu! &lt;br /&gt;
|[https://wiki.vg-resource.com/images/b/b4/WWE_All-Stars_%283DS%29_%28wad%29.bms Download]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:Motorcross2005_CFL.bms&amp;diff=2307</id>
		<title>File:Motorcross2005 CFL.bms</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:Motorcross2005_CFL.bms&amp;diff=2307"/>
		<updated>2019-10-29T00:04:52Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: Pingu! uploaded a new version of File:Motorcross2005 CFL.bms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
CFL format on Gizmondo. Script for QuicKBMS&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=QuickBMS/Scripts&amp;diff=2303</id>
		<title>QuickBMS/Scripts</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=QuickBMS/Scripts&amp;diff=2303"/>
		<updated>2019-10-20T02:11:31Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: Added Motorcross 2005&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
Here you can find a collection of QuickBMS scripts that have been written by members of the VG Resource community.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game Name !! Console !! File Type !! Creator !! Download &lt;br /&gt;
|-&lt;br /&gt;
|Deathsmiles&lt;br /&gt;
|Windows&lt;br /&gt;
|bin&lt;br /&gt;
|Pingu!&lt;br /&gt;
|[https://wiki.vg-resource.com/images/b/bc/Deathsmiles_%28PC%29_%28bin%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Gizmondo Motorcross 2005&lt;br /&gt;
|Gizmondo&lt;br /&gt;
|cfl&lt;br /&gt;
|Pingu!&lt;br /&gt;
|[https://wiki.vg-resource.com/images/a/a0/Motorcross2005_CFL.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Democracy 3&lt;br /&gt;
|Windows&lt;br /&gt;
|pak&lt;br /&gt;
|ThatTrueStruggle&lt;br /&gt;
|[https://wiki.vg-resource.com/images/4/48/Democracy_3_%28PC%29_%28pak%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Folklore&lt;br /&gt;
|PlayStation 3&lt;br /&gt;
|SGD&lt;br /&gt;
|ThatTrueStruggle&lt;br /&gt;
|[https://wiki.vg-resource.com/images/c/c6/Folklore_%28PS3%29_%28SGD%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Kamen Rider: Super Climax Heroes&lt;br /&gt;
|PSP&lt;br /&gt;
|acx (audio container)&lt;br /&gt;
|Pingu!&lt;br /&gt;
|[https://wiki.vg-resource.com/images/9/9d/KamenRiderSPC_ACX.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Love Live! School Idol Paradise&lt;br /&gt;
|PlayStation Vita &lt;br /&gt;
|fpac &lt;br /&gt;
|Ziella &lt;br /&gt;
|[https://wiki.vg-resource.com/images/d/d5/Love_Live%21_School_Idol_Paradise_%28Vita%29_%28fpac%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Maid Paradise Mezase! Maid Number One! &lt;br /&gt;
|PlayStation Portable &lt;br /&gt;
|psp &lt;br /&gt;
|Ziella &lt;br /&gt;
|[https://wiki.vg-resource.com/images/a/ae/Maid_Paradise_Mezase_Maid_Number_One_%28PSP%29_%28psp%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Ratatouille  &lt;br /&gt;
|Playstation 2 &lt;br /&gt;
|sps &lt;br /&gt;
|Pingu! &lt;br /&gt;
|[https://wiki.vg-resource.com/images/1/11/Ratatouille_%28PS2%29_%28sps%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Senran Kagura Burst &lt;br /&gt;
|Nintendo 3DS &lt;br /&gt;
|bin &lt;br /&gt;
|Pingu!&lt;br /&gt;
|[https://wiki.vg-resource.com/images/5/5b/Senran_Kagura_Burst_%283DS%29_%28bin%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Snakes 3D &lt;br /&gt;
|DOS&lt;br /&gt;
|dat &lt;br /&gt;
|Pingu!&lt;br /&gt;
|[https://wiki.vg-resource.com/images/6/6f/Snakes_3D_%28DOS%29_%28dat%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|The Legend of Zelda: Breath of the Wild &lt;br /&gt;
|Nintendo Wii U &lt;br /&gt;
|bars &lt;br /&gt;
|Pingu!&lt;br /&gt;
|[https://wiki.vg-resource.com/images/c/ce/The_Legend_of_Zelda_-_Breath_of_the_Wild_%28Wii_U%29_%28bars%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|WWE All-Stars &lt;br /&gt;
|Nintendo 3DS&lt;br /&gt;
|wad &lt;br /&gt;
|Pingu! &lt;br /&gt;
|[https://wiki.vg-resource.com/images/b/b4/WWE_All-Stars_%283DS%29_%28wad%29.bms Download]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:Motorcross2005_CFL.bms&amp;diff=2302</id>
		<title>File:Motorcross2005 CFL.bms</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:Motorcross2005_CFL.bms&amp;diff=2302"/>
		<updated>2019-10-20T02:09:52Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
CFL format on Gizmondo. Script for QuicKBMS&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:Motorcross2005_CFL.bms&amp;diff=2301</id>
		<title>File:Motorcross2005 CFL.bms</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:Motorcross2005_CFL.bms&amp;diff=2301"/>
		<updated>2019-10-20T02:08:58Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: CFL format on Gizmondo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
CFL format on Gizmondo.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Kamen_Rider:_Super_Climax_Heroes&amp;diff=2279</id>
		<title>Kamen Rider: Super Climax Heroes</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Kamen_Rider:_Super_Climax_Heroes&amp;diff=2279"/>
		<updated>2019-09-07T01:15:40Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* Sounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kamen Rider: Super Climax Heroes (Kamen Raidā Sūpā Kuraimakkusu Hīrōzu) is a Fighting game developed by Eighting and published by Bandai Namco Games for the PlayStation Portable and Nintendo Wii. &lt;br /&gt;
&lt;br /&gt;
==Game Formats==&lt;br /&gt;
&lt;br /&gt;
===PlayStation Portable===&lt;br /&gt;
&lt;br /&gt;
====Sounds====&lt;br /&gt;
Sound effects for this game are stored in *.acx files. ACX is just a container full of ADX files. The endianness is big. The format for ACX is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset/Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 uint32 || Zero.&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 uint32 || # of Entries in file&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 byte[# of entries * 8] || File Entry Table. For each entry: uint32 offset uint32 size&lt;br /&gt;
|-&lt;br /&gt;
| position(End of entries array) - EOF || Concatenated ADX files.&lt;br /&gt;
|}&lt;br /&gt;
A QuickBMS script for this game&amp;#039;s ACX containers was written by Pingu!, which can be found [https://wiki.vg-resource.com/images/9/9d/KamenRiderSPC_ACX.bms here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The other sound files are stored in a *.ASF container, which can be dumped [http://aluigi.altervista.org/bms/xentax_cs/AFS_AFS.bms with this script] from Aluigi&amp;#039;s QuickBMS website&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=QuickBMS/Scripts&amp;diff=2278</id>
		<title>QuickBMS/Scripts</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=QuickBMS/Scripts&amp;diff=2278"/>
		<updated>2019-09-07T01:14:37Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
Here you can find a collection of QuickBMS scripts that have been written by members of the VG Resource community.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game Name !! Console !! File Type !! Creator !! Download &lt;br /&gt;
|-&lt;br /&gt;
|Deathsmiles&lt;br /&gt;
|Windows&lt;br /&gt;
|bin&lt;br /&gt;
|Pingu!&lt;br /&gt;
|[https://wiki.vg-resource.com/images/b/bc/Deathsmiles_%28PC%29_%28bin%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Democracy 3&lt;br /&gt;
|Windows&lt;br /&gt;
|pak&lt;br /&gt;
|ThatTrueStruggle&lt;br /&gt;
|[https://wiki.vg-resource.com/images/4/48/Democracy_3_%28PC%29_%28pak%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Folklore&lt;br /&gt;
|PlayStation 3&lt;br /&gt;
|SGD&lt;br /&gt;
|ThatTrueStruggle&lt;br /&gt;
|[https://wiki.vg-resource.com/images/c/c6/Folklore_%28PS3%29_%28SGD%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Kamen Rider: Super Climax Heroes&lt;br /&gt;
|PSP&lt;br /&gt;
|acx (audio container)&lt;br /&gt;
|Pingu!&lt;br /&gt;
|[https://wiki.vg-resource.com/images/9/9d/KamenRiderSPC_ACX.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Love Live! School Idol Paradise&lt;br /&gt;
|PlayStation Vita &lt;br /&gt;
|fpac &lt;br /&gt;
|Ziella &lt;br /&gt;
|[https://wiki.vg-resource.com/images/d/d5/Love_Live%21_School_Idol_Paradise_%28Vita%29_%28fpac%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Maid Paradise Mezase! Maid Number One! &lt;br /&gt;
|PlayStation Portable &lt;br /&gt;
|psp &lt;br /&gt;
|Ziella &lt;br /&gt;
|[https://wiki.vg-resource.com/images/a/ae/Maid_Paradise_Mezase_Maid_Number_One_%28PSP%29_%28psp%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Ratatouille  &lt;br /&gt;
|Playstation 2 &lt;br /&gt;
|sps &lt;br /&gt;
|Pingu! &lt;br /&gt;
|[https://wiki.vg-resource.com/images/1/11/Ratatouille_%28PS2%29_%28sps%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Senran Kagura Burst &lt;br /&gt;
|Nintendo 3DS &lt;br /&gt;
|bin &lt;br /&gt;
|Pingu!&lt;br /&gt;
|[https://wiki.vg-resource.com/images/5/5b/Senran_Kagura_Burst_%283DS%29_%28bin%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Snakes 3D &lt;br /&gt;
|DOS&lt;br /&gt;
|dat &lt;br /&gt;
|Pingu!&lt;br /&gt;
|[https://wiki.vg-resource.com/images/6/6f/Snakes_3D_%28DOS%29_%28dat%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|The Legend of Zelda: Breath of the Wild &lt;br /&gt;
|Nintendo Wii U &lt;br /&gt;
|bars &lt;br /&gt;
|Pingu!&lt;br /&gt;
|[https://wiki.vg-resource.com/images/c/ce/The_Legend_of_Zelda_-_Breath_of_the_Wild_%28Wii_U%29_%28bars%29.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|WWE All-Stars &lt;br /&gt;
|Nintendo 3DS&lt;br /&gt;
|wad &lt;br /&gt;
|Pingu! &lt;br /&gt;
|[https://wiki.vg-resource.com/images/b/b4/WWE_All-Stars_%283DS%29_%28wad%29.bms Download]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:KamenRiderSPC_ACX.bms&amp;diff=2277</id>
		<title>File:KamenRiderSPC ACX.bms</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:KamenRiderSPC_ACX.bms&amp;diff=2277"/>
		<updated>2019-09-07T01:11:27Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: ACX script written by Pingu! For Kamen Rider&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
ACX script written by Pingu! For Kamen Rider&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Kamen_Rider:_Super_Climax_Heroes&amp;diff=2276</id>
		<title>Kamen Rider: Super Climax Heroes</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Kamen_Rider:_Super_Climax_Heroes&amp;diff=2276"/>
		<updated>2019-09-07T01:09:56Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: Created page with &amp;quot;Kamen Rider: Super Climax Heroes (Kamen Raidā Sūpā Kuraimakkusu Hīrōzu) is a Fighting game developed by Eighting and published by Bandai Namco Games for the PlayStation P...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kamen Rider: Super Climax Heroes (Kamen Raidā Sūpā Kuraimakkusu Hīrōzu) is a Fighting game developed by Eighting and published by Bandai Namco Games for the PlayStation Portable and Nintendo Wii. &lt;br /&gt;
&lt;br /&gt;
==Game Formats==&lt;br /&gt;
&lt;br /&gt;
===PlayStation Portable===&lt;br /&gt;
&lt;br /&gt;
====Sounds====&lt;br /&gt;
Sound effects for this game are stored in *.acx files. ACX is just a container full of ADX files. The endianness is big. The format for ACX is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset/Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 uint32 || Zero.&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 uint32 || # of Entries in file&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 byte[# of entries * 8] || File Entry Table. For each entry: uint32 offset uint32 size&lt;br /&gt;
|-&lt;br /&gt;
| position(End of entries array) - EOF || Concatenated ADX files.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The other sound files are stored in a *.ASF container, which can be dumped [http://aluigi.altervista.org/bms/xentax_cs/AFS_AFS.bms with this script] from Aluigi&amp;#039;s QuickBMS website&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=HyperScan&amp;diff=2272</id>
		<title>HyperScan</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=HyperScan&amp;diff=2272"/>
		<updated>2019-09-04T13:18:25Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hyperscan.jpg|frameless|right]]&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;HyperScan&amp;#039;&amp;#039;&amp;#039; is a console created by Mattel.&lt;br /&gt;
&lt;br /&gt;
The console utilized a RFID scanner to load characters from special &amp;quot;cards&amp;quot; that were sold as separate booster pack. Despite its anticipated success, the Hyperscan received a lot of negative feedback for its lack of performance.&lt;br /&gt;
&lt;br /&gt;
==Emulation==&lt;br /&gt;
Currently, no completed emulators exist for the console, due to the idea of attempting to implement an RFID scanner to load character cards required to beat certain levels of each game.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Ripping_Sounds&amp;diff=2271</id>
		<title>Ripping Sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Ripping_Sounds&amp;diff=2271"/>
		<updated>2019-09-04T12:34:55Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* PS1, PS2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Common Sound Formats for Consoles==&lt;br /&gt;
Unlike others areas of ripping (such as Textures and Sprites) where proprietary formats are game-specific, there are audio format generalizations for each console (For example, you will generally only find PlayStation ADPCM on PlayStation Games, and you would only find Xbox IMA-ADPCM on Original XBOX games). This is a list of consoles, and their console-specific audio formats:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Console !! Format&lt;br /&gt;
|-&lt;br /&gt;
| Dreamcast || Yamaha ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| GameCube || DSP/ADP/DTK ADPCM &lt;br /&gt;
|-&lt;br /&gt;
| Hyperscan || DRM Container Format (Contains either raw PCM or IMA ADPCM stream)&lt;br /&gt;
|-&lt;br /&gt;
| iOS || Core Audio Format (CAF), Advanced Audio Codec (AAC)&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo 3DS || BCWAV, BSTRM, DSP, Advanced Audio Codec (AAC)&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo DS/DSi || SWAV&lt;br /&gt;
|-&lt;br /&gt;
| Panasonic 3DO || Squareroot-delta-exact 8-bit DPCM&lt;br /&gt;
|-&lt;br /&gt;
| PC || PCM Variants, Really any format possible.&lt;br /&gt;
|-&lt;br /&gt;
| PC-FX || PC-FX ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation 1 || PlayStation ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation 2 || PlayStation ADPCM, ATRAC3, AC3, 16-bit OKI ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation 3 || PlayStation ADPCM, ATRAC3, MPEG&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation Portable || Sony ATRAC3plus&lt;br /&gt;
|-&lt;br /&gt;
| XBOX (Original)|| Xbox IMA ADPCM. WMA &lt;br /&gt;
|-&lt;br /&gt;
| XBOX 360 || XMA Variant 1 (Early Games), XMA Variant 2 (Late Games)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
While these formats are common, games are not limited to these formats. This is just a generalization of what you may occur when you look into games from these platforms.&lt;br /&gt;
&lt;br /&gt;
== PC games ==&lt;br /&gt;
PC games are generally a different case across all consoles. You never know what format you may encounter, until you get into the file-system of the game. Generally speaking, sound formats should be more-so primitive rather than dynamic, and you can usually convert with ease. In cases where you have an unknown audio format, you may need to create a thread in [https://www.vg-resource.com/forum-116.html The Sounds Resource Ripping Help] sub-forum to receive aid in these cases.&lt;br /&gt;
&lt;br /&gt;
== PS1, PS2 ==&lt;br /&gt;
Use [http://snailrush.online.fr/ PSound]. Requires Windows or WINE. Open your PlayStation game and drag any files containing sound into the program. Tell it to scan the file if prompted. Then, select all the resulting files (Ctrl+A) and convert them (Ctrl+V). If the files have looping issues, go to the configuration (Ctrl+C) and set the loop count and fade-out time to 0. If the files are playing at the wrong speed, go to the configuration and force the sample rate to the correct value. If the files are too slow, increase this value, and if they&amp;#039;re too fast, decrease it. Sometimes, PSound can&amp;#039;t necessarily pick-up the audio codec that&amp;#039;s found in these games, as it is limited to some forms of PS-ADPCM. In this case, you will have to utilize the [https://github.com/losnoco/vgmstream/blob/master/doc/TXTH.md TXTH] function of vgmstream in order to write a proper fake header for vgmstream to convert the audio codec.&lt;br /&gt;
