One of the obvious goals is probably having custom animations and/or move sets, I think it’s also something we must focus on at the moment.
After that, there’s little more to do…
ive asked that in the wrong thread, so here it goes on the right one.
Any news about someone modding the sf4s netcode yet? My prediction about my online experience became true and i can barely play, i have about only 5 people in my range (4 or 5 bars), its a bit depressing after such a wait for the game.
Amazing shit so far. I really wish we could have our custom made skins properly selectable on the select screen. Can someone look into that?
regarding DDS and EMB
first of all, getting DAT from offzip dosnt work for everyone that easy “dosnt for me”
never the less, quikbms.exe worked like a charm
altho i can get the EMB with ease, i have questions about it
1- i extracted the 4 DDS textures of Gouki EMB"test skin" now they are on a folder on my desktop and havent changed nothing yet. i have both versions in my folder just in case (4x DDS and 4x BMP) of akuma. my question is “wich wasnt on the main tutorial” how do we edit them? i mean how do u change for exemple, is dark blue pants to red? theres browns on the pants wich would change too if i use hue/saturation… lets pretend i dont want it to change…
is there a specific way to color ? or i just use the marquee tool , circle the parts i wanna change and apply colors or textures over the part? i havent found a section that talks about how exacly we color skins using photoshop and how applying textures (designs on the clothings etc)
2- my second question is a little redirection help.
after my 4 DDS have been changed the way i like and saved, since quikbms.exe can only extract DDS from EMBs how to i repack my 4 DDS into 1 EMB? AND since infuser dosnt work with EMBs how to i get to finaly have a GKI_01_01.col.emz without the use of Infuser and offzip ??
3- this question is for people who want to save 20 minutes, and help me fix my offzip prob.
Why dosnt offzip.exe works for me after i done everything correctly ?
why do it tell me 1 file have been loaded (did not say i got errors) when there is nothing but dust in the folder i created? is it due to my windows 7 64bit ? and i checked many many offzip topics and none answered fix to my issues.
id like some help please, i am moding sounds and i wanna start doing skins now. oh and the reason i type alot on this reply is because i want to make shure i give u as much details as possible so i dont get 300 different replys of things ive already done or tried
heres what i did for offzip command:
-added the offzip.exe in gouki folder
-created a folder named gkitest in gouki folder as well
opened command and typed: offzip.exe -m 16 -a -z -15 GKI_01_01.col.emz gkitest 0
tells me that a block as loaded and folder is empty. if i can manage to find whats going on, ill be happy.
TYVM to the persons willing to try to help me. sry for typos
PS: if this isnt a proper place to post this, tell me, ill edit and paste at the right place, tho i think this is (We have one thread where we are free to ask whatever question and we get replies from more knowledgeable people) dont be rude plz today is my bday =P =P
This and Lighting mods plus fully custom models and we have a 3d mugen
I’m fairly certain that fully custom models is already, or almost possible.
The main problem is animate changes. For example, if I add a skirt to ChunLi - I’ll need a way to tell game what to do with this new stuff.
Hello.
Im currently working on the Zero suit for Viper and ran against a wall with the transparency.
I tried following the tutorials on the wiki but for some reason what I got on my screen when I open the AGL_01.col.emz looks completely different from what Ive seen on the screenshots in the threads.
Ive tried out three different hex editors but nothing changed.
http://img508.imageshack.us/img508/7948/hexeditor.jpg
When Im trying to find “BrushA” it wont find anything.
In fact I seem to be missing all of text and just have the code.
Is there some special way I have to set up my hex editor?
http://img199.imageshack.us/img199/6272/viperzerowip.jpg
I want to mask out part of Vipers coat and her tie with alpha maps (marked red).
Its a skin for her DLC Costume.
It would be great if someone could help me.
It seems you missed my post on the custom skins thread, I’ll redirect you to this thread I just created:
SF4 Modding: Transparency tutorial (editing col.emz file only)
edit:
On your screenshot you are trying to edit the cos.emz file.
You should try the col.emz file it would work better!
Don’t open AGL_01.cos.emz in the hex-editor, but AGL_01_01.col.emz or you won’t find anything.
(and don’t make a search on BrushA, many objects have one: search your object by its name then scroll down to its BrushA)
piecemontee’s SF4 Assets Explorer v0.30 RELEASE
piecemontee’s SF4 Assets Explorer v0.30 RELEASE
Snapshots:
http://img36.imageshack.us/i/normalmapping.jpg/
http://img13.imageshack.us/i/inkshader.jpg/
D/L:
http://www.mediafire.com/?sharekey=6bbe46263037cdb2b94117dade8fc295e04e75f6e8ebb871
Main post:
http://www.gamevixenzone.com/gvz/viewtopic.php?f=142&t=3684
DONE:
- EMZ decompression (compressed file backup to NAME.compressed)
- model display
- textures display
- Character Sub model toggle (thanks LounGer) (FIXED)
- DDS texture extraction/injection (with 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 (no edition yet)
- rendering option toolbar: skeleton, wireframe, …
- advanced models shading (bump map & preliminary ink shader)
TODO:
- EMM materials edition
- resized asset injector
- full model extraction/injection (#EMO)
MORE TODO:
- EMZ recompression
- skeletton skinning & animation display
- Readme/Manual
Thanks :
- LounGer for model on/off,
- magnum for skeletton&texture assignment ids.
Do you have ant ATI video card?
@101blackdragon101
First off, regarding your offzip problem: you could try skipping the whole issue and extract from piecemontee’s tool instead. Just load up the file in the Asset Explorer, select the DDS file you want to edit, right-click on it and tell it to ‘extract file…’
As for colors: using hue/saturation to change colors is generally the most effective method for simple color edits because it preserves the shading around muscles etc., which are lost when you just paint a flat color over it. Using the marquee tool is a hassle, but it’s the way I do it.
Glad to hear you’re getting into skinning!
Yes ^^. Is it bad again? ))
Oh! Now all is OK! Great ) But still have problem with *.obj file. In Maya:
http://img403.imageshack.us/img403/6484/19638462.jpg
In 3dMax:
– wrong normals – :
http://s14.radikal.ru/i187/0908/6c/cb45cee90d7b.jpg
– New cuttings in UV unwrapping. It should be solid – :

