An important info - the program shows this error even if don’t start sf4. If I open sf4cmm and then quit, it will display that error.
See this screen - http://www.imagebam.com/image/8526ac43700727
The funny thing is that if I choose to continue, it really continues working flawlessly.
You know, this is REALLY a great idea. Hope you and Leo find a way to do it, I can’t even imagine how. Good luck!
Your pattern rox too! Specially now that we need to use the ctrl+key (a feature that I really don’t like, but I understand the necessity). I don’t like the alt+f1 too, so I’m using f9 to apply things. But isn’t your “A” key selecting characters when you cycle costumes for Abel?
Also, I tested all f’s to select characters (to avoid using the ctrl) and I noticed the following - f12, f10 and f8 didn’t work. They NEED the to be pressed with ctrl.
And Leo, can you let the back cycle key be changed? Do this one has really to be alt+down arrow?
I’m very excited for the new improvements, specially the edit function and check voice/sound feature.
Anyway, I couldn’t finish everything today. Got interrupted by a football/soccer match with some friends, and then went on to see the AWFUL “The legend of Chun-Li”… Oh my god, that’s really BAD…
I hope to launch the next installment of SF4CMM tomorrow, with lots of improvements for you guys;)
Meu teclado tem acentos e cedilha no lugar de algumas teclas que o Zora usou na customizao dele. Vocs usam teclados com o padro internacional a em Portugal? O teclado brasileiro atual diferente e chama-se abnt2.
Here’s a picture that shows the difference between Brazilian and international keyboards.
Take your time, you deserve it. By the way, the irony of it all is that it was good for me that you didn’t finished it, because I have serious work to do and I would certainly spent a lot of time testing the new features instead of just playing some matches.
WOW! After reading your suggestions it seems to me that you already solved the bigger part of the problem. Actually, probably the actual solution can be even more simple.
How it could work:
You point a directory and the program searches for .cos, .col and .vfx files in all subdirectories.
If the directory has only a .col file the program creates a color scheme using that file and the original .cos file for that character (the character info can be obtained from the .col).
If the directory has only a .cos file the program creates a color scheme using that file and the original .col file for that character, almost the same as above.
If the directory has a .col and .cos files the program creates a color scheme using both files.
If the directory has a .col, .cos and a .vfx file the program creates a color scheme using the three files (there is no need to check info inside the vfx file. If it is archived with other .col or .cos file, then the program supposes the effects are for the same character and same mod).
Since .vfx are “untraceable” for now, the bulk option would just ignore alone .vfx files in a directory. The users should keep at least a original .cos file archived with a .vfx file if they want to import it with the bulk option.
For all the occurrences above the program would create a random name for the color schemes, using numbers or letters (like A, B, C, D, …, AA, AB, AC). Of course this looks like a little drawback at first, but actually it is better. I’ll explain why:
We must remember that if the program uses the name of folders or something like that it would require a lot more work than manually importing costumes, because people would need to give appropriate names to all folders. That wold be like hell. The random name idea guarantees a valid name for the announcer and for program organization. If you don’t want to edit your costumes, sooner or later you’ll remember at least the name given to your favorite costumes.
And let’s face it: it is no big deal to edit you favorite schemes using the all new edit function and giving the name you want if necessary. The random name idea would at least make possible to start creating the bulk feature.
Also, I believe that this will actually prove to be faster than manually importing any quantity of costumes. Let’s suppose you just want to create one scheme. You point the folder, the program generates the scheme and then you only have to rename it. That’s it!
I think some improvements can be added later, like importing an image found in the directory as the preview pic and the brilliant idea of “use vfx when possible”, but the important thing is to first think about the essential. Actually, I think that should be also a “don’t use vfx” option (and I’m already doing that - I have Sub Zero Dictator but I don’t use the .vfx files, I like the costume but I prefer the original effects).
So, I’m supposing that
A) usually people store all files in the same folder (and make this kind of change wouldn’t be too hard or tiring)
B) usually people don’t give valid names to folders (and renaming them would be like hell)
C) the bulk idea is the best idea ever!
If you’re talking about the pattern I posted earlier, no it does not seem to conflict with OK or Back keys, but to be honest I never used the keyboard in SF4 (I browse through menus with gamepad)
I agree with those.
I proposed to put VFX into a subdirectory of the costume directory because with the example given by Leogansky (http://hornyyoshi.deviantart.com/art/Dark-Hadou-Pack-130967527), there seemed to be 2 different files for the fireball effects: one vfx.emz and one col.emz. I’m not sure the col.emz is really for the fireball but if it is, it has the same name as a costume color file and should not be put directly in the same directory as the color files (otherwise there could be a conflict)
Right, VFX files are clearly not the priority, in my opinion
Here I must confess my disagreement. I don’t see where the difficulty lies in having an appropriate name for each costume directory. How do you find a costume on your HDD if you put it in a directory without an explicit name? Even better, some downloaded costumes are in zip format and already stored in a directory with an appropriate name. Personally, I store my costumes by character and each one is in a directory with explicit names (for Blanka, I have directories “beast”,“thundercat”, “lobo” and “berserker”, etc). Of course, if there are more than one colour scheme, the program could label the different combinations with “[Directory name]+[number]”
Well, with my proposition, it does not seem more difficult: you rename the folder (if it is not already correctly named), point it to the program and the soft generates the scheme with the appropriate name.
