[COLOR=#000000][FONT=arial]Sorry I did not see last post !!!, so the animations do not load properly when using other ultra combo than the one selected !!, I knew in my game, selected ultra combo works great, but when I do other uc it cause the game to crash !!![/FONT][/COLOR]
Hi, has anyone made a Ken with the hair from costume 4 on his regular costume 1 in AE? It would be good to have Ken look like he does in the Alpha series.
Oh my god. I am going to end up abandoning this thread.
This question can be answered by QUOTING the last couple of posts I have made in this thread.
.BAC is NOT the file the animations are DEFINED in. They are defined in the EMA files and referenced in the .BAC files. The game doesnât load both ultra .ema. The solution is to merge BOTH the uc1 and the uc2 files into the obj.ema file. That is the ONLY way without executable modding, which I will never release publicly.
We understand the solution is to merge both the uc1 and the uc2 files into the obj.ema file. The problem is none of us know HOW to merge both the uc1 and the uc2 files into the obj.ema file, and thats what we are trying to figure out
There is no publicly released program to do it.
Agreed, 95% of us know that in order to get both ultras to load, we have to merge Uc1, and Uc2 into the object.Ema, but its the merging thatâs the issue from keeping us from achieving our goal. In short it seems like it** CAN** be done, but the information on HOW to do it will not be released yet. So it seems as of now all of us who would like this feature have three choices:
- Wait for a publicly released program that will allow us to merge the two Uc files into the object file (no telling how long that will be)
- Develop a program ourself, just to get both ultra combos to work in a match
- Say the hell with it and give up
Seeing as the program does not exist, and Half of us just got into modding, option three seems like the better choice.:shake:
thank you for the response. guess i will have to wait for one to be released publicly.
Can any one help with the Alpha series Ken look question? Thanks!
Let me rephrase your options
1. Wait for someone else to take time and effort to write a program that does what you want.
2. Take time and effort to make a program that does what you want.
3. Give up.
I will even give you a hint. The only tool that can view .emaâs has the source code released to it.
Ah great minds think alike! LOL. I actually tried using THAT program, but it turns out it does viewing, but mostly deals with modding the skins (hint as well). I also tried to raw dump the two files and then tried importing them into the Object.ema file but that was just wishful thinking that it would work (another hint!). All in all, I guess I would have to just be patient and wait for a release of the program, hell iâm still trying to figure out what does all the numbers represent under the effect tab in the hit table!
- I assume is âlight hurt effectâ
- I assume is âmedium hurt effectâ
- I assume is âHeavy hurt effectâ
- Knockdown
Side Note:
Thanks again with that juggle help Dantarion, I was staring at it the whole time!!!
It seemed like in SF4 all we had was skin editing, with all the hitbox/model editing swapping and ultimate combining whatâs working/safe online?
I hope someone considers working on a Lan-enabler . It looks SF4AE may be moddable to the point of making custom games, it be a shame if we couldnât get any kind of online play going.
As far as I know, the game will desync and lose the connection if anything happens differently on the two machines. That is, skins wonât cause a desync but any of the move-editing stuff will, through differences in damage, whether or not a strike actually landed, etc.
AE isnât really any more âmoddableâ than vanilla, but now we have a bunch of new blood who are motivated to push into new directions, a better structure for collaboration and the knowledge/tools that were already developed from 2 yrs of modding vanilla. Itâs certainly been more convenient to mod things like the movesets, though, since they were broken out of the cmn.emz bundles that vanilla had.
Just checkingâŚDid anyone figure out how to get rid of the F12 icon on the select screen fully?
Is it possible to make animation textures for the characters instead of the effects. You know like the fire balls hit affects and auras
I am going to be releasing the first ânew-newâ version of Ono sometime this weekend.
It is going to be MUCH better than what you guys are currently using.
(Its even better than the current SVN builds)
sounds good, man. thanks for the update
as long as you make it not corrupt the files when editing the ETC sections, iâm down with that
NIce I cant wait to use the updated version. Thank you for all of your hard work Dantarion, and the rest of you guys as well.
The currently released one has that bug? I think thats fixed now
How can I loop 2m tracks longer for the custom music? My music plays once and itâs just done with silence left since thereâs no more.
I have a lot of fighting game sound tracks that I want to cherry pick and put into AE PC.