&lt;br /&gt;
== Nintendo 64 ==&lt;br /&gt;
Use [https://github.com/jombo23/N64-Tools/tree/master/N64%20Sound%20Tool/N64SoundListToolUpdated/Release N64SoundListToolUpdated].&lt;br /&gt;
Requires Windows and [https://www.microsoft.com/en-gb/download/details.aspx?id=5582 Microsoft Visual C++ 2008 SP1]. You may have to correct the speed of certain sounds using an external program such as ffmpeg.&lt;br /&gt;
&lt;br /&gt;
=== Batch-converting sample rates using ffmpeg (Linux) ===&lt;br /&gt;
&amp;lt;code&amp;gt;for i in *.wav; do ffmpeg -i &amp;quot;$i&amp;quot; -af asetrate=16000 &amp;quot;16000/${i%.*}.wav&amp;quot;; done&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Flash games ==&lt;br /&gt;
Use [https://www.free-decompiler.com/flash/ JPEXS]. Load your SWF file into it, right-click the &amp;quot;sounds&amp;quot; folder and &amp;quot;Export selection&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Raw/Headerless Audio ==&lt;br /&gt;
Some games store their sounds as raw/headerless audio. Options for conversion are either using Audacity to import raw audio, or using the TXTH function of vgmstream in order to write a header that vgmstream can interpret and convert the audio codec with.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Ripping_Sounds&amp;diff=2270</id>
		<title>Ripping Sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Ripping_Sounds&amp;diff=2270"/>
		<updated>2019-09-04T12:30:46Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* Raw/Headerless Audio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Common Sound Formats for Consoles==&lt;br /&gt;
Unlike others areas of ripping (such as Textures and Sprites) where proprietary formats are game-specific, there are audio format generalizations for each console (For example, you will generally only find PlayStation ADPCM on PlayStation Games, and you would only find Xbox IMA-ADPCM on Original XBOX games). This is a list of consoles, and their console-specific audio formats:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Console !! Format&lt;br /&gt;
|-&lt;br /&gt;
| Dreamcast || Yamaha ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| GameCube || DSP/ADP/DTK ADPCM &lt;br /&gt;
|-&lt;br /&gt;
| Hyperscan || DRM Container Format (Contains either raw PCM or IMA ADPCM stream)&lt;br /&gt;
|-&lt;br /&gt;
| iOS || Core Audio Format (CAF), Advanced Audio Codec (AAC)&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo 3DS || BCWAV, BSTRM, DSP, Advanced Audio Codec (AAC)&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo DS/DSi || SWAV&lt;br /&gt;
|-&lt;br /&gt;
| Panasonic 3DO || Squareroot-delta-exact 8-bit DPCM&lt;br /&gt;
|-&lt;br /&gt;
| PC || PCM Variants, Really any format possible.&lt;br /&gt;
|-&lt;br /&gt;
| PC-FX || PC-FX ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation 1 || PlayStation ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation 2 || PlayStation ADPCM, ATRAC3, AC3, 16-bit OKI ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation 3 || PlayStation ADPCM, ATRAC3, MPEG&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation Portable || Sony ATRAC3plus&lt;br /&gt;
|-&lt;br /&gt;
| XBOX (Original)|| Xbox IMA ADPCM. WMA &lt;br /&gt;
|-&lt;br /&gt;
| XBOX 360 || XMA Variant 1 (Early Games), XMA Variant 2 (Late Games)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
While these formats are common, games are not limited to these formats. This is just a generalization of what you may occur when you look into games from these platforms.&lt;br /&gt;
&lt;br /&gt;
== PC games ==&lt;br /&gt;
PC games are generally a different case across all consoles. You never know what format you may encounter, until you get into the file-system of the game. Generally speaking, sound formats should be more-so primitive rather than dynamic, and you can usually convert with ease. In cases where you have an unknown audio format, you may need to create a thread in [https://www.vg-resource.com/forum-116.html The Sounds Resource Ripping Help] sub-forum to receive aid in these cases.&lt;br /&gt;
&lt;br /&gt;
== PS1, PS2 ==&lt;br /&gt;
Use [http://snailrush.online.fr/ PSound]. Requires Windows or WINE. Open your PlayStation game and drag any files containing sound into the program. Tell it to scan the file if prompted. Then, select all the resulting files (Ctrl+A) and convert them (Ctrl+V). If the files have looping issues, go to the configuration (Ctrl+C) and set the loop count and fade-out time to 0. If the files are playing at the wrong speed, go to the configuration and force the sample rate to the correct value. If the files are too slow, increase this value, and if they&amp;#039;re too fast, decrease it.&lt;br /&gt;
&lt;br /&gt;
== Nintendo 64 ==&lt;br /&gt;
Use [https://github.com/jombo23/N64-Tools/tree/master/N64%20Sound%20Tool/N64SoundListToolUpdated/Release N64SoundListToolUpdated].&lt;br /&gt;
Requires Windows and [https://www.microsoft.com/en-gb/download/details.aspx?id=5582 Microsoft Visual C++ 2008 SP1]. You may have to correct the speed of certain sounds using an external program such as ffmpeg.&lt;br /&gt;
&lt;br /&gt;
=== Batch-converting sample rates using ffmpeg (Linux) ===&lt;br /&gt;
&amp;lt;code&amp;gt;for i in *.wav; do ffmpeg -i &amp;quot;$i&amp;quot; -af asetrate=16000 &amp;quot;16000/${i%.*}.wav&amp;quot;; done&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Flash games ==&lt;br /&gt;
Use [https://www.free-decompiler.com/flash/ JPEXS]. Load your SWF file into it, right-click the &amp;quot;sounds&amp;quot; folder and &amp;quot;Export selection&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Raw/Headerless Audio ==&lt;br /&gt;
Some games store their sounds as raw/headerless audio. Options for conversion are either using Audacity to import raw audio, or using the TXTH function of vgmstream in order to write a header that vgmstream can interpret and convert the audio codec with.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Ripping_Sounds&amp;diff=2269</id>
		<title>Ripping Sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Ripping_Sounds&amp;diff=2269"/>
		<updated>2019-09-04T12:30:27Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* PS1 and PS2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Common Sound Formats for Consoles==&lt;br /&gt;
Unlike others areas of ripping (such as Textures and Sprites) where proprietary formats are game-specific, there are audio format generalizations for each console (For example, you will generally only find PlayStation ADPCM on PlayStation Games, and you would only find Xbox IMA-ADPCM on Original XBOX games). This is a list of consoles, and their console-specific audio formats:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Console !! Format&lt;br /&gt;
|-&lt;br /&gt;
| Dreamcast || Yamaha ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| GameCube || DSP/ADP/DTK ADPCM &lt;br /&gt;
|-&lt;br /&gt;
| Hyperscan || DRM Container Format (Contains either raw PCM or IMA ADPCM stream)&lt;br /&gt;
|-&lt;br /&gt;
| iOS || Core Audio Format (CAF), Advanced Audio Codec (AAC)&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo 3DS || BCWAV, BSTRM, DSP, Advanced Audio Codec (AAC)&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo DS/DSi || SWAV&lt;br /&gt;
|-&lt;br /&gt;
| Panasonic 3DO || Squareroot-delta-exact 8-bit DPCM&lt;br /&gt;
|-&lt;br /&gt;
| PC || PCM Variants, Really any format possible.&lt;br /&gt;
|-&lt;br /&gt;
| PC-FX || PC-FX ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation 1 || PlayStation ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation 2 || PlayStation ADPCM, ATRAC3, AC3, 16-bit OKI ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation 3 || PlayStation ADPCM, ATRAC3, MPEG&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation Portable || Sony ATRAC3plus&lt;br /&gt;
|-&lt;br /&gt;
| XBOX (Original)|| Xbox IMA ADPCM. WMA &lt;br /&gt;
|-&lt;br /&gt;
| XBOX 360 || XMA Variant 1 (Early Games), XMA Variant 2 (Late Games)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
While these formats are common, games are not limited to these formats. This is just a generalization of what you may occur when you look into games from these platforms.&lt;br /&gt;
&lt;br /&gt;
== PC games ==&lt;br /&gt;
PC games are generally a different case across all consoles. You never know what format you may encounter, until you get into the file-system of the game. Generally speaking, sound formats should be more-so primitive rather than dynamic, and you can usually convert with ease. In cases where you have an unknown audio format, you may need to create a thread in [https://www.vg-resource.com/forum-116.html The Sounds Resource Ripping Help] sub-forum to receive aid in these cases.&lt;br /&gt;
&lt;br /&gt;
== PS1, PS2 ==&lt;br /&gt;
Use [http://snailrush.online.fr/ PSound]. Requires Windows or WINE. Open your PlayStation game and drag any files containing sound into the program. Tell it to scan the file if prompted. Then, select all the resulting files (Ctrl+A) and convert them (Ctrl+V). If the files have looping issues, go to the configuration (Ctrl+C) and set the loop count and fade-out time to 0. If the files are playing at the wrong speed, go to the configuration and force the sample rate to the correct value. If the files are too slow, increase this value, and if they&amp;#039;re too fast, decrease it.&lt;br /&gt;
&lt;br /&gt;
== Nintendo 64 ==&lt;br /&gt;
Use [https://github.com/jombo23/N64-Tools/tree/master/N64%20Sound%20Tool/N64SoundListToolUpdated/Release N64SoundListToolUpdated].&lt;br /&gt;
Requires Windows and [https://www.microsoft.com/en-gb/download/details.aspx?id=5582 Microsoft Visual C++ 2008 SP1]. You may have to correct the speed of certain sounds using an external program such as ffmpeg.&lt;br /&gt;
&lt;br /&gt;
=== Batch-converting sample rates using ffmpeg (Linux) ===&lt;br /&gt;
&amp;lt;code&amp;gt;for i in *.wav; do ffmpeg -i &amp;quot;$i&amp;quot; -af asetrate=16000 &amp;quot;16000/${i%.*}.wav&amp;quot;; done&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Flash games ==&lt;br /&gt;
Use [https://www.free-decompiler.com/flash/ JPEXS]. Load your SWF file into it, right-click the &amp;quot;sounds&amp;quot; folder and &amp;quot;Export selection&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Raw/Headerless Audio ==&lt;br /&gt;
Some games store their sounds as raw/headerless audio. Options for conversion are either using Audacity to import raw audio, or using the [https://github.com/losnoco/vgmstream/blob/master/doc/TXTH.md TXTH] function of vgmstream in order to write a header that vgmstream can interpret and convert the audio codec with.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Ripping_Sounds&amp;diff=2268</id>
		<title>Ripping Sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Ripping_Sounds&amp;diff=2268"/>
		<updated>2019-09-04T12:30:14Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* Some PC games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Common Sound Formats for Consoles==&lt;br /&gt;
Unlike others areas of ripping (such as Textures and Sprites) where proprietary formats are game-specific, there are audio format generalizations for each console (For example, you will generally only find PlayStation ADPCM on PlayStation Games, and you would only find Xbox IMA-ADPCM on Original XBOX games). This is a list of consoles, and their console-specific audio formats:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Console !! Format&lt;br /&gt;
|-&lt;br /&gt;
| Dreamcast || Yamaha ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| GameCube || DSP/ADP/DTK ADPCM &lt;br /&gt;
|-&lt;br /&gt;
| Hyperscan || DRM Container Format (Contains either raw PCM or IMA ADPCM stream)&lt;br /&gt;
|-&lt;br /&gt;
| iOS || Core Audio Format (CAF), Advanced Audio Codec (AAC)&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo 3DS || BCWAV, BSTRM, DSP, Advanced Audio Codec (AAC)&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo DS/DSi || SWAV&lt;br /&gt;
|-&lt;br /&gt;
| Panasonic 3DO || Squareroot-delta-exact 8-bit DPCM&lt;br /&gt;
|-&lt;br /&gt;
| PC || PCM Variants, Really any format possible.&lt;br /&gt;
|-&lt;br /&gt;
| PC-FX || PC-FX ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation 1 || PlayStation ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation 2 || PlayStation ADPCM, ATRAC3, AC3, 16-bit OKI ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation 3 || PlayStation ADPCM, ATRAC3, MPEG&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation Portable || Sony ATRAC3plus&lt;br /&gt;
|-&lt;br /&gt;
| XBOX (Original)|| Xbox IMA ADPCM. WMA &lt;br /&gt;
|-&lt;br /&gt;
| XBOX 360 || XMA Variant 1 (Early Games), XMA Variant 2 (Late Games)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
While these formats are common, games are not limited to these formats. This is just a generalization of what you may occur when you look into games from these platforms.&lt;br /&gt;
&lt;br /&gt;
== PC games ==&lt;br /&gt;
PC games are generally a different case across all consoles. You never know what format you may encounter, until you get into the file-system of the game. Generally speaking, sound formats should be more-so primitive rather than dynamic, and you can usually convert with ease. In cases where you have an unknown audio format, you may need to create a thread in [https://www.vg-resource.com/forum-116.html The Sounds Resource Ripping Help] sub-forum to receive aid in these cases.&lt;br /&gt;
&lt;br /&gt;
== PS1 and PS2 ==&lt;br /&gt;
Use [http://snailrush.online.fr/ PSound]. Requires Windows or WINE. Open your PlayStation game and drag any files containing sound into the program. Tell it to scan the file if prompted. Then, select all the resulting files (Ctrl+A) and convert them (Ctrl+V). If the files have looping issues, go to the configuration (Ctrl+C) and set the loop count and fade-out time to 0. If the files are playing at the wrong speed, go to the configuration and force the sample rate to the correct value. If the files are too slow, increase this value, and if they&amp;#039;re too fast, decrease it.&lt;br /&gt;
&lt;br /&gt;
== Nintendo 64 ==&lt;br /&gt;
Use [https://github.com/jombo23/N64-Tools/tree/master/N64%20Sound%20Tool/N64SoundListToolUpdated/Release N64SoundListToolUpdated].&lt;br /&gt;
Requires Windows and [https://www.microsoft.com/en-gb/download/details.aspx?id=5582 Microsoft Visual C++ 2008 SP1]. You may have to correct the speed of certain sounds using an external program such as ffmpeg.&lt;br /&gt;
&lt;br /&gt;
=== Batch-converting sample rates using ffmpeg (Linux) ===&lt;br /&gt;
&amp;lt;code&amp;gt;for i in *.wav; do ffmpeg -i &amp;quot;$i&amp;quot; -af asetrate=16000 &amp;quot;16000/${i%.*}.wav&amp;quot;; done&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Flash games ==&lt;br /&gt;
Use [https://www.free-decompiler.com/flash/ JPEXS]. Load your SWF file into it, right-click the &amp;quot;sounds&amp;quot; folder and &amp;quot;Export selection&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Raw/Headerless Audio ==&lt;br /&gt;
Some games store their sounds as raw/headerless audio. Options for conversion are either using Audacity to import raw audio, or using the [https://github.com/losnoco/vgmstream/blob/master/doc/TXTH.md TXTH] function of vgmstream in order to write a header that vgmstream can interpret and convert the audio codec with.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Ripping_Sounds&amp;diff=2267</id>
		<title>Ripping Sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Ripping_Sounds&amp;diff=2267"/>
		<updated>2019-09-04T12:18:33Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Common Sound Formats for Consoles==&lt;br /&gt;
