so … how are the things about adding mesh into game? Or we still can only tweak vertexes?
/*
maybe problem is in the vertex weights( connection to joints/bones ) So if we find a way to say that this mesh is correspond to that joint everything wiil be OK(for example if we adding a hat then weight of the head joint will be 1)? ))
fairytale, ehh))
*/
Actually, there is no real blocker problem but:
[LIST][]I need a decent file format to store the full skeleton + vertex info. but a vertex has:
[LIST][]an x/y/z position[]an xyz normal vector[]an x/y/z tangent vector (for normal/bump maps, could be computed after import thought)[]an ambiant color (could be computed after import as well using some vertex based ambiant occlusion precomputation lib)[]an u/v texture coordinates pair[]3 or 4 bone weights[]4 bone weights index
[/LIST]
Collada could be an option but the format is so open that reading it could be a pain as a 3DS collada export is not necessary the same as a Maya collada export…
MS3D (milkshape3D) may not be 3DS/Maya compatible, dunno
[*]Triangles export/import is not a problem in itself but they are optimized in strips batches so I need to integrate a decent stripping algorithm or at least a 3rd party library
[/LIST]
Given such developments, you would be still be limited to the existing skeleton (otherwise, see what happen when you swap movesets…) but this is a minor caveat.
If I give up on the animation front, I’ll give it a try .
wow … so it’s really hard)
OK, good luck ^^
Animation display update
revelation at the Xentax board found new data on the animation front (inverse kinetics) here is a preview


Some parts (hands/feet) are not completly handled but we are near…
(look at ryu’s face !)
Looks like the first advance in a while, I would waste so much time on making new chars if we had all the tools in place :smokin:
That’s so wierd they use in-game IK for SF4. They fight on a flat ground, it’s not needed :lol: I guess maybe it’s used for tweening between animations. IK usually causes better results on quick tweens. Can’t wait till you figure out how to export the bones/animation. I wanna do some animations with them.
Your are right, it is not dynamic ik but static.
I’ve figured out how to disable “shortcut” motions.
The special move motions are stored within the *.cmn.emz file’s #BCM section.
I didn’t check every character, but for Ryu, the move data starts at position 46 (relative to the start of the “#BCM” header).
A typical move consists of 196 bytes, broken down into individual motions of 12 bytes each.
Ryu’s Dragon Punch motion starts at 0x9a82d9 of the extracted EMZ file, and looks like this when split into 12 byte sections
00 00 00 00 00 08 00 10 00 00 00 01
00 00 00 00 00 08 00 04 00 00 00 01
00 00 00 00 00 0C 00 10 00 00 00 01
[*lots of zeroes*]
00 00 00 00 00 00 00 00 00 00 00 03
Each individual input motion is on a separate line, and the rest is just padded with zeroes, but it looks like the last number in the group (03) specifies the number of motions required by the special move.
The input motions break down as follows
First 5 bytes - Unknown
5th byte - Input delay allowed (don’t know what unit, possibly frames)
7th byte - Direction (or button)
12th byte - Leniency option (or input type - Looks like “20” represents a button press, but this doesn’t apply to mash moves)
The hex values for the directions are:
:l: - 08
:db: - 0C
:d: - 04
:df: - 14
:r: - 10
:uf: - 12
:u: - 02
:ub: - 0A
The leniency option can be one of two values: 01 = Relaxed input or 02 = Strict Input. Relaxed input means that forward basically means “any forward direction”. Strict input means what you think it means.
The byte sequence for Ryu’s DP basically says
Relaxed forward motion, followed by
Relaxed downwards motion, followed by
Relaxed forward motion within
If we change the specification to:
00 00 00 00 08 00 **10** 00 00 00 00 **02**
00 00 00 00 08 00 **04** 00 00 00 00 **02**
00 00 00 00 0C 00 **14** 00 00 00 00 **02**
… then the game will only accept :dp: as a valid motion for DP’s
I think it goes without saying that this will not work online unless both parties have the same CMN file patches.
Can you upload an example file for Ryu with stricter motions and no shortcuts? I’m sure others as well as myself would like to just try it out and see what its like.
Have you been able to find anything with the reversal window yet? Would be interesting to try 1f or 2f reversal too.
Here’s the file I patched:
http://www.quickshare.co.za/files/4xwkoa9l/RYU.cmn.zip.html
I only changed the motion settings for DP (not the timing). All the other moves are still the same.
Navigate to […]\street fighter iv\Battle\Chara\RYU and make a backup of RYU.cmn.emz. Then extract the zip file into that folder.
The reversal window setting is global, so it’s probably stored in the main EXE. I’ll poke around there but it probably won’t be easy to find because this game doesn’t play well with debuggers.
Cool, thanks! I’m not very technical with stuff like this, but I’ll post up if I find anything with a hex editor.
Thanks ilitirit!!
Hopefully we can get a set of input and timing adjustments, that will make the game play like ST.
I’m really tired of accidental fireballs, and DPs, and having to adjust my gameplay to avoid them. It makes me want to just play HD Remix, but I don’t have either console:xeye:
With ilitirit’s settings of all strict, I almost couldn’t dp, felt like sf1! lol
Heres one I set to f (strict), d (strict), d/f (loose): http://www.megaupload.com/?d=446BZSOG
With this one, you can’t dp from crouch (must press forward), and you will never get dp from walk forward, fireball as long as you touch d/b.
