USF4 | PC Custom Skin Thread

I thought that Sakura mod was wierd and scary enough the first time.

Yeah, it’s definitely a sick mod… 2/4 are ok-ish, but still awkward. IMHO of course…

Ah, the 2nd and 3rd clones of the last picture got edited out.

I stand by “wtf”, each to their own!

The Sakuras are neat, but odd… I’d love to see a Sakura Sukumizu costume though :slight_smile: With her name (in japanese, of course) on her chest.

Replaces default color number 2.

Will do the black/gold SF3 color soon.

http://img215.imageshack.us/img215/8620/sf3akumapurple.jpg

Download Link (15.88 MB): http://www.mediafire.com/?kd6ztgh6r86lid9

Also I would main Makoto if this could be created <3

First I wanna thank everyone who puts up these simply amazing Skins.I have been spending waayyyyyy too much time downloading them. I have a question for anyone who can provide and answer. I recently added Inferno Oni and Safari Cody and the skins work beautifully,but I have noticed that on the other default colors for those skins Oni he is still missing his belt and Cody still isn’t wearing his chains and he still has sunglasses on and the big knife. Is there a way to fix this or does it just happen because of the change in file programming? Thanks

about fucking time!!! i sent you like two pm’s about it a year ago or something. anyways, i’m really glad you finally uploaded it :rock:

anybody know which .csb file is the one used for the trials in super? i want to replace the training mode theme.

@MaesterWar
The game primarily uses 2 files to create the appearance of a character: the 3D model (e.g., ZGF_01.obj.emo) the colors/textures (e.g., ZGF_01_01.col.emb). The number in the model file’s name refers to which costume slot it occupies (i.e., 01=default, 02=alternate 1, 03=alternate 2, etc.). The first number in the color file tells you which model it will reference, while the second number tells you which color slot it will occupy (each costume can have up to 10 colors that reference it).

All that said, if you replace a default model with a modified model, any modifications will trickle down into each color that references that model. Many mods don’t require modifications to the models, and they can all safely coexist.

Make sense?

Yes it does thanks alot. I really appreciate the response.

Wow ,that Akuma looks totally badass - I really like it!
Edit: There is something wrong with your file. Its only a color file and it´s 89MB big ?

@pootnannies

Sorry for the “delay” :wink:

Doshu will you be creating super hi res 2d backgrounds anytime in the future?

I think he said he was going to set up a tutorial so we all can do it with any image at some point. I noticed the stages seem blown up, or bigger(objects are larger) on my computer, I think its since I run @ 1920x1080 and the images may be optimized for a smaller resolution.

It’s pretty straightforward. You just need to get a 1280x800 image, save it as a DDS with no compression in ARGB8 format and inject it into Recycler’s modified STG_TRN.tex.emz (works with his modified STG_TRN.emz). You can use one of doshu’s training stages as a base.

The weirdest quirk is that the floor texture needs to be at the top of the image, due to the way the image is tiled. If you extract one of his textures, you’ll see what I mean.

Too much nice stuff here! AWESOME!:tup:

What do i need to do to get the training-backgrounds to another stage?
I always get a black background if i just rename it.

You need to rename it, then open it in a hex editor and use a find+replace to put AFR, LAB or whatever the old stage was named over any instance of TRN (case sensitive!).

Just curious, what currently are the constraints on stage creation? Sloth broke open character mesh editing so thoroughly, but there’s not seemed to be much information around about stuff like remapping the training stage box for example.

Came to my mind at mention of the training stage floor quirk. Would that take here be dragons hoodoo voodoo hex editing type stuff, or could it be done in a modeling suite potentially? I can push polys and UVW, but I can’t even count.

In a sense, the other non-training stages should be easier to mod than the training stage, which just takes a texture and tiles it across the mesh, with a corner of the texture at each vertex. The reason Recycler’s stage looks like a simple picture instead of a repeated tile pattern is that he has enlarged the stage to such an extent that all of the action takes place in front of a single tile. The texture is actually tiled off into the distance (far, far into the distance :P) but we can’t see it when we play.

As far as I know, the other stages use a variety of models, textures and effects/shaders (similar to those used in the characters) coordinated by one or more Lua scripts. I know zero about reading/writing Lua, but I think that would be the linchpin.

i have a question regarding the alt costumes i noticed alot of people are making skins for alt costumes and i was wondering do i have to purchase the skins from capcom so that i can use the skins u guys are making?

second lets say i want to add more then one skin at a time is there a way i can unlock the alt costumes without paying (or is this illegal)

It’s considered stealing to unlock the alt costumes without paying.

Once you have the alt costumes though you can easily change which costume is which by renaming the files to 01, 02, or 03.

It is only the EMB file…and its 15 MB…I even downloaded the file myself O_o