Unlike others areas of ripping (such as Textures and Sprites) where proprietary formats are game-specific, there are audio format generalizations for each console (For example, you will generally only find PlayStation ADPCM on PlayStation Games, and you would only find Xbox IMA-ADPCM on Original XBOX games). This is a list of consoles, and their console-specific audio formats:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Console !! Format&lt;br /&gt;
|-&lt;br /&gt;
| Dreamcast || Yamaha ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| GameCube || DSP/ADP/DTK ADPCM &lt;br /&gt;
|-&lt;br /&gt;
| Hyperscan || DRM Container Format (Contains either raw PCM or IMA ADPCM stream)&lt;br /&gt;
|-&lt;br /&gt;
| iOS || Core Audio Format (CAF), Advanced Audio Codec (AAC)&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo 3DS || BCWAV, BSTRM, DSP, Advanced Audio Codec (AAC)&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo DS/DSi || SWAV&lt;br /&gt;
|-&lt;br /&gt;
| Panasonic 3DO || Squareroot-delta-exact 8-bit DPCM&lt;br /&gt;
|-&lt;br /&gt;
| PC || PCM Variants, Really any format possible.&lt;br /&gt;
|-&lt;br /&gt;
| PC-FX || PC-FX ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation 1 || PlayStation ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation 2 || PlayStation ADPCM, ATRAC3, AC3, 16-bit OKI ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation 3 || PlayStation ADPCM, ATRAC3, MPEG&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation Portable || Sony ATRAC3plus&lt;br /&gt;
|-&lt;br /&gt;
| XBOX (Original)|| Xbox IMA ADPCM. WMA &lt;br /&gt;
|-&lt;br /&gt;
| XBOX 360 || XMA Variant 1 (Early Games), XMA Variant 2 (Late Games)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
While these formats are common, games are not limited to these formats. This is just a generalization of what you may occur when you look into games from these platforms.&lt;br /&gt;
&lt;br /&gt;
== Some PC games ==&lt;br /&gt;
PC games are generally a different case across all consoles. You never know what format you may encounter, until you get into the file-system of the game. Generally speaking, sound formats should be more-so primitive rather than dynamic, and you can usually convert with ease. In cases where you have an unknown audio format, you may need to create a thread in [https://www.vg-resource.com/forum-116.html The Sounds Resource Ripping Help] sub-forum to receive aid in these cases.&lt;br /&gt;
&lt;br /&gt;
== PS1 and PS2 ==&lt;br /&gt;
Use [http://snailrush.online.fr/ PSound]. Requires Windows or WINE. Open your PlayStation game and drag any files containing sound into the program. Tell it to scan the file if prompted. Then, select all the resulting files (Ctrl+A) and convert them (Ctrl+V). If the files have looping issues, go to the configuration (Ctrl+C) and set the loop count and fade-out time to 0. If the files are playing at the wrong speed, go to the configuration and force the sample rate to the correct value. If the files are too slow, increase this value, and if they&amp;#039;re too fast, decrease it.&lt;br /&gt;
&lt;br /&gt;
== Nintendo 64 ==&lt;br /&gt;
Use [https://github.com/jombo23/N64-Tools/tree/master/N64%20Sound%20Tool/N64SoundListToolUpdated/Release N64SoundListToolUpdated].&lt;br /&gt;
Requires Windows and [https://www.microsoft.com/en-gb/download/details.aspx?id=5582 Microsoft Visual C++ 2008 SP1]. You may have to correct the speed of certain sounds using an external program such as ffmpeg.&lt;br /&gt;
&lt;br /&gt;
=== Batch-converting sample rates using ffmpeg (Linux) ===&lt;br /&gt;
&amp;lt;code&amp;gt;for i in *.wav; do ffmpeg -i &amp;quot;$i&amp;quot; -af asetrate=16000 &amp;quot;16000/${i%.*}.wav&amp;quot;; done&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Flash games ==&lt;br /&gt;
Use [https://www.free-decompiler.com/flash/ JPEXS]. Load your SWF file into it, right-click the &amp;quot;sounds&amp;quot; folder and &amp;quot;Export selection&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Raw/Headerless Audio ==&lt;br /&gt;
Some games store their sounds as raw/headerless audio. Options for conversion are either using Audacity to import raw audio, or using the [https://github.com/losnoco/vgmstream/blob/master/doc/TXTH.md TXTH] function of vgmstream in order to write a header that vgmstream can interpret and convert the audio codec with.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Ripping_Sounds&amp;diff=2255</id>
		<title>Ripping Sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Ripping_Sounds&amp;diff=2255"/>
		<updated>2019-09-03T02:45:36Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* Common Sound Formats for Consoles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Common Sound Formats for Consoles==&lt;br /&gt;
Unlike others areas of ripping (such as Textures and Sprites) where proprietary formats are game-specific, there are audio format generalizations for each console (For example, you will generally only find PlayStation ADPCM on PlayStation Games, and you would only find Xbox IMA-ADPCM on Original XBOX games). This is a list of consoles, and their console-specific audio formats:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Console !! Format&lt;br /&gt;
|-&lt;br /&gt;
| Dreamcast || Yamaha ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| GameCube || DSP/ADP/DTK ADPCM &lt;br /&gt;
|-&lt;br /&gt;
| Hyperscan || DRM Container Format (Contains either raw PCM or IMA ADPCM stream)&lt;br /&gt;
|-&lt;br /&gt;
| iOS || Core Audio Format (CAF), Advanced Audio Codec (AAC)&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo 3DS || BCWAV, BSTRM, DSP, Advanced Audio Codec (AAC)&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo DS/DSi || SWAV&lt;br /&gt;
|-&lt;br /&gt;
| Panasonic 3DO || Squareroot-delta-exact 8-bit DPCM&lt;br /&gt;
|-&lt;br /&gt;
| PC || PCM Variants, Really any format possible.&lt;br /&gt;
|-&lt;br /&gt;
| PC-FX || PC-FX ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation 1 || PlayStation ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation 2 || PlayStation ADPCM, ATRAC3, AC3, 16-bit OKI ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation 3 || PlayStation ADPCM, ATRAC3, MPEG&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation Portable || Sony ATRAC3plus&lt;br /&gt;
|-&lt;br /&gt;
| XBOX (Original)|| Xbox IMA ADPCM. WMA &lt;br /&gt;
|-&lt;br /&gt;
| XBOX 360 || XMA Variant 1 (Early Games), XMA Variant 2 (Late Games)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
While these formats are common, games are not limited to these formats. This is just a generalization of what you may occur when you look into games from these platforms.&lt;br /&gt;
&lt;br /&gt;
== Some PC games ==&lt;br /&gt;
If you&amp;#039;re lucky, you&amp;#039;ll be able to simply navigate to where your game is installed and be greeted by all the sounds in a usable format such as WAVE.&lt;br /&gt;
&lt;br /&gt;
== PS1 and PS2 ==&lt;br /&gt;
Use [http://snailrush.online.fr/ PSound]. Requires Windows or WINE. Open your PlayStation game and drag any files containing sound into the program. Tell it to scan the file if prompted. Then, select all the resulting files (Ctrl+A) and convert them (Ctrl+V). If the files have looping issues, go to the configuration (Ctrl+C) and set the loop count and fade-out time to 0. If the files are playing at the wrong speed, go to the configuration and force the sample rate to the correct value. If the files are too slow, increase this value, and if they&amp;#039;re too fast, decrease it.&lt;br /&gt;
&lt;br /&gt;
== Nintendo 64 ==&lt;br /&gt;
Use [https://github.com/jombo23/N64-Tools/tree/master/N64%20Sound%20Tool/N64SoundListToolUpdated/Release N64SoundListToolUpdated].&lt;br /&gt;
Requires Windows and [https://www.microsoft.com/en-gb/download/details.aspx?id=5582 Microsoft Visual C++ 2008 SP1]. You may have to correct the speed of certain sounds using an external program such as ffmpeg.&lt;br /&gt;
&lt;br /&gt;
=== Batch-converting sample rates using ffmpeg (Linux) ===&lt;br /&gt;
&amp;lt;code&amp;gt;for i in *.wav; do ffmpeg -i &amp;quot;$i&amp;quot; -af asetrate=16000 &amp;quot;16000/${i%.*}.wav&amp;quot;; done&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Flash games ==&lt;br /&gt;
Use [https://www.free-decompiler.com/flash/ JPEXS]. Load your SWF file into it, right-click the &amp;quot;sounds&amp;quot; folder and &amp;quot;Export selection&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Other games ==&lt;br /&gt;
Use [http://www.watto.org/game_extractor.html Game Extractor]. Requires Java. This program has mixed results.&lt;br /&gt;
&lt;br /&gt;
== Raw audio ==&lt;br /&gt;
Some games store their sounds as raw audio. If you can&amp;#039;t open a sound file, it&amp;#039;s worth checking if it&amp;#039;s raw. With Audacity, you can go to File -&amp;gt; Import -&amp;gt; Raw Data... to test this. If you hear something recognisable but not quite right, it&amp;#039;s a game of trial-and-error to get the correct values.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Ripping_Sounds&amp;diff=2254</id>
		<title>Ripping Sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Ripping_Sounds&amp;diff=2254"/>
		<updated>2019-09-03T02:32:36Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: Added in console list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Common Sound Formats for Consoles==&lt;br /&gt;
Unlike others areas of ripping (such as Textures and Sprites) where proprietary formats are game-specific, audio formats are generally what we call &amp;quot;console-specific&amp;quot; (For example, you will generally only find PlayStation ADPCM on PlayStation Games, and you would only find Xbox IMA-ADPCM on Original XBOX games). This is a list of consoles, and their console-specific audio formats:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Console !! Format&lt;br /&gt;
|-&lt;br /&gt;
| Dreamcast || Yamaha ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| Gamecube || DSP/ADP/DTK ADPCM &lt;br /&gt;
|-&lt;br /&gt;
| Hyperscan || DRM Container Format (Contains either raw PCM or IMA ADPCM stream)&lt;br /&gt;
|-&lt;br /&gt;
| iOS || Core Audio Format (CAF), Advanced Audio Codec (AAC)&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo 3DS || BCWAV, BSTRM, DSP, Advanced Audio Codec (AAC)&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo DS/DSi || SWAV&lt;br /&gt;
|-&lt;br /&gt;
| Panasonic 3DO || Squareroot-delta-exact 8-bit DPCM&lt;br /&gt;
|-&lt;br /&gt;
| PC || PCM Variants, Really any format possible.&lt;br /&gt;
|-&lt;br /&gt;
| PC-FX || PC-FX ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation 1 || PlayStation ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation 2 || PlayStation ADPCM, ATRAC3, AC3, 16-bit OKI ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation 3 || PlayStation ADPCM, ATRAC3, MPEG&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation Portable || Sony ATRAC3plus&lt;br /&gt;
|-&lt;br /&gt;
| XBOX (Original)|| Xbox IMA ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| XBOX 360 || XMA Variant 1 (Early Games), XMA Variant 2 (Late Games)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
While these formats are common, games are not limited to these formats. This is just a generalization of what you may occur when you look into games from these platforms.&lt;br /&gt;
&lt;br /&gt;
== Some PC games ==&lt;br /&gt;
If you&amp;#039;re lucky, you&amp;#039;ll be able to simply navigate to where your game is installed and be greeted by all the sounds in a usable format such as WAVE.&lt;br /&gt;
&lt;br /&gt;
== PS1 and PS2 ==&lt;br /&gt;
Use [http://snailrush.online.fr/ PSound]. Requires Windows or WINE. Open your PlayStation game and drag any files containing sound into the program. Tell it to scan the file if prompted. Then, select all the resulting files (Ctrl+A) and convert them (Ctrl+V). If the files have looping issues, go to the configuration (Ctrl+C) and set the loop count and fade-out time to 0. If the files are playing at the wrong speed, go to the configuration and force the sample rate to the correct value. If the files are too slow, increase this value, and if they&amp;#039;re too fast, decrease it.&lt;br /&gt;
&lt;br /&gt;
== Nintendo 64 ==&lt;br /&gt;
Use [https://github.com/jombo23/N64-Tools/tree/master/N64%20Sound%20Tool/N64SoundListToolUpdated/Release N64SoundListToolUpdated].&lt;br /&gt;
Requires Windows and [https://www.microsoft.com/en-gb/download/details.aspx?id=5582 Microsoft Visual C++ 2008 SP1]. You may have to correct the speed of certain sounds using an external program such as ffmpeg.&lt;br /&gt;
&lt;br /&gt;
=== Batch-converting sample rates using ffmpeg (Linux) ===&lt;br /&gt;
&amp;lt;code&amp;gt;for i in *.wav; do ffmpeg -i &amp;quot;$i&amp;quot; -af asetrate=16000 &amp;quot;16000/${i%.*}.wav&amp;quot;; done&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Flash games ==&lt;br /&gt;
Use [https://www.free-decompiler.com/flash/ JPEXS]. Load your SWF file into it, right-click the &amp;quot;sounds&amp;quot; folder and &amp;quot;Export selection&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Other games ==&lt;br /&gt;
Use [http://www.watto.org/game_extractor.html Game Extractor]. Requires Java. This program has mixed results.&lt;br /&gt;
&lt;br /&gt;
== Raw audio ==&lt;br /&gt;
Some games store their sounds as raw audio. If you can&amp;#039;t open a sound file, it&amp;#039;s worth checking if it&amp;#039;s raw. With Audacity, you can go to File -&amp;gt; Import -&amp;gt; Raw Data... to test this. If you hear something recognisable but not quite right, it&amp;#039;s a game of trial-and-error to get the correct values.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Ripping_Sounds&amp;diff=2253</id>
		<title>Ripping Sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Ripping_Sounds&amp;diff=2253"/>
		<updated>2019-09-03T02:03:16Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Common Sound Formats for Consoles==&lt;br /&gt;
Unlike others areas of ripping (such as Textures and Sprites) where proprietary formats are game-specific, audio formats are generally what we call &amp;quot;console-specific&amp;quot; (For example, you will generally only find PlayStation ADPCM on PlayStation Games, and you would only find Xbox IMA-ADPCM on Original XBOX games). This is a list of consoles, and their console-specific audio formats:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Some PC games ==&lt;br /&gt;
If you&amp;#039;re lucky, you&amp;#039;ll be able to simply navigate to where your game is installed and be greeted by all the sounds in a usable format such as WAVE.&lt;br /&gt;
&lt;br /&gt;
== PS1 and PS2 ==&lt;br /&gt;
Use [http://snailrush.online.fr/ PSound]. Requires Windows or WINE. Open your PlayStation game and drag any files containing sound into the program. Tell it to scan the file if prompted. Then, select all the resulting files (Ctrl+A) and convert them (Ctrl+V). If the files have looping issues, go to the configuration (Ctrl+C) and set the loop count and fade-out time to 0. If the files are playing at the wrong speed, go to the configuration and force the sample rate to the correct value. If the files are too slow, increase this value, and if they&amp;#039;re too fast, decrease it.&lt;br /&gt;
&lt;br /&gt;
== Nintendo 64 ==&lt;br /&gt;
Use [https://github.com/jombo23/N64-Tools/tree/master/N64%20Sound%20Tool/N64SoundListToolUpdated/Release N64SoundListToolUpdated].&lt;br /&gt;
Requires Windows and [https://www.microsoft.com/en-gb/download/details.aspx?id=5582 Microsoft Visual C++ 2008 SP1]. You may have to correct the speed of certain sounds using an external program such as ffmpeg.&lt;br /&gt;
&lt;br /&gt;
=== Batch-converting sample rates using ffmpeg (Linux) ===&lt;br /&gt;
&amp;lt;code&amp;gt;for i in *.wav; do ffmpeg -i &amp;quot;$i&amp;quot; -af asetrate=16000 &amp;quot;16000/${i%.*}.wav&amp;quot;; done&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Flash games ==&lt;br /&gt;
