@piecemontee
0.37b works perfectly! thanks!

@Franvu
which part of it are you wanting? Ryu’s costume on Dan? Dan’s costume on Ryu? the swapped movesets?

UPDATE IN TOTAL MOD: New Stage (City Night Stage)

STREET FIGHTER 4 PC: Total Mod Project v2.0 - Pagina 3

Hi hunterk,

I am trying to open DAN´s costume with Hex editor and change DAN to RYU inside. It´s strange but i can´t find this string…

Cheers

@Franvu
It’s all the way at the very bottom. You’ll see some strings that look like the filename. Just change those from DAN to RYU and you’ll be set.

EDIT: it just occurred to me that you’ll have to decompress the costumes first using the Asset Explorer. Just open the program and drag the costume file onto it. It’ll automatically decompress it for hex-editing.

Hello guys, I’ve been away for a while so I wanna get back on track here, if you don’t mind answering these questions.

1- Can we now change the amount of vertex in a model?
2- Can we keep Guile’s glasses, Bison’s cape, etc… now?
That’s all for now.

Here’s a little treat for you:

Guile
M.Bison
(I don’t take credit for any of this work as it is not done by me)

Thanks in Advance!

Hey Shady, welcome back. Unfortunately, the answers are No and No. There was a guy, kostasishere, who mentioned adding vertices by deleting them elsewhere, but he didn’t show any examples and mentioned that it was dodgy at best. The cape/sunglasses are trapped in the animations (part of the *.cmn.emz file) and piecemontee has only just recently gotten them readable in the Asset Explorer, though they still look kinda crazy. The Asset Explorer itself has seen some great strides recently, including support for viewing/exporting files from the console version of SSF4 [golf clap for piecemontee].

Thank you for the welcome back, and thanks for the quick response huntrek.
Well, his theory might be correct.
I was watching a youtube video that demonstrates characters from SSFIV playing in SFIV with swapped movesets, how was it possible for him to inject the models of those characters into other characters while they have very different amount of vertex?
Yes, if I recall right I was one of the people that suggested that the sunglasses/cape are related to the cmn, however if you open piecemontee’s Asset Explorer,
load the “GUL.cmn.emz” + “GUL.01.cos.emz” and the “GUL_01_01.col.emz” (if you want)
and change the “Ref. pose” to anything else(the character might mess up)you will see Guile doing the selected move while the glasses are accompanying him i.e. not staying in their place, however all I could get to was making them invisible in the before-fight cutscene (that is while using box piecemontee’s Asset Explorer and a Hex editor),didn’t get to make them visible in the fight.
So, What do you think?

for the SSF4 model imports, that’s something we’re working on :wink: We use a program known as ‘Kensou’s tool’ to prepare the files for PC and do a full-on replacement of the cos rather than injection of the obj. You can read all about it on the SSF4 page on the wiki. I’m working on trying to backport the cmn, but Kensou’s tool doesn’t seem to do the trick for the actual file that contains the animations (skl.emm IIRC). Everything else looks okay, though…

You’re right about the Asset Explorer playing the animations with the shades on (I had just played around with it myself after I posted). I’m kinda stumped as to where else we would look. If we could backport Guile’s cmn from SSF4, there might be a glasses on/off flag we could toggle in hex or something.

I’ll make sure to read about Kensou’s tool, but for now could you please look around SSFIV Guile’s cmn since I don’t have SSFIV?

Thanks in Advance!

Unfortunately, I only have a subset of the files on my computer, despite owning a legit copy of the game, and it’s a bit of a hassle to pull more off. I’ll look into it more if/when we manage to backport a cmn successfully.

okay, I was wondering about this for a while now, but if you have a model for a character that’s entirely out of the game, would you be able to swap it with one of the characters that are in the game?
e.g. If I had a model of Morrigan(I don’t), would I be able to inject it in the game instead of rose?

Can I request a a skin or not?

Edit: I just read about Kensou’s tool,seems we’re back to using offzip and Dragon Unpacker again huh?
Anyway, did you check on the DDS places ? I bet they’re different in SSFIV which is why they’re not working properly on SFIV.

No, the only reason the SSF4 models work is because the files internally reference one another in the same way as in the vanilla version (same engine and all that). If we figured out all of the places where it references the number and location of vertices, we might be able to inject arbitrary obj files, but that’s a long way off (probably never going to happen).

Requesting skins is totally kosher, just don’t be surprised/offended if no one makes it coughpregnant sakuracough

ehehehhehe:rock:

Never say never!
If we don’t do it, I bet the Japanese guys won’t give up :stuck_out_tongue:
I edited my previous post btw,kindly re-read it.
Oh,yeah AnimeNeko and his "Where is pregnant woman sakura?"
No,I’m going to ask for a decent skin, it’s going to require some work on Zbrush though, which I’m not good at.
So,if anyone’s up for the challenge,can you make a guile skin of this one?

You don’t have to use offzip/dragon unpacker, AFAIK. The updated Asset Explorer will handle the decompressing now, and I think Kensou’s Tool decompresses things as well (the instructions may be slightly out of date. I’ll check on them tomorrow).

As for the DDS locations, it’s possible the ordering will have an effect. It’s something I’ve considered but not tried yet.

Seems that the conversion of kensou’s tool isn’t 100% accurate. Can we manually do a conversion of a file? How kensuo’s tool do the conversion?

take for example the Chun Li converted that i’ve post.

If we open in piecemonte 0.37b only the cos file, there aren’t problem in normal map.

The model is perfect!

When we add in piecemonte the converted col files we see that the skin are too darker and like dark oil.

For me the problem aren’t in the dds but in the material data included into the obj.emm file.

Well Piuma what you’re talking about is exactly what was happening to me yesterday, I load the cos it’s all good, I load the col it starts getting really dark,
However just as I was reading your comment I thought I’d try it again, and the model is perfectly clear now with the col loaded, even when you choose “Shadowed + Ink Shader + Texture + Normal Map”

Edit: about the Guile’s sunglasses, I was looking around “GUL.cmn.emz” in the Hex editor, used the keywords “glas” (with one S) I found some lines about it but I couldn’t understand all of it.
About M.Bison’s cape (named Mant/Mantle not cape btw), I also opened “VEG.cmn.emz” and there was nothing under the words “Mant” or “Cape” however in the DLC costume “VEG_02.cos.emz”, there are quite a lot.
then I downloaded Guile’s original capcom skin from the wiki(my work was also on the original one), opened “GUL.cmn.emz” in the Hex editor, couldn’t find anything under “glas”!!! and piecemontee’s Asset Explorer doesn’t want to load it!!!

So if anyone wants to help me out on this one, I’d very much appreciate it!

I get the same situation, but the correct load of the cos is only into piecemontee asset explorer. Ingame i notice always too dark models.

i’ve only one problem…

How we can display correctly ssf4 model ingame?

Whic is the way to edit material of the model?

And another question…

Asset Explorer can read sf4 files and ssf4 files. Teorically piecemonte can set the program to do a conversion between the two kind of files.