Thank you so much, Anotak. that’s what I am waiting for!
Now I need to figure out how to get textures for photoshop… IE: lace for lingerie, roses, interesting stuff like that… I’d like to implement it in with the alpha stuff to make see-through designs and whatnot. Cooly cool stuffs.
thanks sensibeat, i’ll try that, though it’ll probably take some time to figure out. yes that worked in vanilla -_-
edit/ ok it worked, thanks a lot, as it seems that you did all the work already. i just had to rename the file you uploaded and voila, no more music.
I was trying to change Construction (BLD) stage into Snowy Rail Yard (RUS?). But when I open the STG_RUS.emz in hex editor, there’s a bunch of symbols and the editor doesn’t find “RUS” at all. Help?
Thanks a lot. I’ll try that again.
Did you extract it by running the file through the sf4explorer?
Oh, yeah. Nevermind, I now understood what I’m supposed to do
I just have a question: do you guys know which .emz file belongs to AFRICA: SOLAR ECLIPSE stage?
@KtWdA
I get all of my patterns from Google Image Search. If you want a rose pattern, just search for ‘pattern’ and/or ‘fabric’ along with what you’re looking for. For example, to find rose patterns, search for ‘rose fabric pattern’ and you get a lot of good hits.
So. I got the hands to work fine, but the eyeballs are very hard to work with…
even when I don’t scale them and simply move the head up (model–>transform–>translate tab) by the same amounts, the model looks perfect in the sf4 model explorer, but the eyes still stick out in game. I don’t think it’s a problem on my end, as during the ultra animations the eyes occasionally look fine…
Does anyone else have experience with this kind of stuff? Is there any way to move the head of a character without the eyes sticking out?
Edit: I tried deleting all references to the whole face in the obj.ema, but no luck - I still see the same problem.
there was a vanilla modding thread that has this information on how to do this with a hex editor. you even have a few posts in it.
these tools were mostly meant for people who already know what they’re doing w/ a hex editor to make their life easier.
That thread is huge but I will look through it again I guess
Whoops, sorry got my directory wrong in the earlier post. I’m not quite sure I know what the status is now. Injecting that file into that emz will cause the key not to show up? So the “F1” is still there? Just gotta find “F1” referenced in the files somewhere then. The ID_PRESS_F1_HELP entry in chara_select.m4s has to have something to do with it, but the game doesn’t like when you edit that. Maybe there’s a call to that specific string in the executable, in which case there’s no way to blank it out. Dunno, I know little about programming. Perhaps finding something similar to ID_PRESS_F1 for the main menu screens or other screens where keyboard keys are shown if using a keyboard for controls might shed some light on it. So silly how something so dumb can be such an effort.
if removing will error it out. Can we just change the location? so the button is off screen like -1999x -1999y. then it should see it fine not error out and we dont ever see it again.
Also Those people moving heads and stuff around. Is there away to get past the Vertex count error?
I was trying to put surfer ken ponytail on original ken?
Are there any good trainers in use? For infinite health, etc. I have the Steam version of the game. Most I’ve tried don’t work, and the one that did keeps crashing my game. I didn’t really know where else to look, and I didn’t see anything about it here yet.
Sorry if trainers aren’t allowed, I can drop the subject if it’s something that can’t be helped.
Hey, I’ll post it tonight if my wireless doesn’t act up.
Get Hype.
http://watissf.dantarion.com/dumps/
Full GUI Editors for BCM/BAC files coming eventually
Things I have gotten working…
Gief Lariat FADC Ultra2
Ryu lp-mp-hp cancels like mahvel
Guile no charge time, makes flashkick FADC u1 possible, as well as df-hk->u1 XD
Things I can tweak
Hitbox Timing/Position/Effects
Did you guys know that every hitbox has a set of info for…
STAND_HIT
CROUCH_HIT
AIR_HIT
STAND_BLOCK
CROUCH_BLOCK
AIR_BLOCK?<–i think its unused but the data slot is there
STAND_COUNTERHIT
CROUCH_COUNTERHIT
AIR_COUNTERHIT
and…3 more…but i havent figured out what they are yet.
Anyways, the last thing I want to say is that I did most of this on my own, and halfway through I found out people had already been hex editing these files. If anyone can help me figure out some of the stuff I have unlabeled or missing, I would appreciate it. One thing missing from the dumps I already know are the definitions of charge moves. I already have those read/writeable in the GUI.
The dumps are generated by a python script but the dumps are made in C#. I am not sure I am going to update the dumps until the C# GUI is at a state where it can make dumps. I plan to make a site with the FULL info dumps of the data that players care about (Hitbox Data).
Does anyone know of a program that can view the Animations?
If I can get cooperation from someone who knows the animation and model format, I can generate hitbox images.
GFX
SFX
Momentum
What cancels into what
Inputs(Mash, Charge, Motion, Buttions)
oh shit!
That’s some serious news, man. Get in touch with Anotak and Xypher (‘hadooooken’). They’ve been messing with a lot of this stuff, but I don’t know if they ever messed with the hitboxes.
piecemontee (the guy who wrote SF4Viewer) knows at least some about the animations, as it already has very preliminary support for displaying them. In fact, it might be easier for you to add-on to SF4Viewer–it’s open source–than to write a new tool from scratch.
I’m hype about it for sure.
I have no idea, and would have not idea how to do it.
*I can help too.
Things like delays, animation speeds, # of juggle hits, hit reactions, animation ids and voices, automatic moves in sequence, homing, unblock/blockability, armor etc can all be done in the animation files.
Dantarion that’s a lot of progress. i have a some basic editors for bac / bcm files (see my earlier posts) they are written in C# and perl, i’m willing to share all my info and source code but i need to sleep right now.
it’s Zeipher, not Xypher.
This is really good work, Dantarion. I think the only thing left to figure out (that might not actually be in the files we’re looking at) is health values and scaling (would really like some way to edit the scaling but it might be hardcoded somewhere.)