Use [https://www.free-decompiler.com/flash/ JPEXS]. Load your SWF file into it, right-click the &amp;quot;sounds&amp;quot; folder and &amp;quot;Export selection&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Other games ==&lt;br /&gt;
Use [http://www.watto.org/game_extractor.html Game Extractor]. Requires Java. This program has mixed results.&lt;br /&gt;
&lt;br /&gt;
== Raw audio ==&lt;br /&gt;
Some games store their sounds as raw audio. If you can&amp;#039;t open a sound file, it&amp;#039;s worth checking if it&amp;#039;s raw. With Audacity, you can go to File -&amp;gt; Import -&amp;gt; Raw Data... to test this. If you hear something recognisable but not quite right, it&amp;#039;s a game of trial-and-error to get the correct values.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=HyperScan&amp;diff=2177</id>
		<title>HyperScan</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=HyperScan&amp;diff=2177"/>
		<updated>2019-05-29T04:21:40Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hyperscan.jpg|frameless|right]]&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;HyperScan&amp;#039;&amp;#039;&amp;#039; is a console created by Mattel.&lt;br /&gt;
&lt;br /&gt;
The console utilized a RFID scanner to load characters from special &amp;quot;cards&amp;quot; that were sold as separate booster packs and received a lot of negative feedback for its lack of performance.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:Hyperscan.jpg&amp;diff=2176</id>
		<title>File:Hyperscan.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:Hyperscan.jpg&amp;diff=2176"/>
		<updated>2019-05-29T04:21:00Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;photo of hyperscan&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=HyperScan&amp;diff=2175</id>
		<title>HyperScan</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=HyperScan&amp;diff=2175"/>
		<updated>2019-05-29T04:18:10Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;HyperScan&amp;#039;&amp;#039;&amp;#039; is a console created by Mattel.  The console utilized a RFID scanner to load characters from special &amp;quot;cards&amp;quot; that were sold as separate booster packs and r...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;HyperScan&amp;#039;&amp;#039;&amp;#039; is a console created by Mattel.&lt;br /&gt;
&lt;br /&gt;
The console utilized a RFID scanner to load characters from special &amp;quot;cards&amp;quot; that were sold as separate booster packs and received a lot of negative feedback for its lack of performance.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Sounds_Resource&amp;diff=2174</id>
		<title>What Makes A Good Submission/The Sounds Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Sounds_Resource&amp;diff=2174"/>
		<updated>2019-05-29T04:10:44Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* Common Rejection Reasons (And How to Avoid Them) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TSOR-Logo.png|right|link=]]&lt;br /&gt;
==The Sound==&lt;br /&gt;
===Make Sure It&amp;#039;s Not Music===&lt;br /&gt;
&lt;br /&gt;
The Sounds Resource is for Sound Effects only. Music usually has a lot more complexities in terms of how we can go about providing it, specifically because many games use licensed songs or sell their soundtracks on in other media.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Note: We also cannot accept instrument samples, as they are what form the music and are not sound effects anyway, so please make sure that your submissions don&amp;#039;t contain any.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===File Formats===&lt;br /&gt;
&lt;br /&gt;
While you can only submit .zip archives to the site, the actual audio files within your zips must be in .wav format.&lt;br /&gt;
&lt;br /&gt;
If the files are originally in .mp3 or .ogg, these are also accepted. However, do not convert .wav files to .mp3 or .ogg; these formats are lossy and conversion to them degrades the sound quality. Also, do not convert .mp3 or .ogg files to .wav; this simply creates larger files without any improvement in said quality. The only exception is if you are ripping an fsb file for as of now getting oggs ripped from said fsb files with their headers is impossible.&lt;br /&gt;
&lt;br /&gt;
.mp2 files should not be converted to .wav either as they provide the same result with converting .mp3s or .oggs. Rather, change their extension to .mp3, then submit.&lt;br /&gt;
&lt;br /&gt;
==The Sound Pack==&lt;br /&gt;
&lt;br /&gt;
===Get Everything You Can===&lt;br /&gt;
&lt;br /&gt;
While this isn&amp;#039;t strictly required, we do need sound packs to be &amp;quot;as complete as possible&amp;quot;. Getting the most amount of sounds possible from a game is more rewarding for both you, as the submitter, and for the users that download the network&amp;#039;s submissions. This enables them to put more of the hosted sound assets to good usage. Some games may have tools that do not 100% support the full extraction of every single sound file from a game&amp;#039;s archive; that is fine. Just do your best to make sure you grab every sound file you can to make your submission as complete as possible.&lt;br /&gt;
&lt;br /&gt;
===Credit Tags===&lt;br /&gt;
&lt;br /&gt;
If you want to include a credit tag, simply include a small .txt file with any information you wish to provide. Some information you may wish to include will be:&lt;br /&gt;
&lt;br /&gt;
Name: You can include your name if you want. It&amp;#039;s not really required as we store your name in our database anyway, seen below the download button.&lt;br /&gt;
&lt;br /&gt;
Credit: Some people want to be credited when somebody uses their ripped sound effects, normally by writing &amp;quot;Give credit if used&amp;quot;. Some people will also write &amp;quot;Credit not required&amp;quot;. It&amp;#039;s your choice whether you want to request credit or not, though we advise that you don&amp;#039;t ask for it.&lt;br /&gt;
&lt;br /&gt;
Just remember that not including a tag is also more than acceptable. It&amp;#039;s quite likely that many people will simply ignore a tag, which is why the trend lately has been to simply not include one. This is of course your own personal preference.&lt;br /&gt;
&lt;br /&gt;
===Organization===&lt;br /&gt;
We require all sound packs to have a minimum basis of organization. As a submitter, we ask of you to provided some organization when submitting. If you have a large folder of sounds, please split them into one folder labeled &amp;quot;Voices&amp;quot; and one folder &amp;quot;Sounds&amp;quot; (if applicable) to provide a basis of organization. This makes it easier on both the site-staff in processing your submission, as well as our users to consume your provided assets and hard-work at a greater level. Submissions labeled &amp;quot;All Sounds&amp;quot; or &amp;quot;Everything&amp;quot; will not be accepted to the network, as they are not organized enough for our user-base to gain usage out of the provided assets, and make the provided submissions seem lazy. Regardless of whether your sound files are named or not, it is minimally required for you to separate your sound files into these two categories if possible. &lt;br /&gt;
&lt;br /&gt;
As well, we recommend that if you can organize your sound assets into multiple categories, that you do so! It helps the staff to be able to see what kinds of sounds are supposed to belong to certain categories, and as well allows users to find certain sounds they are looking for easier. Of course this is more of a generosity than a requirement, but would be amazing if you could put in the extra effort to do so! As a bare minimum, it is required that you split the submission into at least &amp;quot;Voices&amp;quot; and &amp;quot;Sounds&amp;quot;, if applicable.&lt;br /&gt;
&lt;br /&gt;
===Zipping Your Submissions===&lt;br /&gt;
&lt;br /&gt;
The site only accepts .zip file submissions. Please only include the sound effects and a credit tag, if you wish to include one. Any additional files just add space needlessly and detract from the quality of your submission. You can create the .zip file with any application you wish. Some common applications used are &amp;quot;7-zip&amp;quot; and &amp;quot;WinRar&amp;quot;. When splitting a big folder of sounds into multiple smaller parts, it is recommended that you keep each sub-folder of sounds at around 100MB to allow for users to download it easier. While of course this is a recommendation, the max file size you can upload of a ZIP is 250MB. Subsequently, if you have a folder of sounds that go above this limit, you must split them into smaller folders to accommodate to the upload limit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Common Rejection Reasons (And How to Avoid Them)===&lt;br /&gt;
&lt;br /&gt;
Here is a list of common reasons as to why your sound pack(s) may be rejected to our network:&lt;br /&gt;
&lt;br /&gt;
* Duplicate: There is already an existing sound pack provided for this category of both game and sound type (Whether it be from another console, or from the same game)&lt;br /&gt;
&lt;br /&gt;
* Incorrect Format: You did not submit the correct file format for your sounds. They must be in a base format of WAV (or MP3/OGG if the game&amp;#039;s sounds were originally in these formats.)&lt;br /&gt;
&lt;br /&gt;
* Incomplete Pack: The sound pack is incomplete. This usually doesn&amp;#039;t come up as a reason, unless noticeable components to your sound pack are missing (Such as several voice lines for a character). Just follow the rule of getting as many sounds as possible for your submission.&lt;br /&gt;
&lt;br /&gt;
* Invalid Files: The provided files are either corrupt or broken. This reason is applicable to: Empty sounds (Sounds that are purely silence), Static sounding files, and files that do not play in a standard media player. The way to prevent this reason is to listen to each sound before you decide to submit your pack up to the site, and double check for any issues that may occur after conversion.&lt;br /&gt;
&lt;br /&gt;
* Low-Quality Sound Pack: The method used to convert the provided sound files lacks quality, and makes the provided resources not salvageable. These issues can arise when you convert from a lossy/compressed audio format(Quality reduction) to a lossless/uncompressed format. Lossy audio formats reduce quality each time you convert to them take away the quality of the data, making the sounds less usable. Never convert from lossy to lossless (Example being MP3 to WAV). If the files are originally in a lossy format (Such as OGG Vorbis), leave it in that corresponding sound format.&lt;br /&gt;
&lt;br /&gt;
* Music: The sound pack contains music. Simply put, these music files must be dis-included from your submission, as we do not host music for legal purposes. (As well, it is called &amp;quot;The Sounds Resource&amp;quot;, right?)&lt;br /&gt;
&lt;br /&gt;
* Stolen: The sound pack you provided was stolen from another source/Is not ripped by you. We take this offense seriously, and do not tolerate stolen submissions. If you submit stolen content, it may result in you having your submission privileges revoked and or being banned from the site. Don&amp;#039;t do it.&lt;br /&gt;
&lt;br /&gt;
* Spam: The sound pack you uploaded was a troll submission. Please do not upload useless submissions to our site, as they will automatically be rejected, and you may have your submission privileges revoked.&lt;br /&gt;
&lt;br /&gt;
Any other rejection reasons not seen above are hand-written by the staff team. There may be an issue that isn&amp;#039;t described by the above rejection reasons, so we attempt to specify any issue(s) your submission has, and how we can advise you to fix it upon re-submission. After having a submission rejected, if you still struggle to fix the issue(s) as relayed in your rejection private message, feel free to message the staff member that rejected your submission and ask for assistance. The staff member who responds will more than likely be willing to help you in anyway possible!&lt;br /&gt;
&lt;br /&gt;
{{GoodSubNav}}&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1756</id>
		<title>What Makes A Good Submission/The Models Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1756"/>
		<updated>2018-08-31T04:10:10Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* Connecting the MTL &amp;amp; OBJ File */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TMR-Logo.png|right|link=]]&lt;br /&gt;
==The Model==&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
Does it have all of the textures included? Sometimes model editors only copy the texture that is immediately applied to the mesh. Make sure to get all of them, even if the textures aren&amp;#039;t copied when exported.&lt;br /&gt;
&lt;br /&gt;
====Texture Format====&lt;br /&gt;
The Models Resource only allows textures to be in .PNG format. It doesn&amp;#039;t allow any other format. Make sure that textures are in the .PNG format.&lt;br /&gt;
&lt;br /&gt;
====Modified Texures====&lt;br /&gt;
We do not accept textures that have been altered from their original extracted form in anyway. Modifying the texture&amp;#039;s dimensions, pixels, or format will result in the submission&amp;#039;s rejection from the site.&lt;br /&gt;
&lt;br /&gt;
====Converting Normal Maps====&lt;br /&gt;
&lt;br /&gt;
====Making Textures Load On Import====&lt;br /&gt;
&lt;br /&gt;
===The Mesh===&lt;br /&gt;
Does the model have unneeded parts, such as extra faces or vertices? Models should be optimized as possible.&lt;br /&gt;
&lt;br /&gt;
====Removing Doubles====&lt;br /&gt;
&lt;br /&gt;
====Combined Sub-Mesh Issues====&lt;br /&gt;
&lt;br /&gt;
===Rigging===&lt;br /&gt;
While it is not necessary, submitting models with rigging is completely fine, and is encouraged when possible in order for models to be animated easier. The Models Resource only accepts rigged models in .dae, as it is a required base format. However, a .fbx file can be included if a .dae file is present in the submission.&lt;br /&gt;
&lt;br /&gt;
====Rigging Problems====&lt;br /&gt;
&lt;br /&gt;
===Model Formats===&lt;br /&gt;
Though you can include multiple formats, you need to at least have one model exported as .obj or .dae. Specific requirements for each format can be found below.&lt;br /&gt;
&lt;br /&gt;
====OBJ Specifics====&lt;br /&gt;
Alongside the actual *.OBJ model file must exist a corresponding *.MTL file.&lt;br /&gt;
=====The MTL File=====&lt;br /&gt;
Material files allow it&amp;#039;s corresponding Wavefront OBJ file to properly import and render textures into the 3D program you are using. There are a few steps that are necessary to make sure your MTL file works properly before you submit it up to the site.&lt;br /&gt;
&lt;br /&gt;
======MTL Paths======&lt;br /&gt;
&lt;br /&gt;
======Connecting the MTL &amp;amp; OBJ File======&lt;br /&gt;
Now that we have our OBJ + MTL file written, we need to somehow allow the OBJ file to interpret the data contained in the MTL file. This is done by adding the &amp;quot;material library reference&amp;quot; line into the OBJ file. An example of this is shown below:&lt;br /&gt;
&lt;br /&gt;
====DAE Specifics====&lt;br /&gt;
&lt;br /&gt;
==Rendering Submission Icons==&lt;br /&gt;
&lt;br /&gt;
===The (Small) Model Icon===&lt;br /&gt;
The Small Icon needs to show a preview of what the model is/what it is about, by creating a render of the model. &lt;br /&gt;
[[File:Model-icon-example.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The icon needs to be &amp;#039;&amp;#039;&amp;#039;148 by 125 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise the submission page will give you an error upon trying to submit.&lt;br /&gt;
&lt;br /&gt;
===The (Big) Model Icon===&lt;br /&gt;
The Big Icon needs to have a depiction of the model rendered in it&amp;#039;s default pose. It needs also to be &amp;#039;&amp;#039;&amp;#039;750 by 650 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise you will receive an error when trying to submit.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1754</id>
		<title>What Makes A Good Submission/The Models Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1754"/>
