USF4 | PC Custom Skin Thread

quick question can you convert vanilla character portraits for AE?

could use the model of maid-sam blender to replace clothing (the original author’s permission ofcourse)

maid san blender 3d model

http://blenderartists.org/forum/attachment.php?s=72c2aa92536b4d39a8201ba078b2a9ee&attachmentid=20054&stc=1&thumb=1&d=1305995126

http://blenderartists.org/forum/attachment.php?s=72c2aa92536b4d39a8201ba078b2a9ee&attachmentid=20053&stc=1&thumb=1&d=1305995126

http://blenderartists.org/forum/attachment.php?s=72c2aa92536b4d39a8201ba078b2a9ee&attachmentid=20052&stc=1&thumb=1&d=1305995126

3d model download
http://www.blendswap.com/3D-models/characters/maid-san-enchanced/

Akuma Chin Fix: http://www.mediafire.com/?0a4t4yk9eftbm48 (328.6 KB)

Sorry people but Akuma’s chin has ALWAYS bugged me…I don’t like ass chins…had to do it

Mod Chin

http://img98.imageshack.us/img98/7607/asschin.png

Original Chin

http://sf4mod.wikiwiki.jp/?plugin=attach&refer=�뵓&openfile=Kazuki_Kazama.jpg

Does anybody know how to create stage BGMs? I’m a little bit confused on the whole process… especially when it comes to ā€œcuttingā€ tracks…

It started with a STG_TRN Vanilla Arcade Port (I missed the weird lights :D): http://www.mediafire.com/?l84my02jfv8gg80

http://seemypic.net/images/normal/7625/stg-trn-vanilla-arcade-port.jpg

And viewing that people were asking for a HD training stage and ways to do it themselves, I kinda made a new training stage easy to mod, with a simple photoshop template.
It comes in 2 versions, both use the same STG_TRN.tex.emz (only STG_TRN.emz are different), it’s based on Vanilla Arcade training stage (yay weird lights!) [S]and it’s a rip of hunterk’s Ryu classic stage[/S]:

STG_TRN Ryu Classic HD normal: http://www.mediafire.com/?8n443i5zfvjg48v

http://seemypic.net/images/normal/7626/stg-trn-ryu-classic-hd-normal.jpg

STG_TRN Ryu Classic HD closer: http://www.mediafire.com/?sc72c8n8w3qbl53

http://seemypic.net/images/normal/7627/stg-trn-ryu-classic-hd-closer.jpg

STG_TRN Ryu Classic HD dds & psd: http://www.mediafire.com/?9bj7v3v29rrrucr

http://seemypic.net/images/normal/7628/layer-template.jpg

Format: DXT1
Size: 3072x3072
MipMap: 12

Chose a STG_TRN.emz (normal or closer)
Create your image from the psd (use 3 images 3072x1024).
Don’t forget to use horizontal mirror before saving as a dds, or your image will be inverted in game.
Inject your dds in place of the first one in STG_TRN.tex.emz with sf4explorer.
Test your stage.

What program is in the picture there for the dds files? Anyone know of a small program that can handle dds files?

It’s Photoshop, I was showing the psd (resized for the forum, 3072x3072 is a bit huge actually).

If you’re not into photoshop, you could try The Gimp with this dds plugin (it’s free).

@sensibeat
nice! That’ll allow for some seriously high-res backgrounds, and the template looks pretty easy to use, too.

EDIT: yes, GIMP is what I normally use, and I’ve heard that Paint.NET can handle DDS files (perhaps a plugin is required?), as well.

Good work!
But I noticed that the background is darker, it no looks the same as the source files… you have made lighting changes?
If possible, as a suggestion, you could project the light on the characters as if it came from the moon, the result would be fantastic

Detail: When the screen is projected and the bitmap ends in the stage extreme makes as a reflection of the same image.

In the ā€œCloserā€ version this does not happen.

Yes, it does. There’s no way out of this I think, since it’s a single texture.

Anyway, glad that a HD solution has been found ! Unfortunetely, I don’t have any time to mod anymore, have a heap of things to do before moving abroad… and then I’m gonna get even more busy. So modding is over for my part until … don’t know, but a loooong time. Hope there’ll be plenty of good mods coming out while I’m not looking around :D.

I’ll try to post all my remaining mods today, and the tutorial soon. As hunterk said, it’s not complex modding stuff, but it could come in handy for a few people.

Ok this is Juri Dazaratii V 1.1 without scales

Some of you guys have requested it, so I did it.

Everything in this download is the same except for normal maps and texture obviously.

http://img707.imageshack.us/img707/9646/juridazaratii3wallpaper.jpg

Here is the link.
[http://misucra.deviantart.com/art/Juri-Dazaratii-V-1-1-257500250

Enjoy!](ā€˜http://misucra.deviantart.com/art/Juri-Dazaratii-V-1-1-257500250’)

Here’s the last batch of my Training Stages.

