SFxT PC Modding Thread - NO PIRACY / DLC CIRCUMVENTION DISCUSSION

Those kinds of swaps don’t affect the reach or hitboxes of moves, which are a function of the moves themselves rather than the models, just like in SF4 model swaps. You don’t have to disable the face animations, btw. You can swap in the fce.ema file, as well, and they will look fine during the fight. Cinematics will still have monkeyface, though.

For color-picking, the easiest way to do it is to find a color that already exists in one of the default costumes and just copy it from there. That way you don’t need to worry about all of the calculations. I’ll try to write a tutorial today (text-and-pics only; I don’t do video tutorials), and maybe one on the stage stuff.

Btw, I tried changing some things to the ‘tongue’ material to avoid the MatCol business entirely, but it didn’t work. :confused:

Does anyone know what the ‘Edge’ attributes mean/do? I’ve tried messing with them some but didn’t see any obvious changes.

Hi man, seems you’re new. Don’t image quote on this forum; you’ll get an infraction. Edit your post to include links of the original images. :smiley:

Also, any luck on the overall saturation settings?

Well, I change the color settings all to the same, so that issue is with the texture itself and I don’t really feel like changing it right now :stuck_out_tongue:

I figured it would do different shades on different parts, but i didn’t think the difference would be so… extreme.
cheers anyhow

wait what?
you mean images in quotes of other people’s posts?

I’ll probably work on it sometime, maybe even today.

Yeah. When you quote a post with images, delete them.

anyone knows what these files for cmy.a01.ema, cmy.r02.ema?

It will be nice if someone will made a mod for background with low settings. Make it looks like in SSF4, with lines. For now it’s just black screen without any borders.

@lion589
All of the .ema files are for animations. I believe the r files are for rival cinematics, while the a* files are for ‘ally’(?) cinematics. There are also some that control the character-select animations and so on.

@ChenNekomata
I’ll have some stage stuff coming soon. Any stages based on the SF4 training stage (e.g., all of doshu’s training stages, the ‘classic’ stages, etc.) should be usable.

EDIT: here’s a tutorial for copying colors from another character/costume using MatEdit. It doesn’t give any information beyond what’s already been stated in the thread, but hopefully it’ll be more accessible for some people.

Yea I thought it was a strange rule at first too, but it can make the thread harder to read on some devices, plus it wastes space/bandwidth in most cases loading the same thing over.

This thread really makes me sad. I have been working on making tools for this game since the 360 version came out, and even started a site posting progress and information (Soon it will have more info, but its http://pandora.dantarion.com/)

The fact that it seems like the majority of the people on SRK are just gonna be retarded about things is a bummer.

Anyways, about those color edits…
The thing I am trying to find is the file that populates the color list in the first place. One of my big stigmas in terms of modding is wanting to do everything the proper way of adding new content and options without cannibalizing the defaults. I will eventually get it working using another method. I don’t really wanna change

It’s not new but haven’t seen it mentioned around here…

Overall GFX can be tuned by DirectX injection. One tool I’ve been using for a lot of PC games is ENB (http://enbdev.com/download_en.htm). It provides a lot of settings and also takes shader scripts so you can directly program the GPU. Powerful though, getting the numbers right is not easy.

With bloom, color correction (saturation -30; increase sky brightness), DOF (seems not working).

http://img710.imageshack.us/img710/9926/enb201251119544.png

Without ENB:

http://img19.imageshack.us/img19/4403/enb2012511195459.png

Yeah… its kind of annoying… but I appreciate what you’re doing.

Gah, that looks great. I’m going to have to play with that when I get home. Especially if it increases your FPS (my is strangely volatile)

Ah, forgot to mention, not really. Actually it breaks in-game FPS - when it gets the data from the game, it tells the game rendering complete, then it does the post processing and real rendering. It has its own FPS overlay which I didn’t turn on for the screenshot.

Post processors hit perf more or less; some of them (like occlusion with custom bitmap) has significant impact on FPS while some (like color correction) impact is hardly perceived.

Any way to use the mad gear hideout theme from the third round for all 3 rounds? That theme is fucking epic.

[media=youtube]bZBsKL6adxQ[/media]

nop, no way atm.

Agreed… I hope the few aggravating ones don’t spoil things. You guys do amazing work and generally are the reason I’m even considering double-dipping on this game.

@C2Q
If you look in the resource/CMN/game/const.lua (or something like that; I forget exactly), there’s a bit about stages and their background music. It looks like the ‘cue’ entries tell which track plays for each round. If you set them all to ‘3’ or whatever, it might play that last one on all rounds. Give it a shot and let us know how it goes.

Top of the morning, to y’all.
Anyone have any luck turning Cammy’s King Swap’s clothes and fur orange yet?

Finally got my copy of SFxT.

noticed a few things messing around with EMMs

MatCol0A seems to make the material brighter and colors more saturated if set to 1 and darker if set to 0. I tried setting it on skin material to 0 and it made it look dark and brown. Not sure what type of color math is used to blend the grayscale color with the MatColRGB values. Looks like it’s just multiply when MatCol0A is set to 0, and there’s probably some sort of addition as you increase MatCol0A.

EdgeR, G, and B seem to be for the rimlight color. EdgeOffset is for how big it is. Kind of weird to have this parameter, you’d think rimlight would be controlled by the stages’ lighting. I have only tried this in the customize menu though.