		<updated>2018-08-31T03:49:35Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* OBJ Specifics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TMR-Logo.png|right|link=]]&lt;br /&gt;
==The Model==&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
Does it have all of the textures included? Sometimes model editors only copy the texture that is immediately applied to the mesh. Make sure to get all of them, even if the textures aren&amp;#039;t copied when exported.&lt;br /&gt;
&lt;br /&gt;
====Texture Format====&lt;br /&gt;
The Models Resource only allows textures to be in .PNG format. It doesn&amp;#039;t allow any other format. Make sure that textures are in the .PNG format.&lt;br /&gt;
&lt;br /&gt;
====Modified Texures====&lt;br /&gt;
We do not accept textures that have been altered from their original extracted form in anyway. Modifying the texture&amp;#039;s dimensions, pixels, or format will result in the submission&amp;#039;s rejection from the site.&lt;br /&gt;
&lt;br /&gt;
====Converting Normal Maps====&lt;br /&gt;
&lt;br /&gt;
====Making Textures Load On Import====&lt;br /&gt;
&lt;br /&gt;
===The Mesh===&lt;br /&gt;
Does the model have unneeded parts, such as extra faces or vertices? Models should be optimized as possible.&lt;br /&gt;
&lt;br /&gt;
====Removing Doubles====&lt;br /&gt;
&lt;br /&gt;
====Combined Sub-Mesh Issues====&lt;br /&gt;
&lt;br /&gt;
===Rigging===&lt;br /&gt;
While it is not necessary, submitting models with rigging is completely fine, and is encouraged when possible in order for models to be animated easier. The Models Resource only accepts rigged models in .dae, as it is a required base format. However, a .fbx file can be included if a .dae file is present in the submission.&lt;br /&gt;
&lt;br /&gt;
====Rigging Problems====&lt;br /&gt;
&lt;br /&gt;
===Model Formats===&lt;br /&gt;
Though you can include multiple formats, you need to at least have one model exported as .obj or .dae. Specific requirements for each format can be found below.&lt;br /&gt;
&lt;br /&gt;
====OBJ Specifics====&lt;br /&gt;
Alongside the actual *.OBJ model file must exist a corresponding *.MTL file.&lt;br /&gt;
=====The MTL File=====&lt;br /&gt;
Material files allow it&amp;#039;s corresponding Wavefront OBJ file to properly import and render textures into the 3D program you are using. There are a few steps that are necessary to make sure your MTL file works properly before you submit it up to the site.&lt;br /&gt;
&lt;br /&gt;
======MTL Paths======&lt;br /&gt;
&lt;br /&gt;
======Connecting the MTL &amp;amp; OBJ File======&lt;br /&gt;
&lt;br /&gt;
====DAE Specifics====&lt;br /&gt;
&lt;br /&gt;
==Rendering Submission Icons==&lt;br /&gt;
&lt;br /&gt;
===The (Small) Model Icon===&lt;br /&gt;
The Small Icon needs to show a preview of what the model is/what it is about, by creating a render of the model. &lt;br /&gt;
[[File:Model-icon-example.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The icon needs to be &amp;#039;&amp;#039;&amp;#039;148 by 125 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise the submission page will give you an error upon trying to submit.&lt;br /&gt;
&lt;br /&gt;
===The (Big) Model Icon===&lt;br /&gt;
The Big Icon needs to have a depiction of the model rendered in it&amp;#039;s default pose. It needs also to be &amp;#039;&amp;#039;&amp;#039;750 by 650 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise you will receive an error when trying to submit.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Textures_Resource&amp;diff=1753</id>
		<title>What Makes A Good Submission/The Textures Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Textures_Resource&amp;diff=1753"/>
		<updated>2018-08-31T03:28:28Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* The (Big) Model Icon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TTR-Logo.png|right|link=]]&lt;br /&gt;
==The Texture==&lt;br /&gt;
===The Texture Format===&lt;br /&gt;
Textures should be submitted in the PNG format. This is due to the fact that it is a lossless format, so it never decreases the quality of the image. As well, GIF is another lossy format that is not accepted, as it loses colors and only supports 256 colors. However, there is only one other time that you may have to submit another format, which is the JPG format. When you have a game that has JPG textures, leave them in the JPG format.  As JPG is a lossy format, converting them to PNG unnecessarily increases the image&amp;#039;s file size, so it&amp;#039;s best to leave it as JPG.&lt;br /&gt;
&lt;br /&gt;
===Texture Transparencies===&lt;br /&gt;
If a texture has transparencies, you usually don&amp;#039;t remove them, as doing so can make applying the transparencies more difficult. The only time where you may need to remove a transparency is if it obstructs the diffuse texture at all. Some game engines tend to use the alpha channel of a texture image as a specular map, so splitting the alpha channel off of the diffuse texture will provide both the diffuse and specularity maps properly.&lt;br /&gt;
&lt;br /&gt;
==Rendering Submission Icons==&lt;br /&gt;
&lt;br /&gt;
===The (Small) Texture Icon===&lt;br /&gt;
The Small Icon needs to show a preview of what the texture is/what it is about through creating a proper thumbnail of the texture. &lt;br /&gt;
[[File:Texture-icon-example.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The icon needs to be &amp;#039;&amp;#039;&amp;#039;148 by 125 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise the submission page will give you an error upon trying to submit.&lt;br /&gt;
&lt;br /&gt;
===The (Big) Texture Icon===&lt;br /&gt;
The Big Icon needs to have a depiction of the model rendered in it&amp;#039;s default pose. It needs also to be &amp;#039;&amp;#039;&amp;#039;750 by 650 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise you will receive an error when trying to submit.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Textures_Resource&amp;diff=1752</id>
		<title>What Makes A Good Submission/The Textures Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Textures_Resource&amp;diff=1752"/>
		<updated>2018-08-31T03:28:18Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* The (Small) Model Icon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TTR-Logo.png|right|link=]]&lt;br /&gt;
==The Texture==&lt;br /&gt;
===The Texture Format===&lt;br /&gt;
Textures should be submitted in the PNG format. This is due to the fact that it is a lossless format, so it never decreases the quality of the image. As well, GIF is another lossy format that is not accepted, as it loses colors and only supports 256 colors. However, there is only one other time that you may have to submit another format, which is the JPG format. When you have a game that has JPG textures, leave them in the JPG format.  As JPG is a lossy format, converting them to PNG unnecessarily increases the image&amp;#039;s file size, so it&amp;#039;s best to leave it as JPG.&lt;br /&gt;
&lt;br /&gt;
===Texture Transparencies===&lt;br /&gt;
If a texture has transparencies, you usually don&amp;#039;t remove them, as doing so can make applying the transparencies more difficult. The only time where you may need to remove a transparency is if it obstructs the diffuse texture at all. Some game engines tend to use the alpha channel of a texture image as a specular map, so splitting the alpha channel off of the diffuse texture will provide both the diffuse and specularity maps properly.&lt;br /&gt;
&lt;br /&gt;
==Rendering Submission Icons==&lt;br /&gt;
&lt;br /&gt;
===The (Small) Texture Icon===&lt;br /&gt;
The Small Icon needs to show a preview of what the texture is/what it is about through creating a proper thumbnail of the texture. &lt;br /&gt;
[[File:Texture-icon-example.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The icon needs to be &amp;#039;&amp;#039;&amp;#039;148 by 125 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise the submission page will give you an error upon trying to submit.&lt;br /&gt;
&lt;br /&gt;
===The (Big) Model Icon===&lt;br /&gt;
The Big Icon needs to have a depiction of the model rendered in it&amp;#039;s default pose. It needs also to be &amp;#039;&amp;#039;&amp;#039;750 by 650 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise you will receive an error when trying to submit.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:Icon_Example_-_Textures.png&amp;diff=1751</id>
		<title>File:Icon Example - Textures.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:Icon_Example_-_Textures.png&amp;diff=1751"/>
		<updated>2018-08-31T03:27:14Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: Shows example of how to make a proper texture submission icon.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shows example of how to make a proper texture submission icon.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Textures_Resource&amp;diff=1750</id>
		<title>What Makes A Good Submission/The Textures Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Textures_Resource&amp;diff=1750"/>
		<updated>2018-08-31T03:26:45Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* Rendering Submission Icons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TTR-Logo.png|right|link=]]&lt;br /&gt;
==The Texture==&lt;br /&gt;
===The Texture Format===&lt;br /&gt;
Textures should be submitted in the PNG format. This is due to the fact that it is a lossless format, so it never decreases the quality of the image. As well, GIF is another lossy format that is not accepted, as it loses colors and only supports 256 colors. However, there is only one other time that you may have to submit another format, which is the JPG format. When you have a game that has JPG textures, leave them in the JPG format.  As JPG is a lossy format, converting them to PNG unnecessarily increases the image&amp;#039;s file size, so it&amp;#039;s best to leave it as JPG.&lt;br /&gt;
&lt;br /&gt;
===Texture Transparencies===&lt;br /&gt;
If a texture has transparencies, you usually don&amp;#039;t remove them, as doing so can make applying the transparencies more difficult. The only time where you may need to remove a transparency is if it obstructs the diffuse texture at all. Some game engines tend to use the alpha channel of a texture image as a specular map, so splitting the alpha channel off of the diffuse texture will provide both the diffuse and specularity maps properly.&lt;br /&gt;
&lt;br /&gt;
==Rendering Submission Icons==&lt;br /&gt;
&lt;br /&gt;
===The (Small) Model Icon===&lt;br /&gt;
The Small Icon needs to show a preview of what the model is/what it is about, by creating a render of the model. &lt;br /&gt;
[[File:Model-icon-example.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The icon needs to be &amp;#039;&amp;#039;&amp;#039;148 by 125 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise the submission page will give you an error upon trying to submit.&lt;br /&gt;
&lt;br /&gt;
===The (Big) Model Icon===&lt;br /&gt;
The Big Icon needs to have a depiction of the model rendered in it&amp;#039;s default pose. It needs also to be &amp;#039;&amp;#039;&amp;#039;750 by 650 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise you will receive an error when trying to submit.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Textures_Resource&amp;diff=1749</id>
		<title>What Makes A Good Submission/The Textures Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Textures_Resource&amp;diff=1749"/>
		<updated>2018-08-31T03:26:22Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* The Texture Icon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TTR-Logo.png|right|link=]]&lt;br /&gt;
==The Texture==&lt;br /&gt;
===The Texture Format===&lt;br /&gt;
Textures should be submitted in the PNG format. This is due to the fact that it is a lossless format, so it never decreases the quality of the image. As well, GIF is another lossy format that is not accepted, as it loses colors and only supports 256 colors. However, there is only one other time that you may have to submit another format, which is the JPG format. When you have a game that has JPG textures, leave them in the JPG format.  As JPG is a lossy format, converting them to PNG unnecessarily increases the image&amp;#039;s file size, so it&amp;#039;s best to leave it as JPG.&lt;br /&gt;
&lt;br /&gt;
===Texture Transparencies===&lt;br /&gt;
If a texture has transparencies, you usually don&amp;#039;t remove them, as doing so can make applying the transparencies more difficult. The only time where you may need to remove a transparency is if it obstructs the diffuse texture at all. Some game engines tend to use the alpha channel of a texture image as a specular map, so splitting the alpha channel off of the diffuse texture will provide both the diffuse and specularity maps properly.&lt;br /&gt;
&lt;br /&gt;
==Rendering Submission Icons==&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=The_Textures_Resource&amp;diff=1748</id>
		<title>The Textures Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=The_Textures_Resource&amp;diff=1748"/>
		<updated>2018-08-31T03:14:56Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* Special Pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TTR-Logo.png|right|link=]]&lt;br /&gt;
The Textures Resource, often abbreviated to &amp;quot;tTR&amp;quot;, is a website dedicated to providing textures found within games, as well as custom creations surrounding pre-existing characters in the gaming industry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Pages==&lt;br /&gt;
#Submission Guidelines for Textures: [[What Makes A Good Submission/The Textures Resource]]&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1747</id>
		<title>What Makes A Good Submission/The Models Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1747"/>
		<updated>2018-08-31T03:04:02Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* Modified Texures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TMR-Logo.png|right|link=]]&lt;br /&gt;
==The Model==&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
Does it have all of the textures included? Sometimes model editors only copy the texture that is immediately applied to the mesh. Make sure to get all of them, even if the textures aren&amp;#039;t copied when exported.&lt;br /&gt;
&lt;br /&gt;
====Texture Format====&lt;br /&gt;
The Models Resource only allows textures to be in .PNG format. It doesn&amp;#039;t allow any other format. Make sure that textures are in the .PNG format.&lt;br /&gt;
&lt;br /&gt;
====Modified Texures====&lt;br /&gt;
We do not accept textures that have been altered from their original extracted form in anyway. Modifying the texture&amp;#039;s dimensions, pixels, or format will result in the submission&amp;#039;s rejection from the site.&lt;br /&gt;
&lt;br /&gt;
====Converting Normal Maps====&lt;br /&gt;
&lt;br /&gt;
====Making Textures Load On Import====&lt;br /&gt;
&lt;br /&gt;
===The Mesh===&lt;br /&gt;
Does the model have unneeded parts, such as extra faces or vertices? Models should be optimized as possible.&lt;br /&gt;
&lt;br /&gt;
====Removing Doubles====&lt;br /&gt;
&lt;br /&gt;
====Combined Sub-Mesh Issues====&lt;br /&gt;
&lt;br /&gt;
===Rigging===&lt;br /&gt;
While it is not necessary, submitting models with rigging is completely fine, and is encouraged when possible in order for models to be animated easier. The Models Resource only accepts rigged models in .dae, as it is a required base format. However, a .fbx file can be included if a .dae file is present in the submission.&lt;br /&gt;
&lt;br /&gt;
====Rigging Problems====&lt;br /&gt;
&lt;br /&gt;
===Model Formats===&lt;br /&gt;
Though you can include multiple formats, you need to at least have one model exported as .obj or .dae. Specific requirements for each format can be found below.&lt;br /&gt;
&lt;br /&gt;
====OBJ Specifics====&lt;br /&gt;
&lt;br /&gt;
=====MTL File=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====DAE Specifics====&lt;br /&gt;
&lt;br /&gt;
==Rendering Submission Icons==&lt;br /&gt;
