was messing around with a few of the object settings…
melting legs?
http://img33.imageshack.us/img33/4915/melting.jpg
found what i was looking for
was messing around with a few of the object settings…
melting legs?
http://img33.imageshack.us/img33/4915/melting.jpg
found what i was looking for
was that glow accomplished by hex editing the col file?! I’m looking forward to your explanation
injection is only possible for EMG sub parts, EMO export is for “viewing” only
sn00pee your finds and explanations are always awesome and pushing modding on sf4 to a new level everytime.
Seeing as you like messing around, hex-editing files, I have a lil’ request.
(when you have time, I’m not in a urge)
I was looking into files with piecemontee’s sf4 assets explorer and remembered there was a skl.emo file in the cmn.emz:
Actually it’s the skeleton you see when you get electrified (by Blanka, C Viper).
I was wondering if it was possible to make it always be shown (and not only when electrified).
I was thinking of making a character ghost-like (with alphablend) and it would be awesome if its skeleton could be shown threw the semi-transparent skin (or it could be ugly, tho I’d really like to try that).
The same way, if we could put the flames surrounding characters (from the moves of Dhalsim, Ryu) always switched on, it could help making a great human-torch mod, but I don’t know where they are, I tried the vfx file but couldn’t find the flames.
(I got to take a closer look at the cmn.emz, this file is crowded with dds)
I had a dream… if we could do both, what cool Hellrider or MK Scorpion “Toasty” mods we could make… :looney:
Hi sn00pee does this tuto is a post on this thread or is it hosted in another place.
I am currently working on EMM and I found that every setting is not 32+8 but always 32 for the name and either 8 or 4 when the name ends by _W.
so it can be 36 or 40.
see http://www.gamevixenzone.com/gvz/viewtopic.php?f=142&t=3684&start=60#p27616
I will certainly add a way to edit these directly from my aset explorer and when asset resizeing is impemented , I could allow to inject new ones like you for alpha blending
But…but, multi sub parts import/export would be easy when the tool uses (and checks) some sort of naming scheme.
I’m pretty sure that these models just get a “enable/disable” switch when the game needs it.
The same goes for most P attacks by Rose, the scarf that attacks is not the scarf that she wears when idle.
It’s very likely that these models also have some Hex value in their file that tells it to invisible or visible by default.
I wasnt really interested in swapping moves so i dont know if its been discovered or not but, BCM.emz is the commands for specials, while BAC is the movement, cam.emz obviously refers to the cam (i think).
Some new Model Edits…
Cammy Cos 1 (I suppose I’m a perv for this, but it is not a nude mod)
Changes:
Breast Size enlarged
Arms made a bit smaller
Legs (Except rump) made a bit smaller
Rump made a little rounder (Sorry, hard to get a pic to show this)
Waist made a bit smaller (Un-human like, but I dig this look like the old pin-ups)
http://img30.imageshack.us/img30/9601/cmychanges.jpg
Secondly…
Blanka Cos 1
Changes:
Hes a freakin Werewolf, although hes not finished yet. Snout, hair, claws.
lol that werewolf looks surprisingly cool!
Also, I’ll admit that I…modified…Cammy as well.
Heh… Thanks Hunter
http://thumbnails14.imagebam.com/4516/14997245151425.gif http://thumbnails15.imagebam.com/4516/29269a45151426.gif http://thumbnails8.imagebam.com/4516/83bf3c45151738.gif
so does extending blanka’s claw extends his hitbox too or is it just a visual only?
that’s a pretty psychedelic look for the training stage. is that doable for other stages as well? imagine changing the audiences in some of the stages. that would be awesome.
Yes, you can change anything you like.
The character’s hitbox does not extend.
Whatsup modders :china:
I’ve really enjoyed this thread, the things people have been coming up with are astounding and sn00ppee’s contributions are totally pro. It’s really given me bang for my buck in purchasing the game for PC, you guys have made it worth it. I’ve been texturing a skin of my own and will likely be doing more once I’m done with this one, but I’m currently stuck at working with Alphatests on Sagat.
Essentially I want to alphatest away part of Sagat’s shorts so it looks like a ripped up tunic or sash instead of simply shorts, and also get rid of that damned eyepatch. I followed the instructions in editing the HEX as best I could and changed each “brush” in the col file to “Alphatest” (without changing file size) and the only thing that changed transparency was his legs. As far as I know, I’m using transparency properly but it comes out the exact same way it would if I hadn’t hex edited the col file at all.
As for his eyepatch, in the SF4 Skin thread Hornyyoshi recommended I use alpha channels and to study the Goldberg Sagat for reference. I tried using alphatest on his eyepatch to no avail, it simply comes out white (and I do have the texture transparent in the eyepatch spot.) The problem with using the Goldberg skin as a reference is that it (I believe) uses Sagat’s alternate costume as a base, whereas mine is based on the default. So I’m still kind of stumped there.
I guess my main question is… are either of these even transparency-able? Does his model even have legs under his shorts to show up if his shorts are transparent? Am I just doing it all wrong?
Hi LouNGeR, would you be able to share the files for the black stretched out training stage?
I currently need to play SF 4 with backgrounds turned off because my PC is pretty old. I could use that background instead of the wireframe background I use now and it would look way nicer.
Or perhaps you could post steps on how to do it for the training stage?
Thanks for any help!
You just said that backgrounds need to be turned off? The black one is still the same, it’s just black instead of gray.
Anyways, here goes.
Use piecemontee’s SF4 Assets Explorer v0.17 (c’mon man, shorten the name already :looney:)
…to open the STG_TRN.emz file.
#EMB > #EMO (TRN_BAS.emo) > Extract "Grid.geometry.1.obj"
Edit the OBJ to your likings with a tool that works (I used MisFit Model 3D).
Back to Assets Explorer, inject your new (and proper) OBJ file.
#EMB > #EMB (TRN_BAS.emb) > Extract/Edit/Inject the first DDS.
That’s about it.
Pretty sloppy explanation…But then, it’s also a sloppy mod
You don’t need to edit EVERY Brush, we always meant to say: You can choose any Brush (or any other useless block)
The DDS with the shorts is BC1 format (DXT1), which only supports 1-bit Alpha (only full black, or full white, not in-between), keep that in mind.
I’m not sure, will test in a bit.
Edit:
http://thumbnails15.imagebam.com/4522/6f3fd945217027.gif
Yes, I’m pretty sure there are legs at the spot where you did the Alpha.
Edit: Not on your full alpha.
Could you post your 512x512 Shorts image as PNG with transparency?
Edit: No, better yet, post your DDS (or the COL), that way I can see if you did it properly
I could either use backgrounds turned off or replace all of the backgrounds with the training stage background (which is what I intended to do with this mod).
But I don’t have any 3d editing software and don’t know how to edit 3d models or backgrounds
I was thinking it would be a simple hex/text edit lol oh well thanks for the explanation man, those backgrounds look nice.
You shouldn’t see them as a “background”.
The stages are just models/Objects.
With the current tools at hand, it will be one hell of a job to put the training stage walls into another stage, it’s not impossible though.
you can just rename the stages. like take the training stage rename it to the jungle stage iirc.
Wow, rly?
So I could make it so “?” is always the stage I want?
EDIT: Hey it works, everytime I smash “?”, it’s the training stage :yawn: