I thought I’d get a quicker answer here.
I have an Akishop PS360, how do I get to use my stick? PS360 is not capable of inputting XY Axis. Do I have to resort to using XPadder?
I thought I’d get a quicker answer here.
I have an Akishop PS360, how do I get to use my stick? PS360 is not capable of inputting XY Axis. Do I have to resort to using XPadder?
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I found out some more stuff reading source code. I used your screenshots here, and wrote my explanations in red
2nd part of the emo contains skeleton info
http://seemypic.net/images/normal/7415/03.jpg
offset 00: E0 number of entries (224 in decimal) = total number of nodes
offset 04: 11 ?
offset 08: 40 1st part = skeleton start offset. here the data are 80 bytes (224 blocks). each block represents a node
http://seemypic.net/images/normal/7418/04.jpg
offset 40: parent node of this node. FFFF if there is none (ie this is a root node)
offset 42: ID number of this node
offset 44, 46, 48: child node1, 2, and 3. FFFF if none
offset 4A-4F: always a bunch of 00s
offset 50-8F: the joint matrix of this node. Consists of 16 float decimals. Written as a matrix, it’s:
[ 1 0 -0 | 0]
[ 0 1 -0 | 0]
[-0 -0 1 | 0]
[ 0 0 -0 | 1]
offset 0C: 4D40 index of offsets of the 224 names
http://seemypic.net/images/normal/7424/14.jpg
1st name’s offset: *50C0. *These are the names of all the nodes.
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
[/quote]
has anyone figured out what it takes to switch around stages? in vanilla it was easy, but simply renaming seems to cause a black stage.
@error1
you should be able to replace them by renaming and then open in a hex editor and find-and-replace all of the 3-letter name abbreviations (TRN or whatever) with those of the one you’re replacing.
Thanks for replying. Can someone give me a bit more information please? How do I change the material in the obj.file? And change it to what? Thanks.
@yoroshikuonegais himasu
You have to open the obj.emm file in a hex editor, find the offending section (probably named ‘hair’ in your case), then locate the material (it’s the first thing after the name; probably something SpcBumpBrush or something like that). Overwrite that material with that of something else that you were successful modifying, like his body material or his boot material (make sure you don’t add/subtract any text; it needs to stay the same size). You can also try NanjouJ’s MatEdit tool (get it from the ‘tools’ page on the wiki), which alleviates the need for manual hex editing.
Thanks a lot for the information, I appreciate it. I’m a bit busy at the moment, but I’ll look into this and report what happens. Thanks again.
I’ve opened it in a hex editor (never used one for anything before) and am understandably more than a little confused… I’ve found the ‘SpcBumpBrush’ you mentioned beneath ‘hair’, and tried to look for another mention of this from something that shows up okay on the model - in this case his ‘armband’. However, the line of text is exactly the same as the one beneath hair?
hair material - SpcBumpBrush_UV1_W
53 70 63 42 75 6d 70 42 72 75 73 68 5f 55 56 31
5f
armring material - SpcBumpBrush_UV1_W
53 70 63 42 75 6d 70 42 72 75 73 68 5f 55 56 31
5f
I thought maybe I’d try copying and pasting the numbers from a different line (armring material) to the hair material but if it’s exactly the same that won’t do anything…
I’ve read and re-read your original reply, can you give me more information please?
hmm. you did the right stuff, so that option isn’t going to work, it appears.
I’m not sure what else could be done. I looked at a bunch of old vanilla mods to see if there were any with different-colored hair to copy from, but I couldn’t really find any. They were all either black or transparent… If I think of anything else, I’ll post here or PM you.
Thanks. I actually think it’s something Capcom did in a strange fashion… Despite their predeliction for dark colours and shades throughout SFIV, I checked again and the default textures (.dds) for Zangief do have brown hair (not black), quite noticeably so. Also, I was looking at some old magazine pages from my Capcom folder today and I saw a number of screenshots of Zangief with a black mohawk that looks distinctly untextured (just like a big, black, block of polygons). Even by default, the game isn’t displaying what’s on the dds correctly(?). Again, his chest hair is the same…brownish on the dds, but almost black in-game…
Great breakthrough!