&lt;br /&gt;
===The (Small) Model Icon===&lt;br /&gt;
The Small Icon needs to show a preview of what the model is/what it is about, by creating a render of the model. &lt;br /&gt;
[[File:Model-icon-example.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The icon needs to be &amp;#039;&amp;#039;&amp;#039;148 by 125 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise the submission page will give you an error upon trying to submit.&lt;br /&gt;
&lt;br /&gt;
===The (Big) Model Icon===&lt;br /&gt;
The Big Icon needs to have a depiction of the model rendered in it&amp;#039;s default pose. It needs also to be &amp;#039;&amp;#039;&amp;#039;750 by 650 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise you will receive an error when trying to submit.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1692</id>
		<title>What Makes A Good Submission/The Models Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1692"/>
		<updated>2018-07-16T05:05:14Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* Rigging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TMR-Logo.png|right|link=]]&lt;br /&gt;
==The Model==&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
Does it have all of the textures included? Sometimes model editors only copy the texture that is immediately applied to the mesh. Make sure to get all of them, even if the textures aren&amp;#039;t copied when exported.&lt;br /&gt;
&lt;br /&gt;
====Texture Format====&lt;br /&gt;
The Models Resource only allows textures to be in .PNG format. It doesn&amp;#039;t allow any other format. Make sure that textures are in the .PNG format.&lt;br /&gt;
&lt;br /&gt;
====Modified Texures====&lt;br /&gt;
&lt;br /&gt;
====Converting Normal Maps====&lt;br /&gt;
&lt;br /&gt;
====Making Textures Load On Import====&lt;br /&gt;
&lt;br /&gt;
===The Mesh===&lt;br /&gt;
Does the model have unneeded parts, such as extra faces or vertices? Models should be optimized as possible.&lt;br /&gt;
&lt;br /&gt;
====Removing Doubles====&lt;br /&gt;
&lt;br /&gt;
====Combined Sub-Mesh Issues====&lt;br /&gt;
&lt;br /&gt;
===Rigging===&lt;br /&gt;
While it is not necessary, submitting models with rigging is completely fine, and is encouraged when possible in order for models to be animated easier. The Models Resource only accepts rigged models in .dae, as it is a required base format. However, a .fbx file can be included if a .dae file is present in the submission.&lt;br /&gt;
&lt;br /&gt;
====Rigging Problems====&lt;br /&gt;
&lt;br /&gt;
===Model Formats===&lt;br /&gt;
Though you can include multiple formats, you need to at least have one model exported as .obj or .dae. Specific requirements for each format can be found below.&lt;br /&gt;
&lt;br /&gt;
====OBJ Specifics====&lt;br /&gt;
&lt;br /&gt;
=====MTL File=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====DAE Specifics====&lt;br /&gt;
&lt;br /&gt;
==Rendering Submission Icons==&lt;br /&gt;
&lt;br /&gt;
===The (Small) Model Icon===&lt;br /&gt;
The Small Icon needs to show a preview of what the model is/what it is about, by creating a render of the model. &lt;br /&gt;
[[File:Model-icon-example.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The icon needs to be &amp;#039;&amp;#039;&amp;#039;148 by 125 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise the submission page will give you an error upon trying to submit.&lt;br /&gt;
&lt;br /&gt;
===The (Big) Model Icon===&lt;br /&gt;
The Big Icon needs to have a depiction of the model rendered in it&amp;#039;s default pose. It needs also to be &amp;#039;&amp;#039;&amp;#039;750 by 650 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise you will receive an error when trying to submit.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1691</id>
		<title>What Makes A Good Submission/The Models Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1691"/>
		<updated>2018-07-16T05:04:03Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TMR-Logo.png|right|link=]]&lt;br /&gt;
==The Model==&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
Does it have all of the textures included? Sometimes model editors only copy the texture that is immediately applied to the mesh. Make sure to get all of them, even if the textures aren&amp;#039;t copied when exported.&lt;br /&gt;
&lt;br /&gt;
====Texture Format====&lt;br /&gt;
The Models Resource only allows textures to be in .PNG format. It doesn&amp;#039;t allow any other format. Make sure that textures are in the .PNG format.&lt;br /&gt;
&lt;br /&gt;
====Modified Texures====&lt;br /&gt;
&lt;br /&gt;
====Converting Normal Maps====&lt;br /&gt;
&lt;br /&gt;
====Making Textures Load On Import====&lt;br /&gt;
&lt;br /&gt;
===The Mesh===&lt;br /&gt;
Does the model have unneeded parts, such as extra faces or vertices? Models should be optimized as possible.&lt;br /&gt;
&lt;br /&gt;
====Removing Doubles====&lt;br /&gt;
&lt;br /&gt;
====Combined Sub-Mesh Issues====&lt;br /&gt;
&lt;br /&gt;
===Rigging===&lt;br /&gt;
While it is not necessary, submitting models with rigging is completely fine, and is encouraged when possible in order for models to be animated easier. The Models Resource only accepts rigged models in .dae format, however a .fbx file can be included if a .dae file is present in the submission.&lt;br /&gt;
&lt;br /&gt;
====Rigging Problems====&lt;br /&gt;
&lt;br /&gt;
===Model Formats===&lt;br /&gt;
Though you can include multiple formats, you need to at least have one model exported as .obj or .dae. Specific requirements for each format can be found below.&lt;br /&gt;
&lt;br /&gt;
====OBJ Specifics====&lt;br /&gt;
&lt;br /&gt;
=====MTL File=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====DAE Specifics====&lt;br /&gt;
&lt;br /&gt;
==Rendering Submission Icons==&lt;br /&gt;
&lt;br /&gt;
===The (Small) Model Icon===&lt;br /&gt;
The Small Icon needs to show a preview of what the model is/what it is about, by creating a render of the model. &lt;br /&gt;
[[File:Model-icon-example.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The icon needs to be &amp;#039;&amp;#039;&amp;#039;148 by 125 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise the submission page will give you an error upon trying to submit.&lt;br /&gt;
&lt;br /&gt;
===The (Big) Model Icon===&lt;br /&gt;
The Big Icon needs to have a depiction of the model rendered in it&amp;#039;s default pose. It needs also to be &amp;#039;&amp;#039;&amp;#039;750 by 650 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise you will receive an error when trying to submit.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PlayStation_4&amp;diff=1690</id>
		<title>PlayStation 4</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PlayStation_4&amp;diff=1690"/>
		<updated>2018-07-16T05:02:55Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* Ripping Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PS4.png|250px|right|link=]]&lt;br /&gt;
The PlayStation 4 is a console created by Sony.&lt;br /&gt;
&lt;br /&gt;
As the successor to the [[PlayStation 3]], the console features improved specifications and a more community based operating system.&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
As the PlayStation 4&amp;#039;s file system has yet to be opened, there are currently no tools available for the PlayStation 4 to help ripping content. Currently, the scene is very hushed, so getting any content is almost impossible, unless you know the right people.&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
Currently there is only one genuine emulator for the PS4 and that is &amp;#039;&amp;#039;&amp;#039;Orbital&amp;#039;&amp;#039;&amp;#039; however it is at a very early state and mostly at the research stage. No games work and is not user friendly.&lt;br /&gt;
&lt;br /&gt;
Do not expect working PS4 emulation for a good while and had it worked, no current available computer would be able to run it full speed.&lt;br /&gt;
&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1687</id>
		<title>What Makes A Good Submission/The Models Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1687"/>
		<updated>2018-07-14T04:44:27Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* The Mesh */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TMR-Logo.png|right|link=]]&lt;br /&gt;
==The Model==&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
Does it have all of the textures included? Sometimes model editors only copy the texture that is immediately applied to the mesh. Make sure to get all of them, even if the textures aren&amp;#039;t copied when exported.&lt;br /&gt;
&lt;br /&gt;
====Texture Format====&lt;br /&gt;
The Models Resource only allows textures to be in .PNG format. It doesn&amp;#039;t allow any other format. Make sure that textures are in the .PNG format.&lt;br /&gt;
&lt;br /&gt;
====Modified Texures====&lt;br /&gt;
&lt;br /&gt;
====Converting Normal Maps====&lt;br /&gt;
&lt;br /&gt;
===The Mesh===&lt;br /&gt;
Does the model have unneeded parts, such as extra faces or vertices? Models should be optimized as possible.&lt;br /&gt;
&lt;br /&gt;
====Removing Doubles====&lt;br /&gt;
&lt;br /&gt;
====Combined Sub-Mesh Issues====&lt;br /&gt;
&lt;br /&gt;
===Rigging===&lt;br /&gt;
While it is not necessary, submitting models with rigging is completely fine, and is encouraged when possible in order for models to be animated easier. The Models Resource only accepts rigged models in .dae format, however a .fbx file can be included if a .dae file is present in the submission.&lt;br /&gt;
&lt;br /&gt;
====Rigging Problems====&lt;br /&gt;
&lt;br /&gt;
===Model Formats===&lt;br /&gt;
Though you can include multiple formats, you need to at least have one model exported as .obj or .dae. Specific requirements for each format can be found below.&lt;br /&gt;
&lt;br /&gt;
====OBJ Specifics====&lt;br /&gt;
&lt;br /&gt;
=====MTL File=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====DAE Specifics====&lt;br /&gt;
&lt;br /&gt;
==Rendering Submission Icons==&lt;br /&gt;
&lt;br /&gt;
===The (Small) Model Icon===&lt;br /&gt;
The Small Icon needs to show a preview of what the model is/what it is about, by creating a render of the model. &lt;br /&gt;
[[File:Model-icon-example.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The icon needs to be &amp;#039;&amp;#039;&amp;#039;148 by 125 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise the submission page will give you an error upon trying to submit.&lt;br /&gt;
&lt;br /&gt;
===The (Big) Model Icon===&lt;br /&gt;
The Big Icon needs to have a depiction of the model rendered in it&amp;#039;s default pose. It needs also to be &amp;#039;&amp;#039;&amp;#039;750 by 650 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise you will receive an error when trying to submit.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1686</id>
		<title>What Makes A Good Submission/The Models Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1686"/>
		<updated>2018-07-14T04:43:48Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* Rigging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TMR-Logo.png|right|link=]]&lt;br /&gt;
==The Model==&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
Does it have all of the textures included? Sometimes model editors only copy the texture that is immediately applied to the mesh. Make sure to get all of them, even if the textures aren&amp;#039;t copied when exported.&lt;br /&gt;
&lt;br /&gt;
====Texture Format====&lt;br /&gt;
The Models Resource only allows textures to be in .PNG format. It doesn&amp;#039;t allow any other format. Make sure that textures are in the .PNG format.&lt;br /&gt;
&lt;br /&gt;
====Modified Texures====&lt;br /&gt;
&lt;br /&gt;
====Converting Normal Maps====&lt;br /&gt;
&lt;br /&gt;
===The Mesh===&lt;br /&gt;
Does the model have unneeded parts, such as extra faces or vertices? Models should be optimized as possible.&lt;br /&gt;
&lt;br /&gt;
===Rigging===&lt;br /&gt;
While it is not necessary, submitting models with rigging is completely fine, and is encouraged when possible in order for models to be animated easier. The Models Resource only accepts rigged models in .dae format, however a .fbx file can be included if a .dae file is present in the submission.&lt;br /&gt;
&lt;br /&gt;
====Rigging Problems====&lt;br /&gt;
&lt;br /&gt;
===Model Formats===&lt;br /&gt;
Though you can include multiple formats, you need to at least have one model exported as .obj or .dae. Specific requirements for each format can be found below.&lt;br /&gt;
&lt;br /&gt;
====OBJ Specifics====&lt;br /&gt;
&lt;br /&gt;
=====MTL File=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====DAE Specifics====&lt;br /&gt;
&lt;br /&gt;
==Rendering Submission Icons==&lt;br /&gt;
&lt;br /&gt;
===The (Small) Model Icon===&lt;br /&gt;
The Small Icon needs to show a preview of what the model is/what it is about, by creating a render of the model. &lt;br /&gt;
[[File:Model-icon-example.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The icon needs to be &amp;#039;&amp;#039;&amp;#039;148 by 125 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise the submission page will give you an error upon trying to submit.&lt;br /&gt;
&lt;br /&gt;
===The (Big) Model Icon===&lt;br /&gt;
The Big Icon needs to have a depiction of the model rendered in it&amp;#039;s default pose. It needs also to be &amp;#039;&amp;#039;&amp;#039;750 by 650 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise you will receive an error when trying to submit.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1685</id>
		<title>What Makes A Good Submission/The Models Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1685"/>
		<updated>2018-07-14T04:06:50Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* The Model */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TMR-Logo.png|right|link=]]&lt;br /&gt;
==The Model==&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
Does it have all of the textures included? Sometimes model editors only copy the texture that is immediately applied to the mesh. Make sure to get all of them, even if the textures aren&amp;#039;t copied when exported.&lt;br /&gt;
&lt;br /&gt;
====Texture Format====&lt;br /&gt;
The Models Resource only allows textures to be in .PNG format. It doesn&amp;#039;t allow any other format. Make sure that textures are in the .PNG format.&lt;br /&gt;
&lt;br /&gt;
====Modified Texures====&lt;br /&gt;
&lt;br /&gt;
====Converting Normal Maps====&lt;br /&gt;
&lt;br /&gt;
===The Mesh===&lt;br /&gt;
Does the model have unneeded parts, such as extra faces or vertices? Models should be optimized as possible.&lt;br /&gt;
&lt;br /&gt;
===Rigging===&lt;br /&gt;
While it is not necessary, submitting models with rigging is completely fine, and is encouraged when possible in order for models to be animated easier. The Models Resource only accepts rigged models in .dae format, however a .fbx file can be included if a .dae file is present in the submission.&lt;br /&gt;
&lt;br /&gt;
===Model Formats===&lt;br /&gt;
Though you can include multiple formats, you need to at least have one model exported as .obj or .dae. Specific requirements for each format can be found below.&lt;br /&gt;
&lt;br /&gt;
====OBJ Specifics====&lt;br /&gt;
&lt;br /&gt;
=====MTL File=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====DAE Specifics====&lt;br /&gt;
&lt;br /&gt;
==Rendering Submission Icons==&lt;br /&gt;
&lt;br /&gt;
===The (Small) Model Icon===&lt;br /&gt;
The Small Icon needs to show a preview of what the model is/what it is about, by creating a render of the model. &lt;br /&gt;
[[File:Model-icon-example.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The icon needs to be &amp;#039;&amp;#039;&amp;#039;148 by 125 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise the submission page will give you an error upon trying to submit.&lt;br /&gt;
&lt;br /&gt;
===The (Big) Model Icon===&lt;br /&gt;
The Big Icon needs to have a depiction of the model rendered in it&amp;#039;s default pose. It needs also to be &amp;#039;&amp;#039;&amp;#039;750 by 650 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise you will receive an error when trying to submit.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1684</id>
