Modding SF4 for PC (No DLC Unlocks!)

Sorry, you explained it to me twice already, but I can’t get it to work…

Maybe your method doesn’t work on semi-transparent objets.

I did exactly what you said (I even looked at your Zero Chun Li files to compare):

alpha layer:

top layer:

And I still get that result:

What I would like to get is this result on the shadow (cloth erased in cos file):

(but I don’t think I can get that with semi-transparency, or I have to look somewhere else than bump map)

Perhaps. That’s going to mess me though… I have a plan for Vega(claw) but if this is the case I can’t do anything. It could be something like Sakura’s hair or Roses costume 1 panty hose. A kind of color channel over it. Might be in the hex work in the color file. I’ll ask around if no one posts here before me.

Hi, ppl.

Has anyone been able to repack any number of aax files back to csb (and not just the 4 or 5 that csb packer allows for BGM)?

I wanted to mod the character sound effects and voices, but I can’t find a csb packer anywhere…

Still waiting on this.

Anyone managed to find out where hitbox data is stored?

I’ve been kind of busy, I think Providence is more concerned with the texture/animation stuff which is admittedly cool, I don’t know what Gojira has been brewing up.

we’ll figure it out eventually though

For the win! Another awesome tip from snoop

I’ve looked at a few models but… Until there is a solid way to pack and unpack it’s pointless to go any further. I’m just messing with the textures so when new stuff comes out, I’ll be able to thoroughly make things completely unique and interesting.

Seems like Steve F was right. Editing (in this case) Vega/claw’s “claw” actually reduces his reaching. I don’t understand how that is…

maybe its just me, but i dont see any difference…

I was bored at work this afternoon so I hacked together a program that writes out move block info from data ripped from the emz file based on the info posted by Gojira. Seems like Chun Li has 57 moves that hit, divided into blocks of 24 classes (hit while standing, etc). The stun damage appears to be absolute, but the health damage seems to be scaled in some way. Also, the Popup and Knockback values don’t seem to be correct. Maybe they’re composite values, or maybe the endianness of the opposite to what I’m reading.

I left it at work but I’ll post the exe, data and source (C# 3.0) tomorrow if anyone’s interested.

I do. Seems as though his reach isn’t there. Might be just me though idk. I’ve played with the claw completely removed via cos and it’s still there.

I definitely SEE the difference, you can almost hit right in their face and not touch, when the claw extend at least two of his hands past where the face is normally. Try it out again…
I alpha’d out about half the claw and I could clearly see a difference.

maybe you guys are editing the wrong parts or just seeing clipping, cuz i’ve tried again and again, and its the same results with or without the edit.

Yeah sorry, Joe Cool, we worked it out. it’s just in our minds. They nerfed his reach in this game like crazy.

:confused:
im just saying, there isn’t a difference. I’ve test many times and its still the same reach. Of course there are times when i strike them right in the face and nothing happens, but its the same with the unedited version also…

I used alphablend btw.

I think a simple solution to test whether his reach is affected by the transparency would be to do a Vega mirror match, one with an inviso-claw and one with a standard, opaque claw. At a given distance, if one can hit and the other can’t…

Please do, it will be a reason for me to pay some attention to C again. :looney:

Fundoshi is his underwear. I dunno what Obihimo Fusa means, though.

I seem to have run into a problem with custom music. Some of the files i’ve converted work fine, but others when converted play in slow motion. Is there a particular attribute on the MP3 file or maybe a setting in Audacity which is causing this?

Keep the sampling frequency

Your audio is probably 48kHz and the required sampling frequency is 44.1 kHz. (If you are trying to get it to play one song continuously, then you have to create a blank WAV file (< 0.1 seconds silence) and convert it to adx.) Just make sure all of your custom audio has the same sampling frequency of the clips in the original CSB. Extract it (CSB -> AAX -> ADX -> WAV) and check them.