– And these cuttings not only a UV-cuttings. They affect on mesh too. It consists of the parts defined by these cuts. –
The meshes still dont import into Max or Maya correctly. I did find a way to get them into max ok a while back, but even then the texture coords get messed up. so far the modding has only worked with Misfit Model 3d from what I’ve heard.
I wonder if maya OBJ importer supports triangle strips, it looks like only the first triangle of each strip is drawn…
piecemontee’s SF4 Assets Explorer v0.31 Fix RELEASE
piecemontee’s SF4 Assets Explorer v0.31 RELEASE
http://www.mediafire.com/?sharekey=6bbe46263037cdb2b94117dade8fc295e04e75f6e8ebb871
DONE:
- EMZ decompression (compressed file backup to NAME.compressed)
- model display
- textures display
- Character Sub model toggle (thanks LounGer) (FIXED)
- DDS texture extraction/injection (with 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)fixed vertex count detection
- skeletton display
- EMM materials browsing (no edition yet)
- rendering option toolbar: skeleton, wireframe, …
- advanced models shading (bump map & preliminary ink shader)
TODO:
- EMM materials edition
- resized asset injector
- full model extraction/injection (#EMO)
MORE TODO:
- EMZ recompression
- skeletton skinning & animation display
- Readme/Manual
Thanks :
- LouNGeR for model on/off,
- magnum for skeletton&texture assignment ids.
(If you like this, add me some reputation on the left :clown: )
Don’t know … I think that 3dMax automatically build missing polygons while Maya and Zbrush shows what they get. Really don’t know anything about file formats. However in Max we have problems too (here above).
P.S. where can I add a reputation? ^^
O-oh! We’ve found it! It was so simple…
http://img186.imageshack.us/img186/9663/54614339.jpg
The problem is Normals on the model. They are totally messed up. So we nees only to fix this. And this random cuttings too.
I was wrong, I dont output strips, i made and error in indices orders, the file reads (abc) (cba)(abc) (cba)(abc) (cba)… so it is inverted every two faces
Errr, right, I ask but I even don’t know how to do it …
You are right, the vectors are not normals but tangents!!! Theses vectors are needed to do proper bump mapping.
I forgot to update OBJ export since I noticed this missinterpretation when implementing normal mapping… I’ll make a 0.32 to fix this
I guess this is how CAPCOM packed the model into the file, perhaps the result of some post processing (after triangle to strips optimization or mesh to bone assignment, or even, but improbable, static ambiant occlusion computation)
If we manage to implement full model injection, it will be preferable to reproduce theses optimization steps to ensure proper game execution
Damn it… I never know if I have to follow you here or on GVZ…
Guess I should have posted here first.
Until V0.25 I was able to import full models (#EMO) in 3DSMax 2010 (tho, as you can see on screenshot, coords were messed up, front & back were inversed, and injection in SF4Explorer of objects exported from 3DSMax wasn’t working):

And now since V0.30 (V0.31 too) I get this:

Normals are the problem.
Now by fixing this will that make injection of .obj exported from 3DSMax work in SF4Explorer?
piecemontee’s SF4 Assets Explorer v0.32 RELEASE
DONE:
- EMZ decompression (compressed file backup to NAME.compressed)
- model display
- textures display
- Character Sub model toggle (thanks LounGer) (FIXED)
- DDS texture extraction/injection (with 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)fixed vertex count detection
- skeletton display
- EMM materials browsing (no edition yet)
- rendering option toolbar: skeleton, wireframe, …
- advanced models shading (bump map & preliminary ink shader)
- fixed normals and face orientation OBJ export (EMO/EMG)
TODO:
- EMM materials edition
- resized asset injector
- full model extraction/injection (#EMO)
MORE TODO:
- EMZ recompression
- skeletton skinning & animation display
- Readme/Manual
Thanks :
- LouNGeR for model on/off,
- magnum for skeletton&texture assignment ids.