		<title>What Makes A Good Submission/The Models Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1684"/>
		<updated>2018-07-14T03:40:50Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* The (Big) Model Icon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TMR-Logo.png|right|link=]]&lt;br /&gt;
==The Model==&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
Does it have all of the textures included? Sometimes model editors only copy the texture that is immediately applied to the mesh. Make sure to get all of them, even if the textures aren&amp;#039;t copied when exported.&lt;br /&gt;
&lt;br /&gt;
====Texture Format====&lt;br /&gt;
The Models Resource only allows textures to be in .PNG format. It doesn&amp;#039;t allow any other format. Make sure that textures are in the .PNG format.&lt;br /&gt;
&lt;br /&gt;
===The Mesh===&lt;br /&gt;
Does the model have unneeded parts, such as extra faces or vertices? Models should be optimized as possible.&lt;br /&gt;
&lt;br /&gt;
===Rigging===&lt;br /&gt;
While it is not necessary, submitting models with rigging is completely fine, and is encouraged when possible in order for models to be animated easier. The Models Resource only accepts rigged models in .dae format, however a .fbx file can be included if a .dae file is present in the submission.&lt;br /&gt;
&lt;br /&gt;
===Model Format===&lt;br /&gt;
Though you can include multiple formats, you need to at least have one model exported as .obj or .dae.&lt;br /&gt;
&lt;br /&gt;
==Rendering Submission Icons==&lt;br /&gt;
&lt;br /&gt;
===The (Small) Model Icon===&lt;br /&gt;
The Small Icon needs to show a preview of what the model is/what it is about, by creating a render of the model. &lt;br /&gt;
[[File:Model-icon-example.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The icon needs to be &amp;#039;&amp;#039;&amp;#039;148 by 125 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise the submission page will give you an error upon trying to submit.&lt;br /&gt;
&lt;br /&gt;
===The (Big) Model Icon===&lt;br /&gt;
The Big Icon needs to have a depiction of the model rendered in it&amp;#039;s default pose. It needs also to be &amp;#039;&amp;#039;&amp;#039;750 by 650 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise you will receive an error when trying to submit.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Textures_Resource&amp;diff=1676</id>
		<title>What Makes A Good Submission/The Textures Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Textures_Resource&amp;diff=1676"/>
		<updated>2018-07-12T22:46:10Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* Texture Transparencies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TTR-Logo.png|right|link=]]&lt;br /&gt;
==The Texture==&lt;br /&gt;
===The Texture Format===&lt;br /&gt;
Textures should be submitted in the PNG format. This is due to the fact that it is a lossless format, so it never decreases the quality of the image. As well, GIF is another lossy format that is not accepted, as it loses colors and only supports 256 colors. However, there is only one other time that you may have to submit another format, which is the JPG format. When you have a game that has JPG textures, leave them in the JPG format.  As JPG is a lossy format, converting them to PNG unnecessarily increases the image&amp;#039;s file size, so it&amp;#039;s best to leave it as JPG.&lt;br /&gt;
&lt;br /&gt;
===Texture Transparencies===&lt;br /&gt;
If a texture has transparencies, you usually don&amp;#039;t remove them, as doing so can make applying the transparencies more difficult. The only time where you may need to remove a transparency is if it obstructs the diffuse texture at all. Some game engines tend to use the alpha channel of a texture image as a specular map, so splitting the alpha channel off of the diffuse texture will provide both the diffuse and specularity maps properly.&lt;br /&gt;
&lt;br /&gt;
==The Texture Icon==&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=QuickBMS/Scripts&amp;diff=1675</id>
		<title>QuickBMS/Scripts</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=QuickBMS/Scripts&amp;diff=1675"/>
		<updated>2018-07-12T16:22:59Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here you can find a collection of QuickBMS scripts that have been written by members of the VG Resource community.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game Name !! Console !! File Type !! Creator !! Download &lt;br /&gt;
|-&lt;br /&gt;
|Deathsmiles&lt;br /&gt;
|Windows&lt;br /&gt;
|bin&lt;br /&gt;
|Pingu!&lt;br /&gt;
|[https://cdn.discordapp.com/attachments/457118638307278859/466459801036128276/Deathsmiles_PC_bin.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Love Live! School Idol Paradise&lt;br /&gt;
|PlayStation Vita &lt;br /&gt;
|fpac &lt;br /&gt;
|Ziella &lt;br /&gt;
|[https://cdn.discordapp.com/attachments/457118638307278859/457118670900953089/Love_Live_-_School_Idol_Project_FPAC.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Maid Paradise Mezase! Maid Number One! &lt;br /&gt;
|PlayStation Portable &lt;br /&gt;
|psp &lt;br /&gt;
|Ziella &lt;br /&gt;
|[https://cdn.discordapp.com/attachments/457118638307278859/457122259447054348/Maid_Paradise_Mezase_Maid_Number_One_-_PSP_Archive.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Ratatouille  &lt;br /&gt;
|Playstation 2 &lt;br /&gt;
|sps &lt;br /&gt;
|Pingu! &lt;br /&gt;
|[https://cdn.discordapp.com/attachments/457118638307278859/466453242063355905/Ratatouille_PS2_SPS.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Senran Kagura Burst &lt;br /&gt;
|Nintendo 3DS &lt;br /&gt;
|bin &lt;br /&gt;
|Pingu!&lt;br /&gt;
|[https://cdn.discordapp.com/attachments/457118638307278859/466449511724744704/Senran_Kagura_Burst_bin.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|Snakes 3D &lt;br /&gt;
|DOS&lt;br /&gt;
|dat &lt;br /&gt;
|Pingu!&lt;br /&gt;
|[https://cdn.discordapp.com/attachments/457118638307278859/466450046087331850/Snakes_3D_dat.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|The Legend of Zelda: Breath of the Wild &lt;br /&gt;
|Nintendo Wii U &lt;br /&gt;
|bars &lt;br /&gt;
|Pingu!&lt;br /&gt;
|[https://cdn.discordapp.com/attachments/457118638307278859/466447962961346577/The_Legend_of_Zelda_Breath_of_the_Wild_bars.bms Download]&lt;br /&gt;
|-&lt;br /&gt;
|WWE All-Stars &lt;br /&gt;
|Nintendo 3DS&lt;br /&gt;
|wad &lt;br /&gt;
|Pingu! &lt;br /&gt;
|[https://cdn.discordapp.com/attachments/457118638307278859/466447485112680448/WWE_All-Stars_WAD.bms Download]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Textures_Resource&amp;diff=1672</id>
		<title>What Makes A Good Submission/The Textures Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Textures_Resource&amp;diff=1672"/>
		<updated>2018-07-12T04:27:59Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* The Texture Format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TTR-Logo.png|right|link=]]&lt;br /&gt;
==The Texture==&lt;br /&gt;
===The Texture Format===&lt;br /&gt;
Textures should be submitted in the PNG format. This is due to the fact that it is a lossless format, so it never decreases the quality of the image. As well, GIF is another lossy format that is not accepted, as it loses colors and only supports 256 colors. However, there is only one other time that you may have to submit another format, which is the JPG format. When you have a game that has JPG textures, leave them in the JPG format.  As JPG is a lossy format, converting them to PNG unnecessarily increases the image&amp;#039;s file size, so it&amp;#039;s best to leave it as JPG.&lt;br /&gt;
&lt;br /&gt;
===Texture Transparencies===&lt;br /&gt;
If a texture has transparencies, don&amp;#039;t remove them. The textures are applied to the model and removing them can make applying them harder.&lt;br /&gt;
&lt;br /&gt;
==The Texture Icon==&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Textures_Resource&amp;diff=1671</id>
		<title>What Makes A Good Submission/The Textures Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Textures_Resource&amp;diff=1671"/>
		<updated>2018-07-12T04:12:54Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* The Texture Format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TTR-Logo.png|right|link=]]&lt;br /&gt;
==The Texture==&lt;br /&gt;
===The Texture Format===&lt;br /&gt;
Textures should be submitted in the PNG format. This is due to the fact that it is a lossless format, so it never decreased the quality of the image. Most of the time, we do not accept any other format other than PNG. As well, GIF is another lossy format that is not accepted, as it loses colors and only supports 256 colors. However, there is only one other time that you may have to submit another format, which is the JPG format. Some older games tend to default their texture format to JPG. As JPG is a lossy format, you are required to leave the images &amp;#039;&amp;#039;&amp;#039;in the JPG format&amp;#039;&amp;#039;&amp;#039;, as converting them to PNG will cause quality reduction.&lt;br /&gt;
&lt;br /&gt;
===Texture Transparencies===&lt;br /&gt;
If a texture has transparencies, don&amp;#039;t remove them. The textures are applied to the model and removing them can make applying them harder.&lt;br /&gt;
&lt;br /&gt;
==The Texture Icon==&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Sounds_Resource&amp;diff=1666</id>
		<title>What Makes A Good Submission/The Sounds Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Sounds_Resource&amp;diff=1666"/>
		<updated>2018-07-10T23:57:17Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* Organization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TSOR-Logo.png|right|link=]]&lt;br /&gt;
==The Sound==&lt;br /&gt;
===Make Sure It&amp;#039;s Not Music===&lt;br /&gt;
&lt;br /&gt;
The Sounds Resource is for Sound Effects only. Music usually has a lot more complexities in terms of how we can go about providing it, specifically because many games use licensed songs or sell their soundtracks on in other media.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Note: We also cannot accept instrument samples, as they are what form the music and are not sound effects anyway, so please make sure that your submissions don&amp;#039;t contain any.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===File Formats===&lt;br /&gt;
&lt;br /&gt;
While you can only submit .zip archives to the site, the actual audio files within your zips must be in the WAV format.&lt;br /&gt;
&lt;br /&gt;
If the files are originally in MP3 or OGG, these are also accepted. However, do not convert WAV files to MP3 or OGG; these formats are lossy and converting to them loses some quality. Also, do not convert MP3 or OGG files to WAV; this simply creates larger files without any improvement in quality.&lt;br /&gt;
&lt;br /&gt;
MP2 files should not be converted to WAV either as they provide the same result with converting MP3s and OGGs. Rather, change their extension to MP3, then submit.&lt;br /&gt;
&lt;br /&gt;
==The Sound Pack==&lt;br /&gt;
&lt;br /&gt;
===Get Everything You Can===&lt;br /&gt;
&lt;br /&gt;
While this isn&amp;#039;t strictly required, we do need sound packs to be &amp;quot;as complete as possible&amp;quot;. Getting the most amount of sounds possible from a game is more rewarding for both you, as the submitter, and for the users that download the network&amp;#039;s submissions. This enables them to put more of the hosted sound assets to good usage. Some games may have tools that do not 100% support the full extraction of every single sound file from a game&amp;#039;s archive; that is fine. Just do your best to make sure you grab every sound file you can to make your submission as complete as possible.&lt;br /&gt;
&lt;br /&gt;
===Credit Tags===&lt;br /&gt;
&lt;br /&gt;
If you want to include a credit tag, simply include a small .txt file with any information you wish to provide. Some information you may wish to include will be:&lt;br /&gt;
&lt;br /&gt;
Name: You can include your name if you want. It&amp;#039;s not really required as we store your name in our database anyway, seen below the download button.&lt;br /&gt;
&lt;br /&gt;
Credit: Some people want to be credited when somebody uses their ripped sound effects, normally by writing &amp;quot;Give credit if used&amp;quot;. Some people will also write &amp;quot;Credit not required&amp;quot;. It&amp;#039;s your choice whether you want to request credit or not, though we advise that you don&amp;#039;t ask for it.&lt;br /&gt;
&lt;br /&gt;
Just remember that not including a tag is also more than acceptable. It&amp;#039;s quite likely that many people will simply ignore a tag, which is why the trend lately has been to simply not include one. This is of course your own personal preference.&lt;br /&gt;
&lt;br /&gt;
===Organization===&lt;br /&gt;
We require all sound packs to have a minimum basis of organization. As a submitter, we ask of you to provided some organization when submitting. If you have a large folder of sounds, please split them into one folder labeled &amp;quot;Voices&amp;quot; and one folder &amp;quot;Sounds&amp;quot; (if applicable) to provide a basis of organization. This makes it easier on both the site-staff in processing your submission, as well as our users to consume your provided assets and hard-work at a greater level. Submissions labeled &amp;quot;All Sounds&amp;quot; or &amp;quot;Everything&amp;quot; will not be accepted to the network, as they are not organized enough for our user-base to gain usage out of the provided assets, and make the provided submissions seem lazy. Regardless of whether your sound files are named or not, it is minimally required for you to separate your sound files into these two categories if possible. &lt;br /&gt;
&lt;br /&gt;
As well, we recommend that if you can organize your sound assets into multiple categories, that you do so! It helps the staff to be able to see what kinds of sounds are supposed to belong to certain categories, and as well allows users to find certain sounds they are looking for easier. Of course this is more of a generosity than a requirement, but would be amazing if you could put in the extra effort to do so! As a bare minimum, it is required that you split the submission into at least &amp;quot;Voices&amp;quot; and &amp;quot;Sounds&amp;quot;, if applicable.&lt;br /&gt;
&lt;br /&gt;
===Zipping Your Submissions===&lt;br /&gt;
&lt;br /&gt;
The site only accepts .zip file submissions. Please only include the sound effects and a credit tag, if you wish to include one. Any additional files just add space needlessly and detract from the quality of your submission. You can create the .zip file with any application you wish. Some common applications used are &amp;quot;7-zip&amp;quot; and &amp;quot;WinRar&amp;quot;. When splitting a big folder of sounds into multiple smaller parts, it is recommended that you keep each sub-folder of sounds at around 100MB to allow for users to download it easier. While of course this is a recommendation, the max file size you can upload of a ZIP is 250MB. Subsequently, if you have a folder of sounds that go above this limit, you must split them into smaller folders to accommodate to the upload limit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Common Rejection Reasons (And How to Avoid Them)===&lt;br /&gt;
&lt;br /&gt;
Here is a list of common reasons as to why your sound pack(s) may be rejected to our network:&lt;br /&gt;
&lt;br /&gt;
* Duplicate: There is already an existing sound pack provided for this category of both game and sound type (Whether it be from another console, or from the same game)&lt;br /&gt;
&lt;br /&gt;
* Incorrect Format: You did not submit the correct file format for your sounds. They must be in a base format of OGG and WAV (or MP3 if the game&amp;#039;s sounds were originally in the MP3 format.)&lt;br /&gt;
&lt;br /&gt;
