edit:
if you want to put full transparency add this line:
AlphaTest=100010078000000
edit 2:
I learned it the hard way but in some cases, it’s not enough, you have to overwrite the whole material properties of the object you want to put transparency on with those of another object that uses transparency for it to work.
I’m still looking into that…
I wonder, do you think it would be possible to throw together Sagat’s c.HK, cl.MK, s.HK and js.LK to create the Tiger Raid Super? Or Rose’s s.MP, c.HP and Soul throw to create aura soul throw?
You unpack XBox360 .eaf with quickbms and this script:
# SSFIV .eaf archives (script 0.3)
# script for QuickBMS http://aluigi.org/papers.htm#quickbms
endian big
comtype deflate
idstring "#EAF"
# 0x4 may be file name length
goto 0x10
get file_count long
set idxpos = 0x80
for i = 0 < file_count
goto idxpos
get name string
math idxpos + 0x100
goto idxpos
get dummy long
get offset long
get size long
goto offset
get id long
if id == 0x23454D5A
endian little
get crc long
get uncompsize long
get blah long
endian big
savepos cdatapos
math size - 0x10
clog name cdatapos size uncompsize
else
log name offset size
endif
math idxpos + 0x20
next i
Sorry, some of the mods I want to convert are:
“Chun Li’s Street Fighter II V costume” mod by Likiker and khaledantar666
Rose’s “Wu the Lotus Blossom” mod by Kraga Phan
Sagat’s “Ganondorf” mod by hornyyoshi
I want to convert more, but I can’t even open the asset explorer program. First it was a few errors that I managed to fix using google, but now it gives me the error “CreateDevice returned INVALIDCALL”. I can’t find any solution to this one online.
Thanks for the tip. I tried updating Directx9 from the Microsoft page, but it still gives me the same error. :sad:
I wasn’t sure where exactly to go with this but, how is online play affected when things are edited in the code? (moveswaps, edited colors, etc.) Is it still playable?
@Trife88
It’s pretty much the same as any of the “paste in larger file’s hex, edit index to match new offsets” procedures. I don’t know of any tutorials, per se, though.
@Mike Strider
Depends on what you’ve changed. Moveset stuff desyncs the game, colors and model tweaks don’t. So, cheating isn’t possible, but cosmetic stuff is.
I am still confused as how to work the input editor, I am trying to change dudley`s moves to all qcf/qcb because I am lazy, so I need to copy another character’s moves? In the dropdown menu it doesn’t show an option to do it.
Also, is there a way to edit things like frame data, hitboxes, etc? Or is that a long way away
I’ve compiled some material codes that work when applied using matedit.
First are the reflective stuff… then there’s the Lighty-Uppy Materials… Then there’s the Alpha-changing codes. (These actually require you to edit the alpha layer in the texture files before you will see any results.
Don’t copy the names, just the codes, and paste under the material you want to change in the txt file.
Also, I found the Metal [Black] to be more useful for things that you want to be shiny and lightly reflective, but not hyper reflective. I bring this one up because it wasn’t mentioned by sensi in any of his tutes.
Enjoy, and for the love of God, Please don’t overdo it with the glowiness… it burns.
we’ll have to wait when anotak update his tool, maybe he’ll let us add new motions.
this tool will have game-crashed problem on hold-move chars like Guile or Chun-li,
hope this can be fixed also.
and may I ask the reason why you don’t want to use direction+buttons?
if you are worry about using them by mistake, no problem.
the move will only be performed when you hold direction and press buttons.
as long as you release the direction, you won’t use them by mistake.
what’s even better, you can smash button first, then hold direction when you smsah,
it’s so easy to combo without input mistake.
so what’s your reason for not using direction+buttons?