That should be online safe as it’s only a cosmetic change on your side, tho I haven’t messed with m4s files yet, so that’s to test.
I put that here it’s more relevant than in custom skin thread:
That should be online safe as it’s only a cosmetic change on your side, tho I haven’t messed with m4s files yet, so that’s to test.
I put that here it’s more relevant than in custom skin thread:
Is there much demand for a material editor (easy value changes and auto-output of offset table)? I’ll happily write one… even just for my own benefit.
Sure, the auto output would be nice. Don’t hesitate to ask if you need more details.
I would like to swap ken alt3 hairs (the long one) to all alt1 and alt2, i read the tutorial but it seems complicated for me, could i make a request?
I already did that on sf4 but the result ain’t very good: http://www.mediafire.com/?ltfzw76wv7ludw0
http://seemypic.net/images/normal/5982/hairswap.jpg
You can port it to AE with sf4explorer, it works.
@Nanjou3
That sounds awesome! I’ll be looking forward to it.
This is the result of me removing the “ReflectCoeff” string in all instances. An interesting development… I’m still no good with the Hex stuff ^_^; I can’t even manage to get the reflectiveness down.
By the way, thinking of how the parts require specific changes and everything… A talented programmer could probably write a program to turn on and off these effects for the individual parts with a toggle just by loading the file…
Back up your .CSB first thing.
**43f and 43r play at the same time, f is front or stereo, r is surround, if you have it. There’s 2 clips in each, intro, and main loop.
**Make you replacement music loud as possible for best results. Normalizing/Hard Limiting/Compression etc. You can convert the original music to .wav and compare volume to whatever you want to replace with.
Volume is a pain, I don’t know how csb files are setting it.
I assume one tool isn’t correctly transfering that. Just extract a bgm, inject it back without editing it, it will sound lighter in game.
You might have colored the image incorrectly.
Here are my results.
Also one of those FLARE files, is actually part of Evil Ryu’s Fireball…but I haven’t changed Aura yet so we’ll see
So what have you edited on your pic? Only the FLARE ones?
And I thought you wanted blue?
You think I incorrectly edited 10 images? I have to investigate that, it would be a first.
Kiori, how do you remove those face animation from it? I am trying to do it for sakura(putting juri moveset to sakura)
I have been using hex editor but don’t know where to start. Could you help?
Thanks a lot!
Hey guys, I’m not sure if this is even possible, but does anyone know if there’s something you can edit that will have Random Select choose a random color? I have most of my modded outfits set to the secondary colors, and whenever I go random, I’m always a little disappointed that I don’t see them.
Enter Player vs Player Mode, have second player set all the characters colors on #2 then chose one character (on the 2nd color too).
Start the match (Player 1 chose whoever), exit to Main Menu: it will save the settings for player 2 colors choices.
In Versus and Training Modes, Player 2 will wear his 2nd color as default so it will work on random.
It’s the trick I use, I don’t know how to edit the random thing in the files.
I edited the textures. I don’t edit the models I just like messing with the colors and a patterns…and yes I did want blue so I’m going back to the lab now
But seriously you can’t tell what I changed???
On this picture, Ibuki in game (note the volumes of her bandages):
http://seemypic.net/images/normal/7215/1a.jpg
On this picture Ibuki’s model in sf4explorer (note we don’t see any volume on her feet):
http://seemypic.net/images/normal/7214/1b.jpg
Here’s Ibuki’s texture dds from IBK_01_01.col.emb:
http://seemypic.net/images/normal/7217/1c.jpg
Here’s Ibuki’s normal map dds from IBK_01.nml.emb (resized it is actually 2048x2048):
http://seemypic.net/images/normal/7216/1d.jpg
The volumes of the bandages are created by the normal map, so you will have to edit the normal map AND the texture to make them look like the rest of the feet if you want to “erase” the bandages.
Yes it’s yellow
I looked into my Evil Ryu’s edit, nothing wrong, I even get a blue aura on UC1:
http://seemypic.net/images/normal/7220/ryx2a.jpg
Rest of the time it’s greenish with a lil bit of blue here and there:
http://seemypic.net/images/normal/7218/ryx2b.jpg
There’s something I don’t get.
What’s the best way to go about editing those normal files? Kinda hard as they have a high transparency…
NVIDIA plugin http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
or CrazyBump http://www.crazybump.com/
You already have those links on 1st page of the thread: put that one in your favorites: http://cs.elderscrolls.com/constwiki/index.php/DDS_Tools
Here’s some work Kraga Phan did on Sakura, you can look what he did on the screenshots he provided:
Hey, guys. I feel like it’s list time right now:
1st: I’d like to share a small update on the SFIVAM tool with added support for CPK files in the dlc folder.
Download-able from here: http://www.mediafire.com/?vf0w1083r6ctmcn
2nd: Just found that on http://alliancenet.blogspot.com/ they suggest using CRI ADX SDK for audio encoding - least but maybe still suffers from the same low volume issues we’re having here.
3rd: After trying out the aforementioned kit I will say it did pretty well. It came to a good use in bringing the Third Strike Announcer in Arcade Edition: Check it out: http://www.mediafire.com/?lgh6z89958bl151 (didn’t have the option to make a video right now, so you might want to see how it worked in vanilla: http://www.youtube.com/watch?v=zbBI7i2UMnQyou)
Downloaded! I’m a great fan of your tool, so easy to use.
The CRI ADX SDK pack contains many exe, do I have to use another one than adxencd.exe?
Ok got my answer in your link, sorry. http://alliancenet.blogspot.com/
I’m not sure it’ll fix the volume but I’ll give it a try.
I’m gonna test some stage bgm editing with your new tool.