You know, I PMed both you guys while I was developing the akuma sakura. But I never got a response, and ended up doing most of the work you guys did twice. Instead of wasting time like that, we’d advance a lot faster if we work together…
btw, looking for whole number values in the entire command file didn’t yield any good results back when I was trying to find health data.
i.e. looking for 1200 in Zangief’s cmn files didn’t yield anything useful. It likely is related to the “order” of the character. The game probably has a separate index with the order of the character and the health value. I didn’t go that far - I just found the hit response vfx-es, including Vega’s purple vfx, in a completely separate folder instead of the individual characters. I’d imagine the health values are in similar files.
One good way to start would be to look at what files were added for AE vs “chocolate” SSF4. Makoto and Seth’s health values were changed, and that change must be reflected in one of the files that was added for AE.
me and anotak made an irc on irc.synirc.net#sf4-modding so we can work on this more real-time and share knowledge. Please join it! Please! I beg of you
In dlc/03_character_free/battle/chara/GKX:
GKX_E.csb = Oni’s english sound file
GKX_J.csb = Oni’s japanese sound file
Open GKX_J.csb in SFIVAM.
(menu) “Manage/Unpack” => you’ll unpack the full soundbank in a folder (105 aax files numbered from 000 to 104, keep that order)
Open GKX_E.csb in SFIVAM
Expand it in the window and look for the sounds you want (you can play the adx to listen to them)
Export the aax you want (they should have the same names as the japanese files and most importantly the same prefix number, so they’ll be ordered in the same way).
Place the english aax files you just exported in the folder with the 105 japanese aax files (overwriting the corresponding japanese aax files).
Now you have your 105 files (japanese + english in the good order), open GKX_J.csb in SFIVAM.
(menu) “Manage/Replace content with…” => go look for your soundbank folder and select the whole 105 files.
Accept and it will create a new soundbank named GKX_J.csb_new.csb
Rename it GKX_J.csb and put it in place of the original one in dlc/03_character_free/battle/chara/GKX
asked this in the costumes thread but i probably should ask here. Im using GIMP but its not letting me save dds files after i alter them, it gives me this error:
DDS: It appears your image may be a volume map,
but not all layers are the same size, thus a volume
map cannot be written.
@KtWdA
yeah, any colors that use that model will show the model changes.
@Rhaknar
I’m not sure, but check to make sure the resolution hasn’t changed at all. Sometimes, if you copy/paste stuff and it gets even 1 pixel outside of the border, it will start having weird errors and stuff. Just make sure it’s exactly 1024x1024 or whatever. Also, make sure you flatten all of the layers before saving as DDS.
Is there a way to make replacing stages load a mod instead of the original stage? I’m trying to replace all of the stages with Recycler’s Post-Apocalyptic training stage mod found here.
I’ve replaced the training stage with the mod successfully but when I try replacing a stage like CHN or BLD with TRN it loads up the original training room stage instead of the modded background. Any ideas?
I am having some problems with the Full Body Glow mod for Makoto by irving. I replaced the correct files, but her body doesn’t glow at all. Only her clothers glow. I tried it with the Saint Makoto costume & the Saint Makoto Alternate costume, but niether way worked. Also, for some strange reason, the alternate one did not change her outfit into shorts. I don’t know much about this kind of stuff, so any info would be greatly appreciated. Thanks.
I was able to inject the dds as you said. But it looks that need to be recompressed. Have any other tools to do this or I’m just doing it wrong with sf4tool?
…Dantarion, the Smash modder? If he’s working with SSF4AE, we’re gonna see lots of progress in deconstructing the game. He’s no joke.
Also, when replacing the Training stage, does it automatically call up the proper vfx files, or do those need hacked too?
I’m thinking I’ll replace TRN with LBX (Crumbling Laboratory), complete with its music, so I don’t have to get annoyed when someone picks it. I just want it to look exactly like they chose LBX instead.
Hmmm, I downloaded the 3S announcer rar you guys have up on the site, changed the files accordingly and the game doesn’t load pass the VS screen. Any ideas? Thanks so much!