First, the only not revealed yet one, ā€œEvening Lake Sceneryā€, based on a remake of SF4’s ā€œInland Jungleā€ stage by rambooze:

http://tof.canardpc.com/view/aa15b724-aa1b-431d-a72d-d998b6047202.jpg

Then come the 5 ULSM’s stage left:

  • ā€œZen Gardenā€, based on a remake of SF3’s Makoto’s stage by r4ptur3:

http://tof.canardpc.com/view/9b733548-6728-4ad5-8c61-f5c7afae9a8d.jpg

  • ā€œUSAF Airfieldā€, based on a remake of SF2’s Guile’s stage by Xoliul and Wahlgren:

http://tof.canardpc.com/view/a5600d94-33a3-4d84-a181-fc9679d08862.jpg

  • ā€œVillage Streetā€, based on a remake of Soul Calibur 3’s ā€œWater Mill Valleyā€ stage by d1ver:

http://tof.canardpc.com/view/3d838d90-5523-4245-8742-2dd69e7e1564.jpg

  • ā€œTropical Jungleā€, based on a remake of Samurai Shodown’s TamTam’s stage by Bbox85:

http://tof.canardpc.com/view/b2d7bd8c-2be8-4e03-bcdf-c4b34dbf0632.jpg

  • ā€œLost Tombā€, based on a remake of Soul Calibur II’s ā€œEgyptian Templeā€ stage by faf:

http://tof.canardpc.com/view/b6a8a2dd-8ff7-46a4-af61-ae0d30db205a.jpg

Enjoy !

Take a bow and congratulations for all your beautiful work (and time) doshu! -you’ve definitely added major re-playability to the game:clapdos:

Thanks :). For me, it added simple playabality though^^.

@Ellipsen

Concerning one of your previous post, don’t know how the resolution would change the proportions of the texture in my stages. I mean, 800/480 is 16/10; so it should look exactly the same (minus some crispiness maybe). Could you post some screenshots of the problem ?

Unpacked it`s 89 MB - a usual col.emb is 1,4 -1,8 MB ! Why is it so big ? o_O
And I thought in your file was the complete Akuma (the cool hair, the long pants etc.)
Together with your color choice (and the new chin) it looks really good imo.

I used the Vanilla Arcade training stage that uses different lighting than the PC version, I don’t know how to edit the lighting.

It’s the same but the camera don’t go that far in the closer version.

I can make the left & right sides to have different textures, but it will result in a larger dds (you can only use one dds).
When I remodeled the stage I didn’t really thought of it, but I could redo a stage (from scratch) without sides (you’ll still get blocked by invisible walls).

@doshu
Thanks for all the stages, my laptop is happy (I can’t run any of the normal stages on it). :china:

I hope you’ll still be lurking around the forums even if less active.

YO HUNTERK! :3

I was reading your beginners guide to skinning recently. Specifically, this bit:

I was playing around with Photoshop, not having a clue what i was doing, and I found that one can open SF4’s 3D models in Photoshop, texture them, and paint onto the models in real time. I’m sure that experienced Photoshop users will know all about this and won’t care, but for absolute beginners (like me), it might be handy.

Firstly, open the texture and .obj file in Photoshop; that’s fairly straightforward.

When the .obj is opened, you’ll see this:

http://img217.imageshack.us/img217/4727/skinningguide1.png

Double click it and a blank .psb will open, like so:

http://img16.imageshack.us/img16/8125/skinningguide2.png

If this is the same size as the texture, then great! If not (and it will usually be too big), then resize it. When it’s the right size, open up the tab for the .dds again, copy everything and then paste it onto the .psb.

http://img594.imageshack.us/img594/2285/skinningguide3.png

When that’s done, open the .obj file’s tab and you’ll see that the texture has been painted onto the 3D model.:

http://img37.imageshack.us/img37/6899/skinningguide4.png

From here, you can paint the texture however you want.

http://img641.imageshack.us/img641/3000/skinningguide5.png

The changes will appear on the .psb image:

http://img856.imageshack.us/img856/4525/skinningguide6.png

When you’re done, copy the edited .psb back onto the .dds, delete any unwanted layers and save as normal.

http://img849.imageshack.us/img849/8991/skinningguide7.png

The texture should work perfectly.

http://img546.imageshack.us/img546/7622/ssfiv2011090919031814.jpg

Since one can see exactly how the textures will look on the 3D model whilst one is painting them, beginners should be able to save a lot of time.

hey, nice find! I had no idea you could do that. :eek:

I probably won’t change the tutorial to use that method, since I wanted it to be as applicable to GIMP as possible (I just checked and GIMP can’t handle obj files, unfortunately), but I will definitely either write another one using your method or just link to your post from the existing tutorial, as that’s definitely much better than flying blind.

EDIT: I’m having trouble mapping the texture to the model. I’m assuming my version of Photoshop is too old (CS3). Which version did you use?

Hey, I think your discovery is pretty awesome! I’ve always wanted to edit this stuff but never found out… but real time editing in photoshop sounds… unreal! Amazing…

What photoshop version are you using? And which two files are you using to open in Photoshop?

I’m using CS5. I do hope this isn’t a ā€œCS5 onlyā€ thing.

You have to use piecemontee’s assets explorer extract whatever .obj file you need and the texture file that gets painted onto it. For the purposes of the tutorial, I opened the ā€œfaceā€ model from ADN_01.obj.emo and the second .dds from ADN_01_01.col.emb. If you use piecemontee’s explorer, it should be easy to find the appropriate model for whatever texture you want to edit.