Modding SSF4AE for PC (NO DLC UNLOCKS!)

Here are the links to sensibeat’s tutorials on my site (I also updated the links on the vanilla wiki to reflect):
col-based transparency
cmn file structure
emg file structure
cmn file size editing (applies to other emz files)
model swapping

Model swapping on non-shotos generally leads to glitchy/crashy “dead” limbs that don’t move, often don’t even connect to the model properly, and don’t have any color.

@Kiori
Yeah, you’re basically stuck with monkeyface during cinematics (intro/outro and ultra) or poker face for the whole match. I personally prefer the occasional monkeyface since it’s easier and looks perfect most of the time.

EDIT:
@sensibeat
LOL, that reminds me of those color-change shirts from the late 80s / early 90s

Would be better to remove them à la Oni… Tanden Renki! => Makoto nude! :smiley:

Thanks for the new links on your blog hunterk!
I haven’t even found my own tutorials on this boards yet… :smiley:

It should be interesting to fix it. I’m glad how far and fast you guys doing good job.
cheers

How to hex edit the obj.emm file:

I used MKT_01_01.obj.emm for the example

Here’s the index with references to every objects (8 digits per objects):

http://seemypic.net/images/normal/7174/001.jpg

For the 1st object: 68 00 00 00 is read 00 00 00 68 (we’re dealing with endianess here) you then add 10 (10 is the relative starting point for references in the obj.emm file) so it really starts at offset 78:

http://seemypic.net/images/normal/7175/2.jpg

@78, you find the P from “Pants”

For the 2nd object: 84 05 00 00 is read 00 00 05 84 you add 10 so it starts at offset 594:

http://seemypic.net/images/normal/7176/3.jpg

@594, you find O from “Obi_weist”

and that’s the same process for every object.

So if you change the size of the material properties applied to one object (for transparency, metal, etc…), you’ll move the offsets of every objects that come after the one you edited.
So you’ll have to rewrite all the references at the start of the obj.emm file for those.

Here’s a list of materials you may want to try: http://filthypants.blogspot.com/2010/10/list-of-sf4-materials-and-attributes.html

Nice little tutorial, there sensibeat. It doesn’t look too tough. :slight_smile:

Not too tough! I changed Makoto’s pants properties… I had to rewrite the whole index… :smiley:

If it had only been the pants, I could have calculated easily what to add to every ref, but as I changed many things and didn’t kept count of the differences in length, I had to rewrite it all… :wink:

ugh, now that sounds like a pain in the ass!

Reflections materials for SSF4 & AE (not working on Vanilla):

crystal
SpcBrushEnv_W
ReflectCoeff CD CC CC 3E
ReflectFresnelBias 33 33 33 3F
ReflectFresnelCoeff 00 00 00 3F

metal_silver
SpcBrushEnv_W
ReflectCoeff 00 00 80 3F
ReflectFresnelBias CD CC CC 3D
ReflectFresnelCoeff 00 00 80 40

metal_gold
SpcBrushEnv_W
ReflectCoeff CD CC 4C 3D
ReflectFresnelBias 0A D7 23 3C
ReflectFresnelCoeff CD CC CC 3D

metal_with_transparency
SpcEnvAlpha_W

  • ReflectCoeff, ReflectFresnelBias & ReflectFresnelCoeff of your choice (crystal/silver/gold/other)

How to add that?

Chose the object you want to add the new property to .
(I’m editing the properties of “Wear” = her kimono top)

Replace the datas outlined in blue here:

http://seemypic.net/images/normal/7180/a.jpg

with “SpcBrushEnv_W” (don’t forget to add “00’s” if the former name was longer):

http://seemypic.net/images/normal/7178/b.jpg

Then go at the end of the object properties here:

http://seemypic.net/images/normal/7184/b2.jpg

And add the properties of the material you edited:
(I used crystal -datas in red=reflection values-)

http://seemypic.net/images/normal/7183/c2.jpg

It was the last object so no index rewriting.


Now let’s change the sleaves (they are just before the vest)
They are named "Wear_sode"
Same as before we replace the material outlined in blue here:

http://seemypic.net/images/normal/7194/aa.jpg

with “SpcBrushEnv_W”:

http://seemypic.net/images/normal/7193/ab.jpg

Now we go at the end of the materials values (just before the next object: “Wear”):

http://seemypic.net/images/normal/7197/ac.jpg

and we add the refection values:

http://seemypic.net/images/normal/7199/ad.jpg

As you can see “Wear” changed offset:

http://seemypic.net/images/normal/7196/ae.jpg

it now starts at offset 00 00 81 58

You make a little calculation/conversion:
00 00 81 58 - 10 = 00 00 81 48
written backwards: 48 81 00 00

You go back to the top of the file and you change the index reference of “Wear” (the last object) here:

http://seemypic.net/images/normal/7195/af.jpg

with the number you calculated (48 81):

http://seemypic.net/images/normal/7198/ag.jpg


Now let’s change the Pants (the first object)
Change the datas outlined (as before):

http://seemypic.net/images/normal/7205/ba.jpg

with “SpcBrushEnv_W”:

http://seemypic.net/images/normal/7204/bb.jpg

At the end here before next object (Obi_weist):

http://seemypic.net/images/normal/7201/bc.jpg

add the reflection values:

http://seemypic.net/images/normal/7200/bd.jpg

Now go back to the top, you’ll have to edit every references after the Pants one here:

http://seemypic.net/images/normal/7203/be.jpg

It’s more simple than it looks, you changed every offsets by the same value.

