so to make my brown clothes and fur actually look orange, all i need is to change a single value?
wait in which emm is it?
and urm are you sure it’s just 1 and there’s no need for the whole recalculating cycle that scares the crap out of me?
so to make my brown clothes and fur actually look orange, all i need is to change a single value?
wait in which emm is it?
and urm are you sure it’s just 1 and there’s no need for the whole recalculating cycle that scares the crap out of me?
I found out how to disable quick combos. Edit the const.lua
change [‘system_quick_combo_special’] = 400, to [‘system_quick_combo_special’] = 1201,
400 is the value for one bar, 1200 is 3 bars, 1201 and up will disable them. I hope this is the right place to post this…
it is, but there seems to be no point to the actual mod. I mean, want quick combos? Use them. Don’t if you don’t. Simple.
But it is an interesting tidbit.
I erm tried it in CMY_01.pdr.emm (I think that’s it), and nothing. The clothes and fur are still too dark.
I get what ur saying but there are many times when they come out by accident of missed timing, and other situations such as Akuma’s demon shortcut
(lp, lp, f+lk+hp) in that case the third input will trigger a quick combo, which means you have to insert a delay. I guess this mainly helps Akuma players, but there are more examples
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pdr.emm is for pandora mode. You’re looking for obj.emm. Just back up the emm file if youre gonna make any changes
I had an idea. I’m curious if something like this would be feasible. It involves move swapping… but move swapping within a character’s own moveset.
Since everybody (okay, just SOME people) wanted Karin in the game, I was thinking… Lili’s special moves can be modified to be vaguely like Karin’s.
(I don’t have the game open at the moment, so bare with my vague descriptions.)
You could make it so that QCF+P still does the same move, but you could make it so that you can do follow-ups to it, much like Karin.
P or P > P = Standard rekka. Insert some of her other punching moves here.
Forward+P = One of her Tekken chains ends in a punch that launches the enemy forwards, much like one of Karin’s rekka moves.
K = One of her kicks.
Down+K = The sliding attack from QCB+LK.
Forward+K = The first hit of her QCF+K. Maybe allow her to follow it up too.
Back+P/K = Counters.
And then just insert all the various components of the rekka into the same commands Karin uses.
Poof, instant Karin.
But is it possible?
Hi there, I’m finally back, after years indeed, SF X T is a great game, If you are still intrested in my skins for Street Fighter 4 (Seth -Iron Man, Bison - Ry Hayabusa…etc) , just tell me and I will re-upload them
Stop talking about porting DLC. Stop linking to places talking about porting DLC.
Fine, I will edit that
After sitting down and reading through this entire thread, I’m just really sad
ON TOPIC: Any way to switch up the health bars? I recall someone saying something about this earlier…
@shadesbelow
I do Zangief’s OS cr.LK~EXGH in a way that often triggers the quick combos, so it’s a helpful option for me, too.
@Ben Perkins
It should be possible, but maybe not as drastically as we might like (as was the case in SF4 and AE). I’ll try to track the appropriate file down tomorrow.
@khaledantar666
Hey man, welcome back. If you post new links to your old mods over in the AE skin thread, I think you’ll make some people very happy.
So… is anyone working on a tool to edit colors? It’s really annoying to do it manually…
Thanks hunter, it’s been a while man, ok I will try to repload everything ASAP
Why do the bottom characters have a glow around them?
And what is EnbSeries?
If only the backgrounds were decent…
Can we get setup instructions?
ah that does make more sense now.
Oh and cheers to Hunter for the new custom color tutorial (even though I haven’t read it yet)
are the changes in const.lua carrying online if other people don’t have the same values?
would be kind of stupid since you can alter pandora/cross assault/reversals/throw properties
Is it just me or are the graphics pretty shitty overall? I put the AAto CQx16 and I still have jaggies. Also (I think this was addressed before), some static graphics look really low-res. Even the background picture of Ogre in online play is low res! =/
is there a way to disable the characters colors so I can do some skinning?
because there is some skin textures from ssf4 I want to port to sfxt but the problem is the colors ruin the skin texture colors
Honestly, it seems like the only thing that’s above 720p is the character/stage models. Every 2D asset, even particle effects(?), seems like upscaled 720p, which is unheard of. That’s a new standard for laziness, lol.