Modding SSF4AE for PC (NO DLC UNLOCKS!)

Agreed.

Just got back from EVO. Showed off “Ono!” to some people, people were impressed, but people either wanted Rainbow Edition or perfect framedata, which I couldn’t really offer them. There was even a time where I had my laptop out coding and Yoshinori Ono was sitting in the row of people in front of me! I could have showed it to him haha.

Anyways, I have made a bunch of bugfixes, and I am working on embedding IronPython!
Dantarion, what does this mean?
This means you will be able to write a script that is run on every X on a character.
For example, lets say you want to change every hitbox command’s juggle potential and add 5 to every one of them.

You could write a small script, and run that script on every character in the game. Right now I have a folder that has the original AE files, then my script runs a bunch of changes on everything. (Right now I think its 1.5x speed, Juggle potential to 20, and air grabs are changed to hits).

Something like this can be used as a starting point to make Rainbow Edition easily!

@sloth86
Good finds! I think the ambient occlusion data is indeed baked into the models, so you’re probably right about that.

@Dantarion
yeah, it’s hard for many people to wrap their heads around the usefulness of that sort of information. They can’t envision a total conversion, like the juggle changes you mentioned, or a community-approved (or even ongoing) rebalance, so they gravitate toward the things they already understand: rainbow edition and hitbox data…

Really interesting finds! Yeah I kinda understand how the files work but not all the datas they contain. :smiley:

Like the obje.emo, I found some stuff on the 2nd part but I don’t understand what it does. o_O

I copied it as an independant file to understand how the index works.

http://seemypic.net/images/normal/7415/03.jpg

offset 00: E0 number of entries (224 in decimal)

offset 04: 11 ?

offset 08: 40 1st part, here the data are 80 bytes (224 blocks)

http://seemypic.net/images/normal/7418/04.jpg

offset 0C: 4D40 index of offsets of the 224 names

http://seemypic.net/images/normal/7424/14.jpg

1st name’s offset: 50C0

http://seemypic.net/images/normal/7423/13.jpg

offset 18: 4640 end of 1st part, “00 00 00 00 FF FF 00 00” written 224 times

http://seemypic.net/images/normal/7421/11.jpg

offset 1C: 5B30 2nd part, here the data are 64 bytes (224 blocks)

http://seemypic.net/images/normal/7420/10.jpg

offset 20: 9330 end of 2nd part, bunch of datas

http://seemypic.net/images/normal/7422/12.jpg

Interesting. I thought obj.emo files just packaged emg files like emb packages dds’s. What kind of data would this 2nd part of the emo hold? Maybe has something to do with the model’s skeleton. ANyways, i wouldn’t know where to even start with this. For the EMGs, at least I could look for values i got from exported .obj files.

Figured out how to read face data! The EMG is essentially made up of 3 sections: an emg header, one or more submesh sections, and the vertex data. Face data is found in each submesh section. I looked at raw dump of cammy’s cap emg again:

http://img37.imageshack.us/img37/1475/ex3s.jpg

-First 16 bytes of the submesh section boxed in blue here… i have no idea what this stuff means.
-In red is actually the mesh ID. It’s always 00 00 for EMGs with only one submesh.
-In orange is the face count divided by 3 (6C 06 => 06 6C = 1644 => 1644/3 = 548). So there are 548 faces in this submesh.
-Next 2 bytes circled in green here, is supposed to be the number of bones involved in this submesh

  • Next 32 bytes highlighted in turquoise here is for the name of the submesh
  • Face data is next. I circled the first 3 faces here. Each face consist of 3 vertices, so the first face here is made of vertex #181, 183, and 182 (00b5 = 181, 00b7 = 183, 00b6 = 182). Also note that vertices are indexed 0,1,2,3,… here, whereas in .obj files they are indexed 1,2,3,4,…

Here’s the end of this submesh section:

http://img849.imageshack.us/img849/8834/ex4.jpg

The last 3 vertices are circled here. The last one, 548th, is followed by a few more bytes (C3 00 here). I don’t know what this means. Then the next section start, either another submesh section or vertex data.

http://beta.dantarion.com/2011/08/02/introducing-ono-the-ae-pc-moveset-editor/

FYI - I posted this in the skin thread as well, I thought it might be too loud for AE, but someone tested and said it works, except with the Vanilla announcer still saying things before the round.

In case anyone wants to clean it up for
AE.
v4 Vanilla PC sound mod:
[media=youtube]wQOTKZfJ_ok[/media]
arcade machine:
[media=youtube]1mnq3JinVxA[/media]

Also does anyone know where the block animations are stored? In Vanilla they were small sparks and AE they are big round blue things, I’d like to use the old sparks if possible, thanks all.

I want to have your babies.

This is going to save a huge amount of time.

yeah, that looks awesome, Dantarion! I copied it onto the wiki.

fyi - That fireball/block sound mod does work great in AE and it is not too loud at all. I actually like the vanilla announcer in it as well. :slight_smile: maybe throw it on the wiki.

The projectile hits sound way better IMO.

Anyone using my editor, please come in #sf4-modding, there is a lot of undocumented stuff and if we help each other out, we can make the program better and write documentation on how things really work.

Thanks for reposting this here. I am still trying to figure out how this file can be edited to remove the old announcer and just take the sounds of the blocks and fireballs.

supdawg79 posted a mod for the arcade block and fireball sounds for AE a few weeks ago. I’ve been using it ever since and it does not have the old announcer. Here is the link to the thread:

Hello. I registered to the forum in hope that one of you can help me out with something that is frustrating me. I am in the process of editing all SSFIV:AE’s colours (no model editing, just creating some nice palette swaps). The problem I am having is with Zangief. I have tried to colour his hair to turn into a more brownish colour but no matter how light I make his hair, it is always showing up as black in-game. His beard isn’t as drastically affected as his mohawk and his chest hair, no matter what I do, his chest hair and mohawk remain black. Why is this happening and what can be done to fix it?

PS: I think it is also happenning with Balrog’s hair (the boxer).

Thanks!

Hey guys can anyone mod the stages just like the one on ssf4 ae wiki page of Festival at the old temple where all the people were removed… it’s so much less distracting and it better runs on slower pcs… Hope someone will mod the stages thank you in advance :wink: (You can remove all the animals and people but leave everything else if you want so there is some movement on stages…)

Or if someone can post a link to where i can learn to do that…

@buzzer25
I think the guy who made the temple stage you mentioned is busy working on some/all of the other stages, but if you want to do some, too, just open the stage in piecemontee’s Asset Explorer (aka sf4viewer) and toggle off (via the right-click menu) anything that starts with #EMG. You should be able to left-click on them to see a preview before toggling.

i try but the models are all messed up like some artifacts… maybe it doesn’t work on ae…

shit, sloth86, that looks extremely useful! Thanks for sharing it!

Can anyone help with my Zangief problem? Thanks

@yoroshikuonegais himasu
The first thing I would try would be changing the material in the obj.emm file to see if that helps. Kraga Phan’s specularity trick might have an effect, too, though I kinda doubt it.