Yeah great tool. I didn’t even know it after all this year making texture, this fockin’ tool was in my photoshop …
Thanks to share it buddy, you just make my life easier.
Thanks for the mod ;):tup:
it is very amazing for player to use those boss characters
I’ve dream for this mod since the announcement of release of PC version!!!
Thankyou:)
But I have some suggesstions for improvement of this modo_O
1.Is it possible to make the health and stun value the same as CPU boss characters too?
evil ryu and akuma only have 850 health…but CPU boss version of them have at least 1000 and also higher stun value
and CPU version of these four bosses have additional 15% attack power of all moves
is it possible to modify this data too?
2.This mod completely replace the original four characters
Is it possible to have the regular oni/akuma/gouken/evil ryu and also boss version at the same time?
So that we can have matches like akuma vs shin akuma, gouken vs boss gouken?:bluu:
3.May you please make the mod for boss seth too?
I really want to do teleport>throw like the real boss!!:lovin:
Player version’s teleport is too slow that cannot used to do this trick
And I want to use the oringinal JHP in SSF4 too…it seems the boss version still have it
Sorry for bad english and so many requests:sad:
But I really hope that the above suggesstions can come true:clapdos:
Anotak, I think I find a bug on your GraveStormboner when change inputs:
when you save your edited bcm file for chars that have hold moves such as Guile or chun-li, etc,
the file size is different, and they crash the game.
is this also happen to anyone else here?
I apologize if it has already been said, but can you link that training stage, please?
You can add new motions. But you’re limited to the animations included in the characters.
Is it possible to add polygons to a model? I have a lot of ideas and I’m a Maya user but I didn’t find explanation about adding polygons.
I red that we must have the same number of vertex, but maybe by changing data with the hex editor we can?
And I try to move/cut some part of models but I have an error when I inject it in piecemontee.
thanks
may I ask how to do it?
for example, I’ll like to add an motion “7 - downX2” which perform down, down.
how can I add it to the list?
oh, and do you have problem with hold-move chars like Guile or Chun-li?
the game crash when I use the edited bcm for them.
@kache
It’s on the wiki.
@Harro
hex-editing the index to match the new filesize should work, similar to sensibeat’s model swap tutorial. You won’t be able to use piecemontee’s tool to do the injecting, though. It’ll have to be all manual via hex. If you decide to try it, feel free to ask if you have any questions.
@Jay Vasquez 77
Misfit is indeed a turd, but it’s free and simple, so it’s what I use. Autodesk’s Soft Image Mod Tool is also free and a much better program, but I felt a little overwhelmed using it since I’m a 3D modeling n00b. I believe many people have used Zbrush with good results, as well (Kraga Phan uses it to “sculpt” normal maps and they always look amazing; 'course, he’s a professional, so YMMV).
Oh yes yes, I want to try. But I know very few about hex edition
that’s going to be difficult, then. Read over sensibeat’s hex tutorials and see if it starts to make more sense.
here is the problem I got :
this stage is africa eclipse stage,
and the object I am trying to toggle is the two birds that will stay on top of hippo.
the strange thing is, it is already [OFF] before I toggle it,
but I can still see those two birds when I am in game.
when I try to toggle it, the error show up.
any idea on this error?
I dunno why the birds are already off and seen in game.
Thanks, sensibeat.
Now the only missing training stage is a dojo and a gym, and we’re set.
I spent quite a bit of time playing with that file and it’s extracts for the PS3. I was looking to unlock CPU Seth, Akuma and Gouken to see what toggle enabled/disabled their use. Looking at the extracted files, there was no additional “character” for them, or additional set of “files” in the same character folder.
Shame.
I’m looking to make her Hachimaki transparent, which file should I hex edit and where in the hex do I change the brush?
So, I haven’t been able to get the asset explorer to work. I keep getting the error “CreateDevice returned INVALIDCALL”. I searched around but found no answers. Can anyone help please? I just want to do the simple Vanilla to AE conversion that people seem to busy to help with :sad:
I think if you want help you should give the ref of the model or even give a link … Else I really don’t know how we could help you.
I wanna see a Sakura with Gief’s models.
DO IT.
EDIT: Nvm, this tops it lol
http://www.youtube.com/watch?v=EQJgpXcnvPI (Oni/Cammy)
http://www.youtube.com/watch?v=6Rz1VvqAjZU&NR=1 (Yang/Gief)
@Ex Nihilo
Make sure you have DirectX9 installed properly (or try reinstalling it from Microsoft). Most of the ‘failed to run’ problems are related to that.
@density.
It’s from vanilla, but here you go anyway:
@Sorwah
Have you checked to see if you can turn it off in the Asset Explorer first? That’s the easiest way to get rid of an entire model. Otherwise, open the obj.emm file for the color you’re editing (e.g., MKT_01_03.obj.emm for color 3) in a hex editor, then just follow sensibeat’s col-based transparency tutorial. You could also try using NanjouJ’s matedit tool to add the alphatest property.
I’m not looking to turn it off, I want it to be see-through/fade.