* Incomplete Pack: The sound pack is incomplete. This usually doesn&amp;#039;t come up as a reason, unless noticeable components to your sound pack are missing (Such as several voice lines for a character). Just follow the rule of getting as many sounds as possible for your submission.&lt;br /&gt;
&lt;br /&gt;
* Invalid Files: The provided files are either corrupt or broken. This reason is applicable to: Empty sounds (Sounds that are purely silence), Static sounding files, and files that do not play in a standard media player. The way to prevent this reason is to listen to each sound before you decide to submit your pack up to the site, and double check for any issues that may occur after conversion.&lt;br /&gt;
&lt;br /&gt;
* Low-Quality Sound Pack: The method used to convert the provided sound files lacks quality, and makes the provided resources not salvageable. These issues can arise when you convert from a lossy/compressed audio format(Quality reduction) to a lossless/uncompressed format. Lossy audio formats reduce quality each time you convert to them take away the quality of the data, making the sounds less usable. Never convert from lossy to lossless (Example being MP3 to WAV). If the files are originally in a lossy format (Such as OGG Vorbis), leave it in that corresponding sound format.&lt;br /&gt;
&lt;br /&gt;
* Music: The sound pack contains music. Simply put, these music files must be dis-included from your submission, as we do not host music for legal purposes. (As well, it is called &amp;quot;The Sounds Resource&amp;quot;, right?)&lt;br /&gt;
&lt;br /&gt;
* Stolen: The sound pack you provided was stolen from another source/Is not ripped by you. We take this offense seriously, and do not tolerate stolen submissions. If you submit stolen content, it may result in you having your submission privileges revoked and or being banned from the site. Don&amp;#039;t do it.&lt;br /&gt;
&lt;br /&gt;
* Spam: The sound pack you uploaded was a troll submission. Please do not upload useless submissions to our site, as they will automatically be rejected, and you may have your submission privileges revoked.&lt;br /&gt;
&lt;br /&gt;
Any other rejection reasons not seen above are hand-written by the staff team. There may be an issue that isn&amp;#039;t described by the above rejection reasons, so we attempt to specify any issue(s) your submission has, and how we can advise you to fix it upon re-submission. After having a submission rejected, if you still struggle to fix the issue(s) as relayed in your rejection private message, feel free to message the staff member that rejected your submission and ask for assistance. They will more than likely be willing to help you in anyway possible!&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Sounds_Resource&amp;diff=1665</id>
		<title>What Makes A Good Submission/The Sounds Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Sounds_Resource&amp;diff=1665"/>
		<updated>2018-07-10T23:37:00Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* Get The Most Amount of Sounds Possible */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TSOR-Logo.png|right|link=]]&lt;br /&gt;
==The Sound==&lt;br /&gt;
===Make Sure It&amp;#039;s Not Music===&lt;br /&gt;
&lt;br /&gt;
The Sounds Resource is for Sound Effects only. Music usually has a lot more complexities in terms of how we can go about providing it, specifically because many games use licensed songs or sell their soundtracks on in other media.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Note: We also cannot accept instrument samples, as they are what form the music and are not sound effects anyway, so please make sure that your submissions don&amp;#039;t contain any.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===File Formats===&lt;br /&gt;
&lt;br /&gt;
While you can only submit .zip archives to the site, the actual audio files within your zips must be in the WAV format.&lt;br /&gt;
&lt;br /&gt;
If the files are originally in MP3 or OGG, these are also accepted. However, do not convert WAV files to MP3 or OGG; these formats are lossy and converting to them loses some quality. Also, do not convert MP3 or OGG files to WAV; this simply creates larger files without any improvement in quality.&lt;br /&gt;
&lt;br /&gt;
MP2 files should not be converted to WAV either as they provide the same result with converting MP3s and OGGs. Rather, change their extension to MP3, then submit.&lt;br /&gt;
&lt;br /&gt;
==The Sound Pack==&lt;br /&gt;
&lt;br /&gt;
===Get Everything You Can===&lt;br /&gt;
&lt;br /&gt;
While this isn&amp;#039;t strictly required, we do need sound packs to be &amp;quot;as complete as possible&amp;quot;. Getting the most amount of sounds possible from a game is more rewarding for both you, as the submitter, and for the users that download the network&amp;#039;s submissions. This enables them to put more of the hosted sound assets to good usage. Some games may have tools that do not 100% support the full extraction of every single sound file from a game&amp;#039;s archive; that is fine. Just do your best to make sure you grab every sound file you can to make your submission as complete as possible.&lt;br /&gt;
&lt;br /&gt;
===Credit Tags===&lt;br /&gt;
&lt;br /&gt;
If you want to include a credit tag, simply include a small .txt file with any information you wish to provide. Some information you may wish to include will be:&lt;br /&gt;
&lt;br /&gt;
Name: You can include your name if you want. It&amp;#039;s not really required as we store your name in our database anyway, seen below the download button.&lt;br /&gt;
&lt;br /&gt;
Credit: Some people want to be credited when somebody uses their ripped sound effects, normally by writing &amp;quot;Give credit if used&amp;quot;. Some people will also write &amp;quot;Credit not required&amp;quot;. It&amp;#039;s your choice whether you want to request credit or not, though we advise that you don&amp;#039;t ask for it.&lt;br /&gt;
&lt;br /&gt;
Just remember that not including a tag is also more than acceptable. It&amp;#039;s quite likely that many people will simply ignore a tag, which is why the trend lately has been to simply not include one. This is of course your own personal preference.&lt;br /&gt;
&lt;br /&gt;
===Organization===&lt;br /&gt;
We require all sound packs to have a minimum basis of organization. As a submitter, we ask of you to provided some organization when submitting. If you have a large folder of sounds, please split them into one folder labeled &amp;quot;Voices&amp;quot; and one folder &amp;quot;Sounds&amp;quot; (if applicable) to provide a basis of organization. This makes it easier on both the site-staff in processing your submission, as well as our users to consume your provided assets and hard-work at a greater level. Submissions labeled &amp;quot;All Sounds&amp;quot; or &amp;quot;Everything&amp;quot; will not be accepted to the network, as they are not organized enough for our user-base to gain usage out of the provided assets, and make the provided submissions seem lackadaisical. Regardless of whether your sound files are named or not, it is minimally required for you to separate your sound files into these two categories if possible.&lt;br /&gt;
&lt;br /&gt;
===Zipping Your Submissions===&lt;br /&gt;
&lt;br /&gt;
The site only accepts .zip file submissions. Please only include the sound effects and a credit tag, if you wish to include one. Any additional files just add space needlessly and detract from the quality of your submission. You can create the .zip file with any application you wish. Some common applications used are &amp;quot;7-zip&amp;quot; and &amp;quot;WinRar&amp;quot;. When splitting a big folder of sounds into multiple smaller parts, it is recommended that you keep each sub-folder of sounds at around 100MB to allow for users to download it easier. While of course this is a recommendation, the max file size you can upload of a ZIP is 250MB. Subsequently, if you have a folder of sounds that go above this limit, you must split them into smaller folders to accommodate to the upload limit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Common Rejection Reasons (And How to Avoid Them)===&lt;br /&gt;
&lt;br /&gt;
Here is a list of common reasons as to why your sound pack(s) may be rejected to our network:&lt;br /&gt;
&lt;br /&gt;
* Duplicate: There is already an existing sound pack provided for this category of both game and sound type (Whether it be from another console, or from the same game)&lt;br /&gt;
&lt;br /&gt;
* Incorrect Format: You did not submit the correct file format for your sounds. They must be in a base format of OGG and WAV (or MP3 if the game&amp;#039;s sounds were originally in the MP3 format.)&lt;br /&gt;
&lt;br /&gt;
* Incomplete Pack: The sound pack is incomplete. This usually doesn&amp;#039;t come up as a reason, unless noticeable components to your sound pack are missing (Such as several voice lines for a character). Just follow the rule of getting as many sounds as possible for your submission.&lt;br /&gt;
&lt;br /&gt;
* Invalid Files: The provided files are either corrupt or broken. This reason is applicable to: Empty sounds (Sounds that are purely silence), Static sounding files, and files that do not play in a standard media player. The way to prevent this reason is to listen to each sound before you decide to submit your pack up to the site, and double check for any issues that may occur after conversion.&lt;br /&gt;
&lt;br /&gt;
* Low-Quality Sound Pack: The method used to convert the provided sound files lacks quality, and makes the provided resources not salvageable. These issues can arise when you convert from a lossy/compressed audio format(Quality reduction) to a lossless/uncompressed format. Lossy audio formats reduce quality each time you convert to them take away the quality of the data, making the sounds less usable. Never convert from lossy to lossless (Example being MP3 to WAV). If the files are originally in a lossy format (Such as OGG Vorbis), leave it in that corresponding sound format.&lt;br /&gt;
&lt;br /&gt;
* Music: The sound pack contains music. Simply put, these music files must be dis-included from your submission, as we do not host music for legal purposes. (As well, it is called &amp;quot;The Sounds Resource&amp;quot;, right?)&lt;br /&gt;
&lt;br /&gt;
* Stolen: The sound pack you provided was stolen from another source/Is not ripped by you. We take this offense seriously, and do not tolerate stolen submissions. If you submit stolen content, it may result in you having your submission privileges revoked and or being banned from the site. Don&amp;#039;t do it.&lt;br /&gt;
&lt;br /&gt;
* Spam: The sound pack you uploaded was a troll submission. Please do not upload useless submissions to our site, as they will automatically be rejected, and you may have your submission privileges revoked.&lt;br /&gt;
&lt;br /&gt;
Any other rejection reasons not seen above are hand-written by the staff team. There may be an issue that isn&amp;#039;t described by the above rejection reasons, so we attempt to specify any issue(s) your submission has, and how we can advise you to fix it upon re-submission. After having a submission rejected, if you still struggle to fix the issue(s) as relayed in your rejection private message, feel free to message the staff member that rejected your submission and ask for assistance. They will more than likely be willing to help you in anyway possible!&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1664</id>
		<title>What Makes A Good Submission/The Models Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1664"/>
		<updated>2018-07-10T23:26:14Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: Moved small + big icon entries to main category of &amp;quot;Submission Icons&amp;quot;, changed words&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TMR-Logo.png|right|link=]]&lt;br /&gt;
==The Model==&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
Does it have all of the textures included? Sometimes model editors only copy the texture that is immediately applied to the mesh. Make sure to get all of them, even if the textures aren&amp;#039;t copied when exported.&lt;br /&gt;
&lt;br /&gt;
====Texture Format====&lt;br /&gt;
The Models Resource only allows textures to be in .PNG format. It doesn&amp;#039;t allow any other format. Make sure that textures are in the .PNG format.&lt;br /&gt;
&lt;br /&gt;
===The Mesh===&lt;br /&gt;
Does the model have unneeded parts, such as extra faces or vertices? Models should be optimized as possible.&lt;br /&gt;
&lt;br /&gt;
===Rigging===&lt;br /&gt;
While it is not necessary, submitting models with rigging is completely fine, and is encouraged when possible in order for models to be animated easier. The Models Resource only accepts rigged models in .dae format, however a .fbx file can be included if a .dae file is present in the submission.&lt;br /&gt;
&lt;br /&gt;
===Model Format===&lt;br /&gt;
Though you can include multiple formats, you need to at least have one model exported as .obj or .dae.&lt;br /&gt;
&lt;br /&gt;
==Rendering Submission Icons==&lt;br /&gt;
&lt;br /&gt;
===The (Small) Model Icon===&lt;br /&gt;
The Small Icon needs to show a preview of what the model is/what it is about, by creating a render of the model. &lt;br /&gt;
[[File:Model-icon-example.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The icon needs to be &amp;#039;&amp;#039;&amp;#039;148 by 125 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise the submission page will give you an error upon trying to submit.&lt;br /&gt;
&lt;br /&gt;
===The (Big) Model Icon===&lt;br /&gt;
The Big Icon needs to have a depiction of the model rendered in it&amp;#039;s default pose. It needs also to be &amp;#039;&amp;#039;&amp;#039;750 by 650 pixels&amp;#039;&amp;#039;&amp;#039;.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1663</id>
		<title>What Makes A Good Submission/The Models Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1663"/>
		<updated>2018-07-10T23:19:26Z</updated>

		<summary type="html">&lt;p&gt;Pingu!: /* The (Big) Model Icon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TMR-Logo.png|right|link=]]&lt;br /&gt;
==The Model==&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
Does it have all of the textures included? Sometimes model editors only copy the texture that is immediately applied to the mesh. Make sure to get all of them, even if the textures aren&amp;#039;t copied when exported.&lt;br /&gt;
&lt;br /&gt;
====Texture Format====&lt;br /&gt;
The Models Resource only allows textures to be in .PNG format. It doesn&amp;#039;t allow any other format. Make sure that textures are in the .PNG format.&lt;br /&gt;
&lt;br /&gt;
===The Mesh===&lt;br /&gt;
Does the model have unneeded parts, such as extra faces or vertices? Models should be optimized as possible.&lt;br /&gt;
&lt;br /&gt;
===Rigging===&lt;br /&gt;
While it is not necessary, submitting models with rigging is completely fine, and is encouraged when possible in order for models to be animated easier. The Models Resource only accepts rigged models in .dae format, however a .fbx file can be included if a .dae file is present in the submission.&lt;br /&gt;
&lt;br /&gt;
===Model Format===&lt;br /&gt;
Though you can include multiple formats, you need to at least have one model exported as .obj or .dae.&lt;br /&gt;
&lt;br /&gt;
==The (Small) Model Icon==&lt;br /&gt;
The Small Icon needs to show a preview of what the model is about, such as a render of the model. &lt;br /&gt;
[[File:Model-icon-example.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The icon needs to be &amp;#039;&amp;#039;&amp;#039;148 by 125 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise the submission page will give you an error upon trying to submit.&lt;br /&gt;
&lt;br /&gt;
==The (Big) Model Icon==&lt;br /&gt;
The Big Icon needs to have a depiction of the model rendered in it&amp;#039;s default pose. It needs also to be &amp;#039;&amp;#039;&amp;#039;750 by 650 pixels&amp;#039;&amp;#039;&amp;#039;.&lt;/div&gt;</summary>
		<author><name>Pingu!</name></author>
		
	</entry>
</feed>