If you blank-out certain portions of the CMN file (the model information), the game won’t know how to “pose” that part, so that’s why Sagat has his arms outstretched; that must be the “default” model pose.
I was experimenting with supplementing one character’s moves with another (giving Sagat, Akuma’s air fireball), but the only wacky thing I was able to do was to make Sagat’s tiger shot act like the last hit of Akuma’s Ultra. The sound is there and the opponent is knocked down for like 6 seconds.
Oh, I did manage to have his tiger shot knock down like Akuma’s demon flip palm strike thing…but I want to find the air fireball section!
Don’t know if anyone has mentioned this yet but you are able to change the menu backgrounds (RYU’s face on the main menu, C.Viper’s face on the player data menu, Ken’s face in the network search menu ect ect.) You can just rename the background picture to the menu you wish for it to be used with.
I made my Main Menu use C.Viper’s portrait thats used in the Player Data Menu.
All you need to do is switch around the files in the ‘street fighter iv\Game\MainMenu’ folder
The files are:
filename === Description === Menu it is used in.
bg_challenge.emz === Abel Portrait === Challenge Menu
bg_gallery.emz === Chun-Li Portrait === Gallery Menu
bg_main.emz === Ryu Portrait === Main Menu
bg_network.emz === Ken Portrait === Online Search + Player Game Lobby
bg_option.emz === Guile Portrait ===Options Menus + Leader Boards
bg_pcsetting00.emz === Concrete Wall === PC Settings when accessed from the beginning SF IV title screen
bg_pcsetting01.emz === Seth’s Yin & Yang picture === PC settings accessed from Options Menu
bg_playerdata.emz === C.Viper Portrait === Player Data Menu
bg_playerstatus.emz === Weird Colorful Picture === Icon & Title Settings Menu
bg_ranking.emz === Ryu Landscape Picture === No Idea where this picture is at.
You can also find the files for the Championship Mode and Ranked Battle backgrounds here at ‘\street fighter iv\Update\Game\MainMenu’
The files are:
filename === Description === Menu it is used in.
hey guys, im making some more skin mods and i was just wondering if guys would know how to approach this problem (seems simple enough to fix if you know what you’re doing)
when you pause the game the grey overlay thing comes up and the menu. is there some way to get that grey overlay to be fully transparent instead of only partially? I ask because sometimes i want to proof my skins but the game goes so freakin fast its hard to proof things that are not always in view.
in an effect, im asking for some way to pause the game without the “pause screen” coming up and covering everything.
you guys already seem to have changed menu backgrounds and stage backgrounds, anyone know which file controls the pause menu overlay?
You should be able to get rid of the Pause menu graphic itself by finding the EMZ the graphics are in, and then editing the alpha channel. Most of the menu stuff has an alpha channel, although I cannot garuntee that all of the pause menu will…
As for the fading of the screen though…
A: They used a full screen partially transparent graphic, so you could edit its alpha channel too…
or
B: They actually programmed in the fade, in which case it is above my head, and would probably require editing the programming…
I will look into this for you, since I also desire such a feature…
UPDATE
I looked into the files a bit. Im confident I could remove the text in the pause menus using the alphas, but not the menu itself, or the fade. Sorry. Perhaps ill try again another day.
First of all I want to thank all of you who are helping the modding community, mainly Lounger, Sn00pee and Providenceangle, guys, I really enjoy following your posts.
Here comes my little problem…
First, I modified Gouken’s skin, removing his hairs simply by filling in black the part of the alpha layer under photoshop.
The ball in his hair (let’s name it “juzu” as it’s its name when hex editing the file) can’t be simply erased with the same technic.
And I noticed something weird with this juzu: without the hair, there still exists the “holes” where the hair should be, but it’s not void, it’s matter, and the color can’t be changed editing the dds under photoshop:
Second try, I used the method to erase stuff by simply hex-editing the cos file and removed the juzu: it worked as intended, nothing from the juzu remained (neither on normal skin):
I prefer not to alter every skin with the cos file, so I decided to try the method with Alphatest hex-editing + alpha layer filled in black on the dds of the col file.
The juzu is well gone, but at my surprise, the colored holes are back:
Anyone has any idea what it could be and a way to get rid of it in the col file?
I tried Brush A,B,C&D without success.
You should have seen the noob ass questions I asked at first… You’re more then on your way in every aspect. More skill and advance technique then 90% of the skin mods out there.
Yo i was wondering can you get banned from playing online in sf4 with using these custom mods and stuff? like for unlocking every character and using extra skin mods and etc?
As speedy said in the other thread. It’s not a proven fact that you get banned but watch out. You use any tool/mod at your own risk. As for texture modding or alpha mods. No they do not get you banned ever.
@sensibeat: It’s trash. My textures suck. People already had mods up with the same alpha work. Your’s is way more unique. I’m just the first to do the Zero mod.
I’ve been screwing around with some CMN data that I think is animation. It seems to change the IK points of certain poses, since I managed to mess up Chun’s crouching pose something terrible (stretch armstrong effect). It’s allocated space, so it’s a different length for every move, but there’s definitely a series of either 1 or 2-byte numbers, usually in a fairly obvious numeric sequence. In these sequences if you change the first 00 byte to anything else, the game will crash as soon as the move is performed. This was probably the easiest way to figure out what move was being affected. I don’t know if I’ll keep going with this though, it does some funny stuff but it feels like a dead end.
Oh and this isn’t related to facial animation since nothing I did ever changed the face. So that’s probably stored elsewhere.
Does anyone know if it’s possible to get rid of Dhalsim’s earring and the rings on his wrists/ankles? I’ve made the skulls and necklace transparent (though there’s still a hint of the necklace…) and I’ve erased the texture of the wrist/ankle rings, but I can’t find what hex to edit to make them transparent. I’m hoping to avoid editing the cos file.
If the rings are actual separate objects on their own, you could do it by making them transparent in the COL file.
If they are not separate, you probably can’t remove them, not even with the COS file.
The issue I came up with making objects transparent (hex-editing col file) is that the objects still exist for the light… so they still project shadows on other objects.
I don’t find any solution to edit the col file in a way that light forgets that the object is there (it doesn’t seem to be ruled by the bump map neither).
Capcom didn’t even bother edit that on Sakura’s 10th alternate skin:
Then if I can’t get rid of shadows projected by transparent objects edited in col file, the only way to go is removing the objects by editing the cos file:
(compare from my former post’s screenshot: no more nasty shadows on his neck & legs)
Something that can’t be seen in my former screenshot is that the juzu was even receiving shadows from Gouken’s body (maybe that part could be edited in bump map, but then no interest in editing its transparency in col file…)
You can still see the shadow from his upper cloth, because I needed a little part of the cloth to hide the hole between Gouken’s body and his belt…