Okay Piuma, there’s only one way to do that, I think you should get a common character’s (one that’s in both games) files and compare between them, especially since SSFIV is “Re-tuned & Rebalanced” so there should be a couple of differences between them.
Piuma did you ever fix the DOJO stage?
sf4 explorer does not use emm for display (a shame since it contains a lot of valuable material parameters…)
so if the model is messed up in sf4 explorer, it means the problem probably lies in map indexing.
we should add a way to show edit textures indexing in #emg data in sf4 explorer
actually, the problem lies in the data that comes with each vertex, it is not only positions but normals, bone indices, weight, ambiant occlusion, tangent…
we could already resize vertex list /triangles (strips) but be have to find a format that is able to carry out all the vertex components when importing into model.
the answer is COLLADA.
I started “.dae” export support in sf4 explorer 2 day ago (see the source repository on the project page)
it is not finished and the read problem is COLLADA import: the format is so flexible that reading is a utter mess since modelers can output different kind of valid files or even loose the important vertex data.
could you people (hunterk, Kraga Phan, piuma, shady…) check you modeler COLLADA support?
I’ll make some sample files / temp exe release
Piuma
6205
I’ve find many differences between two files of a common charachter. but we need to find a way to edit the emm files or simply to do a correct conversion from ssf4 to sf4.
Piuma
6206
no, i’m sorry but i can’t find a way to fix it. I’ll release aniway the dojo stage soon, maybe someone could fix it.
Piuma
6207
ok ok ok. This is a great news. If i open a converted ssf4 model in the explorer and i set normal map or normal map + ink, i see all perfect!
The problem is when we add the col files. Where’s the problem, in .cos.emz or in .col.emz.
Theorically in .col.emz cause before add it the normal map is showed perfectly.
(very very bad english!!!)
Piuma
6208
I don’t know collada, but what you say sounds great.
Piuma
6209
@Piecemontee
Try this ingame and in you last aseet explorer to understand what problem i found.
http://www.megaupload.com/?d=KOKM0E80
Ingame the problem give the best of itself with the ink filter.
In the asset explorer sometime the problem doesn’t appear.
Other time yes. Other time no. Other time Yes… :chainsaw::chainsaw::chainsaw:
And please see this video.
[media=youtube]FGaiQNYGvBw"[/media]
Seems that with current programs we should be able to display charachters ingame without normal map problemS!
I think the problem persists when you load the “.cos.emz" before loading the ".col.emz” because it loads the models then it tries to load the colors on them later…at least that’s how it happens with me.
I think by COLLADA piecemontee means that he wants to implement something in his Asset Explorer that can convert/interchange data between SFIV and SSFIV, please correct me if I’m wrong though.
Collada is a filetype similiar to wavefront object files( .obj).
If I’m not mistaken, COLLADA is an API (Application Programming Interface) that uses “.dae” as an extension, or is there more to it?
Edit: btw piecemontee, which COLLADA library are you using?
P.S. Acethylen, you made some very nice skins.
Acethylen is right, COLLADA is a standardized 3D asset xml file format.
Many COLLADA libraries exist but I used none for now as I directly output the file by following the format specifications. Most libraries are huge gas factories with a lot of dependencies (Xerces DOM libraries, bleh…)
I’ll probably make an expat (ultra light xml parser library) reader for the import, if I have the time.
I U’re interrested, see a nice tutorial on the file format here:
Collada Tutorial
Collada Tutorial
P.S. Acethylen, I like U’re skins too, I should have included you in the list in my call for COLLADA feedback!
Hmm, I kinda already have a basic knowledge about the COLLADA but thanks anyway.
But, if you really get enough time to do everything you mentioned that would be a huge step forward.
I just wish I had the SSFIV files so I could help in any way.
and if I could help in any way without them, please don’t hesitate to ask.
Piuma
6215
UPDATE IN TOTAL MOD: STAGE PACK v2.0
Ready for download the real TOTAL MOD 2.0 STAGE PACK.
Includes Music and Stage Selection Screen.
STREET FIGHTER 4 PC: Total Mod Project v2.0 - Pagina 3
P.S: @hunterk
This pack is the most updated. I released a pack called v2.1 time ago. Please delete any link at the 2.1 pack from the wiki and replace with this. This is the complete stage pack with music and updated select screen. No one need the old packages.
Tnx
Piuma
Please try this preliminary COLLADA output to see if it works in your usual modeler.
JRI_01.obj.emo.dae.7z
textures/normal maps are not assigned yet.
normal map tangents and ambiant occlusion color are not written either.
Blender 2.5 does not like the skeleton <-> geometry assignment
I was only able to open it with GLC_Player_2.2.0
@l[Shady]l: you can find a SSF4 sample model in this thread:
XeNTaX • View topic - 360 Super Street Fighter 4
Piuma
6217
i can’t open the .dae file in misfit model 3d
Piuma
6218
Piuma
6219
UPDATE IN TOTAL MOD: Character Selection Screen & HUD Replacement
STREET FIGHTER 4 PC: Total Mod Project v2.0 - Pagina 3
Sorry, I’m just kind of lost here, so would you mind answering the following:
- Are we injecting the mere models or the whole characters? (i.e. are we going to use them as skins or are we going to be able to fully play with the character?)
- Can we increase the roster or the number of playable characters in the game or are we going to replace the old characters?
Thanks in Advance!