After doing this, it looks like the change isn’t in the .bac file (or the .bcm file, for that matter), which is where I expected it to be. The “gameplay” changes to characters are in these files and there doesn’t seem to be another obvious place to look. I can’t help but wonder whether this means that health and stun values are in the .exe, which would be an absolute nightmare.
Awesome! I will alter ono to read these and convert them to AE format if possible!
thanks, that will be very helpful
So what you’re saying is that even if you change to SSF4 Seth like in trials, he still has 800 HP instead of 750 ?
Hey quick question, is the new version of “Ono’s Program” uploaded yet? I can’t seem to find it.
@KaiserPhoenix
It hasn’t been posted here yet, but you might be able to request it in IRC.
@Dantarion
w00t! Converting those vanilla files to AE is gonna be awesome. On behalf of everybody, we appreciate all of your progress and hard work on the moveset front.
Next, I’ll have to see if I can talk anyone into writing a “Moveset Manager” similar to the Mod Manager tools, so we can shuffle between multiple movesets without manually replacing files each time. Or maybe I can just ask empar to add that functionality to his existing Mod Manager…
Has anyone managed to figure out where the activation input for commands are stored (ie. the button press that activates the move after you’ve inputted the command)?
@ilitirit
I believe they’re in the bac/bcm somewhere and can be edited using Dantarion’s tools, IIRC.
.bcm file.
I use gravestormboner to edit them, but Ono! can do the same job (it can also edit the motions).
Is it possible with Ono! to return Seth’s jump fierce punch ( Dhalsim-like one ) ?
Aah OK I see it now. I was looking in the wrong place. It’s the “Input” value on the move window.
@Deyrax
He still had it in Super, right? If so, you can just grab his bac/bcm from the resource\battle\chara*** folder (I think that’s where the Super movesets are…) and replace the ones in dlc\regulation\chara_free\latest (or whatever) that are used for AE
But shouldn’t the size of the bac and bcm files be the same ? I heard the game crashes if the file size is not the same.
no, it’s fine. Vanilla was extremely picky about filesizes, but AE doesn’t care so much. You can switch between Super and AE movesets with no problems.
Really ? Thanks a lot. But does that mean that Seth would have 750 HP like in Super instead of 800 like in AE ? Because if so, then the health/stun values are indeed stored either in bac/bcm files.
I’m not sure about that. I’m going to assume not, but maybe you could report back if/when you try it?
I believe those movesets from Super are only still in there because they’re needed for when you go into the challenges, which were designed for Super. That said, damage is never an issue in those challenges, so there would be no need for Capcom to keep Super’s health stored anywhere (i.e., since damage is irrelevant to the challenges).
I’ll see what can be done. Also I heard Ono’s program doesn’t read vanilla bcm, why is that ?
vanilla movesets were structured considerably differently from Super/AE’s, so while the data is all essentially the same, it’s tucked away in different spots. Dantarion is currently looking into updating Ono! to work with them, though, based on his comments and request for the vanilla files a few posts back.
Tool update and new tool:
**EMG to SMD Converter: **http://www.mediafire.com/?6b4w4tt22e14j3y
This one should work (i don’t think the last one i posted did). Extracts EMG objects from a character EMO file and saves them as an SMD file that includes skeleton, bone assignments and bone weights. You can extract several EMGs at once… just list their numbers in the EMG’s to extract box, separating each with a comma. Use SF4 explorer to look up EMG numbers. If you just want to extract the skeleton by itself, type in 0 in the EMG’s to extract box. May take a few minutes to write the SMD. Some EMGs use stripped triangles, this may cause normals to come out weird in your SMD. You can recalculate normals to fix this.
**SMD to EMG Converter: **http://www.mediafire.com/?e41i13b7v6jos6y
First 2 boxes are self explanatory. Target EMO file is the character EMO file you plan to swap your EMG into. For Submesh names, you can either type in a name to give every submesh in the EMG the same name or you can just leave it blank to use the material names from your SMD. Your submesh names should be named the same as the material name you want to use later (you can look this up in the character’s emm file). Last 3 boxes are optional. AO value is what ambient occlusion color you want every vertex in the EMG. By default i wrote in EFEFEF, which is a light gray that matches most other models in the game. The last 2 boxes are for what DDS texture map and normal map you want your EMG to use. You can choose here now or you can just leave it as 0 and 1 to test first and change them using DDSRefEDIT later.
IMPORTANT STUFF TO KNOW:
- No vertex in your SMD can have more than 4 bones assigned to it
- No submesh in your EMG can use more than 24 bones. To deal with this, you need to divide your SMD into different material groups so that no material group use more than 24 different bones.
- Use EMG to SMD converter to extract the skeleton you want to skin your mesh to. You can change the order the bones are listed in the SMD, but you cannot change the names of the bones your SMD uses or it will screw things up when you convert to EMG.
- Any changes to the skeleton you made will not be imported
- Conversion may take a few minutes to an hour depending on how big your SMD is. If it takes too long, I would just divide my mesh into several different SMDs.
Im a noob programmer and this program probably would run faster if I had used C++. If any legit programmers out there want to write a legit program for model editing, I’d be glad to tell you all I know about SF4 EMO and EMG file structures and 3d format file structures.
Ah, awesome! I linked 'em on the wiki.
It would be cool to get this functionality added to SF4Viewer at some point, but my programming skills are also lacking (to the point of near non-existence, really…).
Great work with all of your tools, man. I just used EMGSwap for the first time last night and it’s damn-near magical