Obi_weist moved from offset 594 to offset 60C
Just do the maths (in hexadecimal): 60C-594=78

You have to add 78 (calculating in hexadecimal) to every references in the index:

http://seemypic.net/images/normal/7202/bf.jpg

Just remember 01 23 45 67 would be written: 67 45 23 01 (backwards 2 digit at a time)

Every references is composed of 8 digits (I should have outlined the 4 “00 00” after C0 81, as they are part of the value)

And here’s Makoto with a full reflective Gi: http://www.mediafire.com/?yq0btv2nb5zt9fv

http://seemypic.net/images/normal/7206/mkt-reflection.jpg

well done sensibeat

So… we rewrite everything highlighted, or change what’s there to what is highlighted?

I don’t really understood your question but I added some informations to the tutorial.
I used the same file for both tutorials so you could follow with yours (MKT_01_01.obj.emm)
Ask away if it’s still not clear.

You replace what was in the first screen with what’s different in second, then find the end of the object and add that last bit?

Yes and if the object isn’t the last one you’ll have to rewrite the index because you’ll have moved the offsets of the next objects.

I do the same with transparency, I add the properties at the end of the objects and rewrite the index.
You can go the easy way as shown in other tutorials and replace the “BrushD” (less rewriting required), but not every objects use that, so there may be one day when you’ll need that method even just for transparency. :wink:

here’s a link to the generalized material swap tutorial, and here’s a list of materials and their potential attributes. Nothing really different from what sensibeat just posted, but in case you don’t grok 1 tutorial, now you have another one to read over. :stuck_out_tongue:

Might I ask what that program is Sensi? Frhead’s confusing me… I wound up messin’ it up by editing the wrong stuff. I’m taking it that some of the pieces marked here with things like “fff?” have the “fff?” as the “modifier”… is that correct? lol ^_^; I keep getting more and more confused…

Also, how exactly is an index rewritten… I take it that’s a pain in the ass… but how is it done?

I’m trying to change the color of Evil Ryu’s Aura.

Is there any tutorials that help with that? I don’t even know which file has the data.

I want to change his Surging Energy from Red to /Blue-ish Purple.

Also I’m modding his Alternate #1, so I’m not sure if the Aura is different.

Here is a preview. If someone wants to contribute with me, I’d be a happy camper.

P.S. Since Microsoft didn’t release the DLC Saturday, I got fed up and decided to do it myself. But I am not releasing this until I purchase the DLC. This is for me personally (for right now)

http://img41.imageshack.us/img41/8179/trife88evilryusohw.png

I believe his aura is derived from the vfx files. I haven’t tried doing anything with them, though, so I don’t know how difficult they are to mod.

RYX.vfx.ptex.emz
FLARE01.dds to FLARE05.dds (DXT5 with an alpha channel)
aura1.dds to aura5.dds (DXT1 no alpha)

Tho results are kinda weird, I edited them all in dark blue and I get this light faded greenish thing:

http://seemypic.net/images/normal/7187/ryx.jpg

Is there a way to movesvap shin (akuma,oni,gouken,evil ryu) the secret bosses who throw one fireball with two hits with regular ones?

If any hex experts can help me out here…
So I’m trying to edit the in-game text names for Akuma/vega/bison/balrog back to jp versions. (I found and edited the .dds texture versions already)
It’s scattered throughout various folders as .m4s files. For example:
\Capcom\Super Street Fighter IV\resource\ui\common\simple_chara_select\localize\ENG\default.m4s
http://i55.tinypic.com/294nbr9.jpg

Changing ‘Akuma’ to 'Gouki is no prob, same number of characters.
http://i52.tinypic.com/v5zle0.jpg
http://i51.tinypic.com/4vh1cz.jpg

Now I’m trying to edit [Vega > Balrog] [Bison > Vega] and [Balrog > M. Bison] for proper japanese names. I tried to brute force ‘paste insert’ knowing it would fail:
http://i55.tinypic.com/e3k7m.jpg

So I restored to a backup file to start over. But I noticed that if I put a space in the filename “default__.m4s” instead of “default.m4s” I get this:

http://i56.tinypic.com/14lssp4.jpg

Interesting. back to hex, opened two copies of the .m4s file. Search/copy/paste.

http://i53.tinypic.com/spxmj4.jpg

ok so for the original Jp names:
“ID_CHA_0009” (Vega text) over “ID_CHA_0011” (M. Bison text)
“ID_CHA_0008” (Balrog text) over original “ID_CHA_0009” (Vega text)
“ID_CHA_0011” (M. Bison text) over “ID_CHA_0008” (Balrog text)

http://i54.tinypic.com/16jjwd2.jpg

Gives me this, success?

http://i52.tinypic.com/sdg103.jpg

This is just for the character select screen, to change the text in other places (move lists/trial/ranked data) I have to repeat the process in different folders… My question is this, does anyone know if this is online safe? Will other people see my text changes? I have no idea if the data I’m changing is sent to whomever I’m playing against and I have no way of testing at the moment. Anyone have experience changing these types of files?

This is my first week of modding so I really don’t know what I’m doing besides reading tutorials and trial and error. I don’t want other people to see this online, just a local change, maybe for myself and for others who want to rename or create original characters. Sorry for the huge post.