EF-12: Your polygon MUGEN dreams comes true

Is it possible to modify the camera and boundaries to use the Project EF-12 engine as a 2.5D fighter (think Street Fighter IV)?

this… can be a revolution, people…
this engine has a great potential

YES. I recently asked Onoguchi san about this. Essentially if you just turn off the option on your character to move into the z coordinate plane or to roll into that plane on wakeup they become fixed on a 2.5d perspective. I currently got a small group together working with the engine in attempts to make a full scale commercial 2.5d fighting game over the period of several years outside of our regular careers and jobs and from what the script and code guys are saying the engine was made from the ground up to be moddable and fully adjustable. Onoguchi san also responds to questions directly through his youtube channel frequently BTW. I know he’s here in this thread, but be sure to check those vids! He even posts code and does request videos to show folks how to edit variables.

Recently it was revealed version 1.7 would be hitting us soon with a lot of things to do including in engine move editor tools, parts replacer like the outfit parts in Soul Calibur and KI, and a foolviewer to allow you to check what your stuff would look and move like without having to start ef12 every time.

Also a note on the cameras. Onoguchisan has been doing some work recently on custom camera flags and if you watch his newer throw videos you can see him using them and even showing how to set them up. This means cinematic moves are possible like in SF4 as they could fall under a throw state and gain special cinematic camera angles. You have to setup your cameras in softimage and import the camera and be careful to time the length of the move to the camera pan otherwise it wont come out though. I think this is to prevent accidentally having stuff like cameras at the wrong angles during periods where you’ve already recovered from a move or something.

Definitely follow this engine guys. Its looking like a VERY usable and moddable tool fit to make just about anything you want. And thanks Onoguchisan for all your hard work.

Just wondering but has there been any update to the documentation for EF-12? I’m trying to look for tutorials and such on how to make custom title screens, character select screens, etc. for now (I’m not going to worry about characters & making stages until I figure this stuff out first). Also, is the latest EN version still ver 1.65?

1.65 is the latest version.
1.7 is going to have costume items like in tekken and vf to be in the game.

I can answer questions on the 2d graphics scripting.

Ah ok, I was wondering about the versions. Thanks a lot on that. I’m currently using 1.7 since it’s not much different than 1.65 in terms of reading everything (since everything is in English ingame).

Now my question about the creation of material like the title screen, character select screen, etc. I thought that maybe EF-12 would use something similar to Stepmania (which is something I’m very familiar with when it comes to making and adding custom made screens and skins) but with me looking into the data files for the screens, I’m rather lost as to how to get started since the file types (.dds, .lox, & .lxe) are something my PC doesn’t recognizes in terms of something being used with Photoshop or whatever. Because the documentation supplied is in Japanese, I can’t make heads or tails as to what to do. Using EF-12, I want to try to make something of a mixture between Battle Arena Toshinden (I miss this game so much…it really needs to get revived) & Arcana Heart.

DDS is a standard, very common texture file there should be a plugin somebody made for the file to work on photoshop.

Lox, Lxe are the script files for how your going to animate pieces of the 2d art.

Lox is the uncompiled script file telling how the texture should animate which can be opened with notepad or what ever you want to use(I use notepad++).

Lxe is just the script compiled down so it loads quicker on the engine or fool viewer, but you can’t really edit the file easily.

As for scripting

The first part of the scripting is going to be the footage list which tells what textures are being used and how big the big the texture is.

Example



FootageList>
	Footage>
		Name=YOURTEXTUREFILENAMEHERE
		Size=128,128


You can use more than one texture.
Which would look something like this.



FootageList>
	Footage>
		Name=Texture1
		Size=128,128
	Footage>
		Name=Texture2
		Size=384,224
	Footage>
		Name=Texture3
		Size=1024,1024


Now that’s just to load the textures so the script can use them next is to make an item for you use for the ini.
They’re known as scenes.



Scene>
	Name=000_Testing
	Frame= 60.0
	BGColor=1,0,1


Quick rundown what the those do.
Name is what you use in the ini file for the effect.
Frame is how long it will last
BGColor is the background color in the lxe viewer.

That isn’t all there is too the scenes there is another part the layer. Layers is how you load the the texture to the effect color it rotate set anchor, position, scale, color.



Scene>
	Name=000_Testing
	Frame= 60.0
	BGColor=1,0,1

	Layer>
		Id=Texture3
		AnchorPoint=420.000000,660.000000
		Position=640.000000,384.000000
		Scale=1.000000,1.000000
		Roll=0.000000
		Color0=1.000000,1.000000,1.000000,1.000000
		Color1=1.000000,1.000000,1.000000,1.000000
		Color2=1.000000,1.000000,1.000000,1.000000
		Color3=1.000000,1.000000,1.000000,1.000000
		Frame=50.000000,60.000000
		Mask=0.000000,552.000000,840.000000,786.000000
		Mode=Add
		Filter=Bilinear


Id is what texture you want to use from the footage list.
AnchorPoint is the anchor where 0 is according to the texture
Position is how far from the anchor you are.
Scale how you want to stretch said texture.
Roll is the rotation only on z though.

The colors are for each corner of the texture.
01
23

Frame is how long it lasts out of the initial time
Mask is what you want to to crop out of the dds file.
Mode is how you want to load the texture. Normal and Add(Additive).
Filiter only point and Bilnear is supported. Use point if you want it to show pixels.

But, I’m you want to add sure want to add animation to it that is done with keys. Not as simple as writing key there is only certain animation with types.



	KeyPoint>
			Type=Scale2
			Interp=Linear
			Key>
				Frame=12.000000
				Value=0.950000,0.950000
			Key>
				Frame=16.000000
				Value=1.050000,1.050000


Hopefully, that is enough to get you started. Cause I’m tired of typing.

That seems rather similar to how the metrics in Stepmania works. I’m currently installing a plugin for Photoshop so that I can get the DDS files to show (nVidia plugin for Photoshop). Thanks a bunches Jed, this is really helpful in more ways than I thought.

I finally find a forum that can help me understand how to edit ef 12 and make my own game but I’m 3 years too late what a mess

http://steamcommunity.com/app/263600/guides/

Thanks I’ll get right over there.