Type in the filename of the .obj.emo you want to swap into (must be in the same directory as this exe
Type in the number of the EMG you want to swap out. Find this number out using piecemontee’s SF4 assets explorer
Type the filename of the EMG you want to swap in. (must be in the same directory)
Type a name for the new emo file to be saved as.
DDS Reference Editor: http://www.mediafire.com/?9ci7xgx9ikrjkuk
After you swap in EMGs into an .emo file and after you added DDSs to .col.emb and .nml.emb, you can use this to save yourself the hassle of changing every single DDS references in the emo file. You can change the references of a specific EMG in an emo file and add +1 to the normal map reference for every other EMGs (just check the box).
Note: If the emg whose references you’re changing makes use of more than 1 set of texture and normal map, this will changle all of them to the same references. You’re gonna have to reedit them manually via hex editor.
Thanks alot to the guy posting simplified stages for ae on wiki mod pages… keep up the good work…p.s. remove all the kids from the bridge stage, and leave one giraffe in solar eclipse stage-just a suggestion, you do what you think it’s best
Hey Dantarion, I ran across one of your old post that had some of your old dumps in it. I find it helpful, but I am still having no luck figuring out how to customize the effects of the hitbox. For example, I want 2HP to launch the opponent so I could perform a max air juggle of six. When I open the program “Ono’s” and i click on BAC - Scripts, I see all the parameters for the hitboxes, but I also see alot of Unknown Hex options. Is any of the unknown options considered the “Launch” effect of the attack? Or am I looking at the wrong options? Should I check in the HitBox Table for the launch effect? Again thank you for all your help guys.
Yo guys. I have a tiny little problem and I am still newbie with all the skinning/modding process. Can someone help me find solution how to change this effects fully?
This one has still that purple color even if it is a little, it still annoys me. It seems I changed all textures I could find. Did a lot of trial and error, but nothing. Maybe I have to go deeper? http://img23.imageshack.us/img23/1870/effectsy.jpg
And this one is the same problem can’t find the dds or any other file which could help me change the color of this eye effect http://img192.imageshack.us/img192/4430/effects2.jpg
It would be in the HitBoxTable.
Honestly, if you want help to do things, you almost have to come to the IRC. Theres no use writing a tutorial when the program changes every day! And answers I give you now may change soon because of changes to the terminology and UI of the program
Also, the hitboxtable is almost completely wrong in terms of displaying the hit effects, sfx, and a bunch of other stuff.
Me, anotak, Zeipher, and pol are the main ones using the program, and the versions we are using haven’t been posted outside of #sf-modding.
Me and anotak are working on the program daily, and Zeipher and pol are using it and helping us figured out all of the unlabeled/unknown data.
if the .obj has multiple groups in it, they will all be turned into one single mesh in the emg
the resulting emg will be static, you can only assign it to one bone
street fighter iv models have ambient occlusion values baked into them, but here you can only assign the same value to all the vertices in the emg
the resulting EMG will have 0 and 1 by default as its DDS references for texture and normal map respectively. You can change this by hex editing or by using my DDS reference editor tool after you import the emg into an emo file.
How to use this:
I would first do a quick rescale and rotate on the obj I want to import so it fits the character you want to use it for.
Type in the filename of the .obj in the same directory
type in what you want the name for it to be inside the emg
type in the bone ID you want the object to be attached to (to find out you can use the skeleton extractor tool below). Note that Bone IDs are numbered starting from 1, unlike in SMD files where they’re numbered starting from 0.
You can leave the ambient value as it is. Default is FDFDFD which is a light gray and matches most other objects in the game.
Type a save as filename. It may take up to like 5 min for it to write the emg. A popup window will appear when done.
To import the emg into a character emo file you can use my EMGSWAP tool
EMO Skeleton 2 SMD http://www.mediafire.com/?8pv9oa2ag42xs16
Extracts the skeleton from a character EMO file and saves it as an SMD file. I guess you can’t really do much with this except use it to look up Bone IDs, bone names, and their positions. Also I should mention the skeleton in the SMD is scaled up 20000% so I can see it in Milkshape3d, so just scale it down by 0.05% if you want it back to its original size. Also SCD nodes are what dynamic stuff like loose clothing or hair are attached to.
@sloth86
Nice! Obj2EMG is one of those fundamental, previously impossible conversions that had been holding up progress. Thanks for sharing all of your work with the community!
OK, I thought something like that was the issue. I can figure out some of the tables, but the unknown stuff is whats throwing me off. Thanks alot for responding Dantarion. You guys are doing a great job with this stuff I use to code DOSMugen daily, but i didn’t have the time for it anymore. I’ll tinker around with it myself, or be patient enough for you guys to post a documents or such. Thanks again guys.
could any Mod expert help me in making a patch for Chun-Li to rectify her move’s frame data in the real gameplay? i wanna adjust Chun-Li’s Hyakuretsukyaku to 10 frame hit adventage instead of 7.thanks a lot
You can use mibbit.com to get in the IRC.
The versions change a lot every day.
I just haven’t made a build system yet.
I will do that soon. The program is now 2 seperate programs and a set of python data files with the character VFX and animation names.
Its getting more complex very fast.