I tried strict, loose, strict, but it was still too difficult to get a dp to happen.
BTW how the hell do you find this stuff? I dunno much about it but it seems like straight up needle-in-a-haystack kinda thing!
Has anyone thought of a way to make the PC version act like the arcade version? Like not going through the main menu and directly going to the Arcade mode with a preset difficulty/Round/Time setting?
Good find, ilitrit.
I imagine it’s possible to make extremely easy shortcuts for special moves (for instance, down+P for a DP) or even change the type of motion required (from QCF to a charge-type movement.)
I look forward to being srk–>fadc–>ultra’d with one button!
seems like all progress has stopped (until ssfiv hopefully comes out for the PC)
even piecemontee and revelation on xentax have seemingly hit a wall in their progress, with no updates in weeks.
if it is the end, then ehh it was a good run, thx to anyone who contributed, and see you in ssfiv
its slowed down it hasnt stopped
i’m figuring stuff out still
the area past where the input control is has some weird shit i’ve had sagat be able to cancel tiger uppercut to tiger uppercut also I did jumping fierce WITHOUT jumping and then sagat gambit glitched off the screen so we’ll see
edit: data on 76 byte region
0-- ,FF,05,06,00,03,04
1-- ,FF,00
2-- ,FF,00
3-- ,FF,00
4-- ,00,30,06,31,03,34,09,35,01,07,04,0A,02,08,05,0B,0C,32,0F,33,0D,10,0E,11,12,15,13,16,14,17,18,1B,19,1C,1A,1D,2C,2D,2E,2F,80,81,82,83,84,85,86,87,88,8A,8C,8E,90,92,94,96,A4,A5,A6,B4,20,21,42,45,43,44
5-- ,01,00
6-- ,00
7-- ,00
8-- ,01,08,02,10,04,20,00,80,40
9-- ,00,10,01,02,08,18
10-- ,00,40,54,78
11-- ,00
12-- ,00,CD
13-- ,00,CC
14-- ,00,C0,0C,4C,80
15-- ,00,3F,40
16-- ,33,00,66,9A,CD
17-- ,33,00,66,99,CC
18-- ,B3,E0,D3,A0,E6,13,B9,0C,8C,AC,C0,CC,26,80,99,40,20,19,F3,00,4C,D9
19-- ,3F,40,41
20-- ,00
21-- ,00
22-- ,00
23-- ,00
24-- ,3C
25-- ,00
26-- ,00
27-- ,00,01
28-- ,00,80
29-- ,00,01
30-- ,00,80
31-- ,00,01
32-- ,00,19,80
33-- ,00,01
34-- ,00,80
35-- ,00,01
36-- ,00
37-- ,00,01
38-- ,00,80
39-- ,00,01
40-- ,00,0C,80
41-- ,00,01
42-- ,00,80,0C,19
43-- ,00,01
44-- ,00,80,0C,19
45-- ,00,01
46-- ,00,80,02,0C,19
47-- ,00,01
48-- ,00,80,02,0C
49-- ,00,01
50-- ,00,80,02,0C
51-- ,00,01
52-- ,40,00,80,44,04,84,10,C0,48,01
53-- ,00,02,04,01,08,0E,09
54-- ,10,11,12,20,00,50,22
55-- ,10,14,00,30,20
56-- ,02,01,00,04
57-- ,00
58-- ,03,04,07,01
59-- ,00
60-- ,00
61-- ,00
62-- ,00
63-- ,00
64-- ,66,00
65-- ,66,00
66-- ,A6,00
67-- ,3F,00
68-- ,00,FA,E8,F4
69-- ,00,03,01
70-- ,00,EC,FA,F6,E2,E8,F4
71-- ,00,FF,03,01
72-- ,00,C8
73-- ,00
74-- ,00,E8
75-- ,00,03
byte #5 is which move to do so if say in FFFFFFFF0C0100000100000
000000000CDCC8C3F000000003C0000000000000000000000
0000000000000000000000000000000044001114000003000000000000000000000
0000000000000
part of sagat’s data then you switch the 0C to a B4 then every time you hit c.lp with sagat instead of getting c.lp you get ultra that costs no meter
that’s amusing but i’m trying to find if there’s a way to control what cancels to what
goddamn my dream of an extremely fucked up street fighter 4 rainbow edition is still so far away yet so close
edit 2: if you replace the 8A (mk tiger knee) section with that of a c.lp you can get self-canceling really fast machine gun crouch jabs when you hit mk
edit 3: b5 more amusingly gives the 2nd part of the ultra (the firey uppercut cutscene) ! i have a few hunches about something here
edit 4: if you set air moves to do ground moves then sagat teleports to the ground and does them
weird triangle jumps yeah
come on guys i know you want your sf4 mods to do more than give you nude cammy
hey i was wondering if anyone could turn off the hit sparks and cloud dust for me? any kind of help would get greatful thanks. ive been trying but cant figure it out.
nice find!! btw i’m not really understand the .cmn files. i’ve hex edited col file before but the .cmn files are waaay above my comprehension. if u could give me the screenshot of of normal files and the edited one maybe i’ll be able to hv some research myself.