Does anyone know how to fix the “monkey-face” when you do a moveswap? Some are ok, but others are just horribly disfigured…any help is appreciated!
@Chivirus
You have to go into the cmn.emz and edit out the facial animations. It will leave you with a character that holds a poker face the whole match, but at least they don’t get monkey-face…
Opps
Not sure if this has been asked already, but has anyone been able to start working on importing characters from SSF4? How possible will this be?
The second question I’d like to know is, is there a mod that allows us to spectate other people’s matches?
Please let me know and keep up the good work gentlemen
I saw that you were able to modify many animation data. In your old post:
http://shoryuken.com/f177/modding-sf4-pc-no-dlc-unlocks-198136/index10.html#post7088431
You had a lot of notes about which offset makes which type of changes for moveset data. But I was unable to find any table similar to that for animation data… things such as changing whether you can cancel into one move or another. I can get .dat files using the perl scripts. But I can’t modify things like canceling or animation ID…
Do you have any notes regarding this? Thank you for your help.
that move swap thing looks hella funny :clown:
but what about editing the moves frame by frame ?
like extracting the bhv files (or something similar…) then edit the animation in maya or 3ds.
dont even know if it’s possible, just asking…
imagine all the crazy combos we could create, that game would never die !
anyways congrats for all the killer work fellas, keep it up !
Thanks to the help of absolutely everyone in here. I’ve made a mod of Sakura.
[media=youtube]crKgkiFprFw[/media]
“Shin” Sakura has learned several new moves.
Sakura with modded movesets.
Moves taken from other characters:
-Rose’s reflect projectiles
-Dhalsim’s ground and air teleport backward or forward behind enemy
-C.Viper’s mini quake
-EX: Viper’s EX Thunder Fist
-EX: Bison (Vega)'s EX psychocrusher
Custom made moves:
-all fireballs are now large double-hit projectiles
-3 versions of normal fireball - can hit horizontally, slightly diagonally, or high-diagonal.
-EX fireball: extremely fast fireball, knocks down when hit
-EX fireball2: jump down double fireball
Other changes:
-Sakura’s original EX attacks can be used without any EX meters. Her EX attacks have all been changed into new moves (see above)
-all block and hit stuns have been tripled.
-focus attack can now absorb 5 attacks without breaking.
-walk and dash speed has been increased by ~20%, and recovery reduced by many frames.
-increased grab range
-general damage increases
aesthetics mods:
-music: taken from a selection of touhou theme arrangements
-NOT BY ME: Sakura’s skin (see credit below)
-NOT BY ME: character selection portraits (see credit below)
-NOT BY ME: menu screens (see credit below)
Other Notes:
THIS WAS DONE PURELY FOR ENTERTAINMENT - Don’t bother commenting about "balance."
And I KNOW THE PLAY IN THE VIDEO SUCKS. You try playing a Fighting game, on a keyboard, when you’re recording a 780p video of the game with a core 2 i4 at high graphics setttings. i.e. the game lagged horribly, and half my commands did not register.
CREDITS:
ONLY THE MOVES AND MUSIC HAVE BEEN EDITED BY ME.
Sakura’s skin, the menu screens, and character select pictures have been taken from: sf4mods.pbworks.com
Thanks to everyone in the thread as well for looking through the file formats.
How would one view the shoryuken animations of ken? I viewed every file, but I either get crashes, just the bones animating or textures. I tried recording via fraps, but the stupid dust particles got in the way. Anyone know how to export/view the animations with textures and all?
-deleted due to stupidity-
Actually, I do have some notes on that. In most moves that can already cancel, there’s a a bunch of bytes that are something like:
03 01 00 00 06 00 00 00 00 00 00 40 06 00 00 00 (this is special cancellable)
I usually look for the @ in the text field.
replace both 06 in that with say, 07. and you’ll have exfadc cancellable only. 04 I think was dash-cancellable. there are some values that make moves whiff-cancellable even.
If there are moves that can’t cancel, what I do is replace it with a move that already can cancel, then replace everything in the move with the original move.
A bit hacky, but it works. I even made aerial raves possible with that, using viper’s j.HK.
If you want to modify speed of the animations, it’s right underneath the first repeating part of each animation after the first portion. usually has like 3C or something like that to show you where you can edit startup. The faster moves start with like 40.
I recommend using the value before the 3C/40 to tweak the speed slightly. like this for example: FF 40, 50 3C, C0 3C etc.
45 (not FF) is the max possible speed. That’s instant, and sometimes makes shit glitch.
I recommend using FF 40 instead.
The video is private.