I’ve seen your cammyoda in the other thread, it opens so much possibilities.
Is it tough to manually change the link between an object and a bone?
I haven’t tried your script yet (I’m on a laptop atm and I don’t have all my stuff).
About your question on emm in the other thread, I haven’t found a way to add materials manually in hex and if I remember well it didn’t worked using matedit either.
I just downloaded Ono’s moveset editing program, and I must say very nice work, I can edit and make chain combos easily now. I have a couple of quick questions,
1. “Does anyone know which option allows you to edit your move effects on the opponent?” For an example, I am trying to make my crouching fierce punch launch my opponent for easier air Combos. Any Ideas on how and where to edit this?
2. “Where can I find the option on how far, and high I can knock my opponent?” For an example, after I perform my crouching fierce punch I want the opponent to just go directly straight up, instead of up and 7" inches to the right.
Again thanks for such a nice program guys, and good work to each and every one of you for making it possible to edit using your modding tools
can anyone tell me how can i open the files to edit their outfits. the only thing that looks familiar is the .obj, however its blocked off with the .emm file extension.
Changing what bones an object links to is actually pretty easy. At first I thought each vertex in an EMG refers to some bone ID found in the EMO. Not the case. The number of bones used in a submesh is first counted at the start of the submesh data. Here’s cammy’s cap emg again, the bone count is circled in green (only 1 bone used here):
http://img37.imageshack.us/img37/1475/ex3s.jpg
At the end of each submesh section, after all the face data, the bones are listed. I believe it’s from this list that the vertices later refer to later at the bottom of the EMG. There’s only one bone here, bone C3 00 or bone #195:
http://img849.imageshack.us/img849/8834/ex4.jpg
If you look back at cammy’s EMO file, bone #195 is a bone called SCD_00_01_Hair1. Not sure what kind of bone that is, but I think it would work just as well if we change it to the head bone or neck bone or whatever. So you just need to change that value. For example if you were to import cammy’s cap EMG to Ken’s EMO, you would change 195 to 8 or whatever the bone ID is for Ken’s head bone.
@iAfro
There are tutorials for all of the basic editing and some of the more advanced stuff:
http://sf4mods.pbworks.com/Tutorials
http://aemods.pbworks.com/Tutorials
I recommend the updated skinning guide and the intro to model editing to get started. After that, sensibeat’s col-based transparency will get you up and running on the hex stuff.
Hey Hunterk, thanks for suggesting the tutorials, but I don’t see anything about customizing the BAC file. Can you point me towards a tutorial that explains BAC and BCM file editing?
I took a screenshot to test what was happening with Zangief’s textures. Notice the ridiculously vivid green I used for the purpose of this and then note how dark it appears on the model. The image on the right is my original brown hair and again, shown quite drastically darkened on the model itself…
@KaiserPhoenix
heh, sorry, that post was intended for iAfro. Unfortunately, I know very little about bac/bcm editing and I don’t think there are any tutorials written for it yet. I think dantarion and co. are still working on documentation, but they were very helpful and informative when I spoke with them in IRC. So, maybe play around until you get stuck and then hit them up there for some tips.
@yoroshi
yikes, that is some srs darkening. I just checked his model and it doesn’t appear to be a problem with ambient occlusion (the darkening/shadowing that occurs on some characters’ limbs underneath clothing items, such as Chun Li’s bracelets)… His skin looks okay, so have you tried renaming the hair sections in the obj.emo (not the obj.emm) to, say, “body” or “leg” (this is the crux of Kraga Phan’s specularity trick)?
Oh ok Cool, Thanks for responding Hunterk. I’ll just mess around with the script portion of Dontarion’s program to see what happens. Sometimes the best way to learn something is through trial and errors. Thanks again