On the contrary, with your proposition to have random names generated, with big imports (let’s say 10 costumes for the same character), you’ll have to check manually the correspondence (you do not necessarily have a preview pic, which means starting SF4, switching costume, checking and then renaming)
If there is a “use vfx when possible” option, you can tick or untick it. If you leave it unticked, then the vfx won’t be used, which would be the same for a “don’t use vfx” option, or am I wrong?
Anyway, glad to see that this time, my idea seems more appealing to people :wgrin:
You’re making a little confusion there, Zorallig. A costume mod is now composed of three files:
- the color file (.col.emz) - represents the main colors/textures for the outfit (I think)
- the costume file (.cos.emz) - represents the bump map (???) for the outfit
- the VFX file (.vfx.emz) - represents the character's visual effects, like fireballs
the only required one is the first, the color file, because that one is what defines the costume itself. The costume file and vfx file are optional and allow for the designer to improve the costume with some tweaks;) At least that’s the way I look at it.
Ok, so I was mistaken! In fact, I downloaded the file you gave as an example, and the zip contained a vfx AND a color file, so I thought the color was there to alter the color of the fireballs… I guess then that it was just a color associated to a costume.
By the way, I was wondering what programming language you were using for the costume mod manager. Whatever it is, you seem to master it quite well, given your quickness to correct any bug
If any other idea crosses my mind, I’ll post it right away!
.NET Visual C# 3.5. I’m using Visual Studio 2008 to develop;)
Update: I’ve completed the following tasks so far:
1 - improvement: remove a color/costume/vfx and the previous list item is now selected instead of selecting the first item on the list.
2 - improvement: tried to improve character name pronunciation with the voice synthesizer
3 - improvement: skip costume announcement - now you don’t have to wait for the announcer to end what he is saying in order to select the next costume
4 - improvement: added suffixes Boxer/Claw/Dictator to Balrog/Vega/M. Bison, so they won’t be confused when using SF4CMM with the alternate Japanese version
5 - improvement: double click for bigger size preview picture
6 - improvement: edit button (edit costume, edit vfx, edit color)
Also, two bugfixes:
1 - bugfix: the tool crashed sometimes when exiting the program. This was caused by the wrongful clean-up of the temp dir (C:\Temp)
2 - bugfix: sometimes the preview image stopped showing
Remaining (trying to do it all today:P):
7 - Restore original costumes (per character and globally)
8 - Select original costume key
9 - Voice check button (in order to hear what our costume description will sound like)
10 - Assigning costumes to Alternate costume slot (in order to enable a vs battle between two costume mods with the same character)
11 - Normal/Alternate costume selection key (replicate the functionality of the Alternate Costume Toggler from RanShak - GameVixenZone, in order to give voice synth sound feedback to the user)
12 - Bulk costume import (???)
13 - Make all keys assignable
As for the Bulk costume import, I think I had an idea on how to do it efficiently:
a costume will be represented by a .zip file, containing
color file (.col.emz) - mandatory
costume file (.cos.emz) - optional
vfx file (.vfx.emz) - optional
jpg preview file (.jpg) - optional
The zip filename will reflect the costume mod name, for instance: “evil ryu.zip” will be converted to EVIL_RYU by SF4CMM automatically
So all you have to do is organize your costumes in zip files with this structure.
I’ll also add the possibility for you to import from a directory containing all of your zipfiles (and recurse through any subdirs too)
Finally, I’ll add the possibility for you to export your current costume mod library to this zip format, automatically.
First off, LOVE this mod. The idea behind it is awesome.
Unfortunately, it will not work correctly for me, which I am sure is my fault as others have it work fine. Here is what happens for me.
I load all the files and such correctly (followed the tutorial on youtube) and assign the F1 key as my cycle key and F2 as my assign key. I then go into game and highlight the character I want to use, press F1 until I get to the costume I want then I press F2 to assign it…and that is where things go wrong. As soon as I press the assign key, I instantly lose game sound. ALL game sound. What’s worse, the costume does not seem to apply, even when I move off the character and move back to it, like the tutorial says to. I CAN turn sound back on in game, without leaving game, by going to the sound options and changing ANY sound option. Sound will instantly come back on. Now then, this all being said, does anyone know why this would be happening?
Welcome to the thread, and thank you for using SF4CMM;)
First off, what version of SF4CMM are you using? The latest is v0.4a.
It is normal for the sound to stop working, I engineered it to do so, in order for you to listen the voice synthesizer, but right after the voice synth does its job, the game sound is turned back on again, so what is happening to you is not a correct behavior.
First tell me what version you are using, and we’ll go from there.
That’s really strange… Does the tool crash? If you try to cycle again after trying the assignment, does it still cycle? Check for a errorLog.txt file, and show me its contents.
Yes, I can still cycle after I lose sound but the only sound i hear is the cycling voice synth…no bg music or assign synth. I did not find a errorLog.txt at all.
Yes, I tried a couple. Still turns off all the sound. I used a character unlocker the other day so I am starting to think that might be the issue, although I am not sure why it would be. In an effort to rule it out, I am doing a fresh install as we speak.
No i wasn’t. I unlocked the stuff then made a change to the…sound. Then it saved it so it would keep the unlocked stuff saved. I then never used the unlocker again. Anywho, after doing a fresh install, it now works, sound stays and I here the “OK” when I assign a skin. I wonder what was casuing the issue,…hm…