Street Fighter IV Mod: Shin Sakura, Grappler Style
Again, I modded Street Fighter IV PC version to commemorate the AE version release next month.
[media=youtube]Du0OgAiwkP8[/media]
Sakura has become a lightning-fast grappler, throwing giants two or three times her size everywhere and running across the stage faster than eyes can see!
00:19 Sakura vs Zangief
01:45 Sakura vs Sagat
03:07 Sakura vs Akuma
05:09 Sakura vs Gouken
06:50 Sakura vs Rufus
08:27 Sakura vs Abel
10:06 Sakura vs Ryu
11:30 Sakura vs Blanka
13:11 Sakura vs Seth
15:02 Sakura vs Honda
16:37 Sakura vs Bison
18:16 Sakura vs Boxer
Shin Sakura - Grappler Style
This is a gameplay video showcasing CPU control of a modded Sakura, by me, as a character in Street Fighter 4.
Changes:
-Abel base moveset, Sakura has less stamina
-all normals (air, neutral, ground) have their startup and recovery frames reduced
-all throws and special moves also have startup and recovery frames reduced
-walking/dash speeds increased
-all jump attacks are divekicks, with l versions completing the jump, m versions falling down regardless of jump trajectory, and h versions immediately teleporting to ground and dealing a regular h kick
-focus attacks have much, much less recovery, and lvl 1 focus attack auto crumples
-grab attacks are extremely fast and has almost no recovery (nearly impossible to be teched)
NEW SUPER - Abel has three unused supers that each start with an overhead move and with different final hits. Sakura can use these moves (without meter). The original versions have long startup and recovery. (third one’s buggy, no need to think about it)
l version Change of Direction is now an infinite. Initial hit is armored up to 16 hits, and can reach from full screen.
change of direction m - hidden super 1 (no meter needed)
change of direction h - hidden super 2 (no meter needed)
change of direction ex - hidden super 2, guard crushing (hit goes through guarding)
Marseilles roll - l m h versions are all hit-invincible and have their recovery dramatically reduced, button determines distance rolled
Marseilles roll ex - guard crushing grab, very long range
Wheel Kick - normal version hits twice, is projectile and hit invincible, has much faster startup and recovery, and reaches from full screen.
Wheel kick ex - different guard crushing grab, very long range
Tornado Throw - normal version has much extended range, invincibility and faster startup and recovery
Tornado Throw ex - guard crushing grab from last hit of ultra 1, damage depending on current revenge gauge level, ~100-300
Air Grab - normal version has much extended range, invincibility and faster startup and recovery
Air Grab EX - “homing” grab that goes through almost everything, including shoryuken invincibility
Super - Guard crushing
Ultra - Guard crushing
aesthetics mods:
-music: taken from a selection of touhou theme arrangements
-NOT BY ME: Sakura’s skin (see credit below)
Other Notes:
THIS WAS DONE PURELY FOR ENTERTAINMENT
CREDITS:
ONLY THE MOVES AND MUSIC HAVE BEEN EDITED BY ME.
Sakura’s skin has been taken from: sf4mods.pbworks.com
Interested in modding
Just got into modding recently…
I have some questions regarding modding moves,
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Is there anyway to modify the number of fireballs to other character like Ryu did? (i.e. change BA01 to 0602…etc) If so, how would one find the location of the fireball property?
-
How do I modify the speed of fireball to make it go faster/slower?
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How to find/modify the damage that a move does? i.e. if I want to make Raging Demon stronger/weaker, what would be the fastest way to find the hex address in cmn file?
Many thanks and any help are appreciated.
I don’t know much of anything about modding, just thought I’d share a couple of ideas for mods I wish I had:
-
A hitbox-only mod where character skins are replaced with ones that just show hitboxes. I think this would really help with creating a mental image of what the hitboxes actually look like.
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A high/low reaction training mod. Basically, just a mod where your character and the computer are in fixed positions, and the computer will do completely random attacks non-stop, and your only job is to block high or low. If you get hit the computer stops for a couple seconds and then begins again.
Can someone reupload SF4 Mest?
I made Cammy have Dan’s moves,doesn’t even do the monkey face, but I really need to know which file determines the SFX files used because the four VFX files that I didn’t replace with Dan’s proved useless, and now Cammy has Dan’s voice and moves but looks and moves camera like herself. (Again, I didn’t run into the monkey problem)
Your Video link is busted
Somehow Cammy’s voice got fixed, now Cammy is a disciple of Dan, Ryu a disciple of Sagat and Ken a soldier of Bison! Ken and Ryu still sound like Bison and Sagat though, I don’t know what to do As soon as someone tells me how to fix this I will post a video, after that a download link possibly