Are you going to upload this anywhere? I’m totally digging it.
Thats what I was told in an earlier post. Never tried it though, but I asked if it could be done with the training stage and some guy told me that you could just replace all the maps with the training ground map by renaming the files.
Uploaded Cammy Adjustment from earlier post…
EMZ is set to not render her cap, cap badge, and torso badge at the moment. You can use one of the tools found around the forum to adjust this if you like.
Screenshot: http://img30.imageshack.us/img30/9601/cmychanges.jpg
Download: http://www.megaupload.com/?d=MEMX4O2D *New link to correct file
Drop me a post or PM so I can be sure it worked for you. Don’t forget to backup your files before replacing them. Not my fault if you ruin your stuff or something.
YAY!!! Thanks very much. I’ll be sure to test it soon.
EDIT: OOOOOOOOOOOOOOOOOOOOOOH ZOMG thats a zombie!!! That’s not the right one
Ahh Crap… Accidental Cammie Zombie release… I must have packed the 01.col file in the rar instead of the 01.cos
Im dumb.
Well enjoy Zombie Cammy. Here is a new link to the model adjustments (I edited my old post to avoid other users havin the same problem).
http://www.megaupload.com/?d=MEMX4O2D
I cant help but laugh at this… Atleast it looked like a Zombie to you ;). What did you think of the exposed skull? Should I release the Skin officially?
Yeah, it was cool. It kind of freaked me out tho lol
SF4 Asset editor (v0.2 : textured models)
Here is the third alpha release.
http://www.gamevixenzone.com/gvz/viewtopic.php?f=142&t=3684&p=26949#p26949
DONE:
- Character model display
- fixed “simple” models display (stages, character shadow simple model…)(display Broken again…)
- textures display
- Character Sub model toggle (thanks LounGer)
- DDS texture extraction/injection (with file backup)
- on the fly EMZ decompression (with compressed file backup)
- fixed 100%CPU usage
- textured character models (open .cos and .col and select #EMO or #EMG)
- file drag and drop
- simple geometry extraction/injection (vertex inject only available #EMG)
- skeletton display
- EMM materials browsing
TODO:
- EMM materials edition
- fix/disable non characters texturing(use v0.1 meanwhile)
- resized asset injector
- full model extraction/injection (#EMO)
MORE TODO:
- advanced models shading
- EMZ recompression
- skeletton skinning & animation display
- Readme/Manual
Thanks :
- LounGer for model on/off,
- magnum for skeletton&texture assignment ids.
piecemontee,
Is there still a chance of adding support for removing vertices? I know that full model injection (which would alter the size) may take some time but I was just curious. Thank you for all your hard work. Not to toot your horn, but I think we are ahead of the Chinese modders now because of your tool. With theirs, they have to redo all of the texture coords after replacing the model.\
Addition: I downloaded your new version of your tool. The skeleton display is great! However, is there a way to toggle it on and off? With the addition of texturing into your program, I dont think Ill even need SF4 open to do most of my modding if I could toggle the skeleton.
@piecemontee
Holy shit man, I’m stoked about the textured models! The skeleton display is also pretty sweet, and the drag-and-drop is gonna be really convenient.
Great job on the development!
whats the deal with gamevixenzone and not allowing me to view and download attachments?
what must i do besides register to get access?
regardless awesome work on the sf4 model viewer piecemontee
/edit - problem fixed
also would like to know if it’s possible to hide the skeleton?
and it would be fucking amazing to have a spotlight to move around the model to view normal map behavior with textures applied
and sf4skins have you tried adding vertices to somewhat hidden areas on the model(armpit,bottom of feet…) and then removing the same amount from the area you’re working on/
i get the same results in max9 on import and can go from max to zbrush3 no problem…but why does the model have no smoothing groups?
Ah, sorry =) I have deleted smoothing groups ^^
Sorry for the delay, here’s both files.
http://depositfiles.com/files/6ord2xul2
http://depositfiles.com/files/06zd9pqho
I’m fairly certain the DDS is saved properly as DXT1 bit alpha and the problem is in the hex. I edited the col file’s alpha again and only placed Alphatest under the pantu and legs sections, assuming at least one of the two would affect his shorts. They show up white for me. I’ll fix up the shape of his shorts to cover his leg-gap once I have a grip on the technical aspect of this transparency thing, there’s still a lot I’d like to do to the skin, but for now I’m not sure what I’m doing wrong.
Your Hex edit seems alright, it’s just that your DDS is wrong.
It turns out white, because your diffuse map IS white and there’s no specific color on the Alpha Channel.
Why don’t you make the part that’s white, into black, while editing the Alpha Channel?
BTW, my game sometimes even crashes with your COL.
Wrong__________________Right
http://thumbnails14.imagebam.com/4542/fa5f8b45410766.gif_____http://thumbnails14.imagebam.com/4542/41501f45410768.gif
I don’t do Alpha editing in Photoshop, but when you do, it should look something like this:
piecemontee’s SF4 Assets Explorer v0.25 RELEASE
http://www.gamevixenzone.com/gvz/viewtopic.php?f=142&t=3684&p=26949#p26949
DONE:
- model display
- textures display
- Character Sub model toggle (thanks LounGer)
- DDS texture extraction/injection (with file backup)
- on the fly EMZ decompression (with compressed file backup)
- fixed 100%CPU usage
- textured character models(open .cos and .col and select #EMO or #EMG)
- file drag and drop
- simple geometry extraction/injection (vertex inject only available #EMG)
- skeletton display
- EMM materials browsing
- fixed non characters texturing
- added rendering toolbar: skeleton, wireframe, …
TODO:
- EMM materials edition
- resized asset injector
- full model extraction/injection (#EMO)
MORE TODO:
- advanced models shading
- EMZ recompression
- skeletton skinning & animation display
- Readme/Manual
Thanks :
- LouNGeR for model on/off,
- magnum for skeletton&texture assignment ids.
Wow…
Great job. Now I will only need SF4 up for final testing with new meshes and textures.
You Rock!:party:
^ exactly
impressive and quick update
:wow:
is there a way to view the model with just the normals once you have .col file loaded?
You guys are doing a great job with modding on this game. It seems like there is a new development almost every day
Awesome!!!..
Just wanted to extend a huge THANKS to everyone involved in figuring all this stuff out and putting together things like the excellent assets explorer. :rock:
I’ve been dying to get into SF4 modding, but there haven’t been much point since my computer can barely run the game at all… with all these great tools however, it’s just a matter of time before the game itself will be virtually superfluous for modding and testing stuff.
I’m super excited about all the breakthroughs that have been made already, and I can only imagine what kind of cool stuff we’ll see in the coming weeks/months :looney: