Interesting.
Side note, someone should make a mod that makes Ryu’s bag appear in the background during matches.
Interesting.
Side note, someone should make a mod that makes Ryu’s bag appear in the background during matches.
Question: Would it be possible to mod it so that Vega doesn’t lose his claw and mask?
Anything that affects game play or mechanics is generally a no go. It’ll crash online play(this is a good thing!).
edit: assuming AE rules apply.
Well, I won’t be playing online, so… >_>
The EMO files aren’t going to be exactly the same. For one all models in SFxT use triangle strips instead of a normal triangle list, so the EMGs are going to be smaller in size, that’s why the offsets are different. But the real reason the current tools don’t work is because in SF4, for each EMG there is a vertex list contained in its end, whereas in SFxT all the vertex lists are put toegether back to back after all the EMGs. The reason why SF4 explorer can only correctly raw dump the last EMG is actually because theres a bug with SF4explorer where when you dump the last EMG, it dumps the entire rest of the file along with it (thus including the vertex list for it too)
Nice hat.
His crack only allows for downloading the free updates from the server
^^ thanks, hopefully there’s some sort of patch, unless it’s as easy as editing some values in notepad or something.
So can you mix and match stuff between character’s costumes? Like, could you put Rolento’s hat on Ryu for example?
can u post some examples so we can try
I hope that means Ken’s long hair from ssf4ae’s alt 4
is also possible to import into sfxtk.
Are there any skins for Poison already? Sry, Im very new here and I just used the SSF IV ae Skin Mods from here. Where do I have to set my customization in the folders of SF x Tekken?
Thanks for any help in advance
@Melissen-Ghost
There are no mods yet. We’re still figuring out how everything works. Check back after the game is released.
Here’s something I want rectified form the console: They used to only allow you to use certain colors for certain “parts”. Someone should find out how to remove that restriction.
The custom color feature really gets in the way of creating textures. I’m trying to add a logo to Poison’s shirt and it keeps turning up as white as her shirt. What should I do to go about getting around this?
Howdy, fellas!
Never thought I’d be thankful for facebook…
Ah, but I’m off-topic
I trundled in here like a lost blind elephant for one purpose and one purpose only
I NOT SO HUMBLY request
Alisa Swap Model Juri mod!
http://p.twpl.jp/show/large/mEidG
(The one on the left)
Why wasn’t I told this was out!
Who wants to help me work on OnoPandora
I will be going to the #sf4-modding channel to help work on this ASAP
hah i was suddenly reminded of the time I used Juri’s model on Gouken in SF4 (aka Vanilla (just to avoid any confusion))
I tell you, watching that girl pull off a shin shoryuken…
The textures have 4 channels.
Red = black and white diffuse texture
Green = ?? Specular maybe?
Blue = ?? idk
Alpha = PANDORA
The textures are colored by the game itself
Here’s what I gathered looking at cmy’s files:
The customizable color clusters are defined by 1) their material in the emm and 2) the GB channels in the image texture.
For submeshes that contain just one color cluster, material SpcBumpBrushColorR_UV1_W is used.
For submeshes that contain two color clusters, material SpcBumpBrushColorRG_UV1_W is used. Cammy’s legs is an example - the EMM material “skin” is used but it contains 2 color clusters: “skin” for the skin and “parts1” for the leg paint. Looking at the green channel of the structure, the areas painted white define the “skin” color cluster and the areas painted black define the “parts 1” color cluster. MatCol0 and MatCol1 sets the color for these two clusters accordingly.
Submeshes that contain 3 color clusters use the material SpcBumpBrushColorRGB_NS_UV1_W. It kind of works the same way. In the texture white areas in either green or blue channels define the color cluster “skin”, black areas in the green channel define color cluster “hair” for the eyebrows, black areas in the blue channel define the color cluster “skin2” for the lips.