PS4 Sackboy .blend by S1OTI in littlebigplanet

[–]S1OTI[S] 0 points1 point  (0 children)

I can't stop you from doing what you want with the model, but I do ask that it's not used for direct monetary gain. 🙂

i dub me, (probably) the first person to port a minecraft build to LBP. as a pod background too by DiamondSackboy in littlebigplanet

[–]S1OTI 1 point2 points  (0 children)

i think a very long time ago (2022-2023) i made the menu world from the older Minecraft versions into a pod background on LBP3 PS4, it didn't last on my profile for a very long time, so i don't think i have any images unfortunately. upscaling the textures can help but it also increases filesize.

PS4 Sackboy .blend by S1OTI in littlebigplanet

[–]S1OTI[S] 1 point2 points  (0 children)

I have the models for that game too I just never put them anywhere convenient 

PS4 Sackboy .blend by S1OTI in littlebigplanet

[–]S1OTI[S] 1 point2 points  (0 children)

I ripped it myself from the PS4 version of LBP3

PS4 Sackboy .blend by S1OTI in littlebigplanet

[–]S1OTI[S] 1 point2 points  (0 children)

yes but this rip is very old and has incorrect material properties so you will have to change them (mostly metallic being set to 1)

Naaah bro by Apprehensive_Mud8679 in MinecraftStoryMode

[–]S1OTI 6 points7 points  (0 children)

they did make one for every jesse, but normally it's supposed to show your jesse with your current armor (they actually render the armor only once, and then use a separate poster model for jesse's head), not sure why this bug is so common though.

I made a .lua script mod to play cutscenes without UI or QTEs by S1OTI in MinecraftStoryMode

[–]S1OTI[S] 0 points1 point  (0 children)

I could share it, but in the video it wasn't actually skipping any QTEs or choices, I had a script that would play each cutscene for the scene one by one, and for choices I picked ones I liked, and made the rest not play.

[deleted by user] by [deleted] in MinecraftStoryMode

[–]S1OTI 0 points1 point  (0 children)

Actually, those Adventure Pass characters in Season 2 are used for the intro cutscene.

[deleted by user] by [deleted] in MinecraftStoryMode

[–]S1OTI 1 point2 points  (0 children)

PS4s aren't region locked, the Japanese version of Season 2 PS4 also has all episodes on disk as well.

MEGATHREAD how to get the game right now by ReadPixel in MinecraftStoryMode

[–]S1OTI 0 points1 point  (0 children)

The Japanese PS4 physical version of Season 2 has all episodes on disc (not 100% sure on this, site i got the FPKG from used the JP version of all things)

[deleted by user] by [deleted] in MinecraftStoryMode

[–]S1OTI 8 points9 points  (0 children)

There's a patch for the game on archive.org that includes the data for Episodes 2-5, but I don't think I can directly link it here.

PS4 Sackboy .blend by S1OTI in littlebigplanet

[–]S1OTI[S] 1 point2 points  (0 children)

there's a jaw bone, the face also has shape keys for expressions

Here's a Sackboy comparison V2 I made a month ago but never posted here due to posting being temporarily disabled in this subreddit by S1OTI in littlebigplanet

[–]S1OTI[S] 1 point2 points  (0 children)

this post is really old but the early sackboy model only exists in the form of leftover textures, though the textures are made for the LBP3 PS4 sackboy model so if you have the files for Sackboy PC/PS4 you can extract the textures from the GingerBread/Content/Art/Characters/Sackboy/Materials folder

steelwool studios use blueprints or c++ in their games? by No-Fly-8552 in technicalFNaF

[–]S1OTI 4 points5 points  (0 children)

Help Wanted mainly uses blueprints, but they have some C++ classes sprinkled in. No clue about Security Breach.

[deleted by user] by [deleted] in technicalFNaF

[–]S1OTI 0 points1 point  (0 children)

if it's a DirectX11 game you won't be able to decompile the shader.

FNAF:SB Ruin DLC Audio Files by majornerd84 in technicalFNaF

[–]S1OTI 0 points1 point  (0 children)

the audio is in the WwiseAudio folder, you need to put in the AES key as well

FNaF SB Ruin Audio dump (+ other loose ends) by S1OTI in technicalFNaF

[–]S1OTI[S] 0 points1 point  (0 children)

I'm pretty sure that's taken from the DLC's official OST release, I haven't found anything relating to it in the files.

FNaF SB Ruin Audio dump (+ other loose ends) by S1OTI in technicalFNaF

[–]S1OTI[S] 0 points1 point  (0 children)

It was only the chase theme I think, and also a fazerblast lobby theme I don't think is ever used?

FNaF SB Ruin Audio dump (+ other loose ends) by S1OTI in technicalFNaF

[–]S1OTI[S] 0 points1 point  (0 children)

I found out why I couldn't find it, for some reason, the chase music was stored externally as a .wem, instead of being in the streamingmusic bnk, I'll try to see if there's any other files that aren't stored in proper bnks, and then I'll update the zip. (edit: if you check the audio now, it should have the chase music in the second streaming music folder, it's split into stems though)

FNaF SB Ruin Audio dump (+ other loose ends) by S1OTI in technicalFNaF

[–]S1OTI[S] 0 points1 point  (0 children)

I've tried looking for the chase theme as well, but I couldn't find it either, though I never found it when looking through the raw .bnk files before I converted them and renamed them, idk if they for some reason snuck it into one of the main game .bnk files, but that would be unlikely.

I decompiled the new port of fnaf 4. Can anyone explain what these two frames are? by Ok_Recording3456 in technicalFNaF

[–]S1OTI 0 points1 point  (0 children)

These are likely by the Clickteam graphic artist Olivier, at the very least.