USF4 | PC Custom Skin Thread

Yeah, that’s me. Thanks :slight_smile:

Yes, misfit is extremely limited. If you feel at all comfortable with a more robust program, such as 3DSMax or SoftImage, USE IT. Some of the stuff you mentioned, like mirrored selection/modification, might be built-in to those programs, but I wouldn’t know.

.obj are a pain, they have different format (and size) depending on what program you saved/exported them with.
Piecemontee wrote sf4explorer with Misfit Model 3D in mind, when you extract a .obj (from #emg or #emo) with sf4explorer, they are saved in a format readable by MM3D.
So if you can’t open a .obj in your program, open it first in MM3D and save it, it will give the .obj a new format readable by other programs.
(I had issues like this with full models (from #emo), 3DSMax can’t read the face count the way it’s exported by sf4explorer, MM3D does)

Should you use Autodesk programs? http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=13900371&linkID=10225710

Is there any way to manually change the stages around, or you can only have them in the default replacement spot that they’re installed to? I don’t expect there would be.

@Snacks
you have to rename them and then hex-edit them to replace any instance of the old name with the new name. for example, if you’re replacing STG_AFR with STG_TRN, you would rename STG_TRN to STG_AFR and then open it with a hex editor, choose ‘find and replace’ and replace all instances of TRN (case sensitive!) with AFR

hey guys you could make the clothes of Chun-Li in this style here, with more details:

I’ve had asian girlfriends who were thick and healthy…as such//// But if you honestly want to believe that majority of the Asians with shape and “junk in the trunk” take steroids and have implants…go right ahead…you’re just another individual who creates assumptions with lack of experience …

Download link doesnt work

That’ s right bro my ex asian girl have some fat ass booty and tittie and it was real.

It’s like saying there are no asian women with big boobs. Look at Rio Natsume, Ai Shinozaki, Yoko Matsugane, FUKO. Sora Aoi… among others.

That worked for the stages in the pack, what about elsewhere? The ones in the pack have a “tex” file, which not all custom stages seem to have. Do you know anything else about that?

All stages for Arcade Edition have a tex file. Only pre-AE SF4 had a single file for the stages.

GKX - Karate skin
http://www.sendspace.com/file/rpat3q

http://cs11141.vkontakte.ru/u47380000/133465698/y_8062e195.jpg

So… Who wants to have a crack at making the training stage look like SFxT’s one?

Would resaving this way avoid the wierd “stringcheese” problems Max seems to have with a lot of the models (usually the main body/torso mesh only is afflicted), sensi?

It definitely sounds like why Max has been going apeshit on a lot of the models in .obj format.

Edit: Stringcheese in all its glory;

http://img571.imageshack.us/img571/5418/stringcheese.jpg

Edit of edit: Yes, MM3D pwns stringcheese, awesome.

Last edit this time I promise: Soooo, have actually got a mesh through from create in max > mm3d re-save > objtoemg tool > emgswap > works in game, whee! Problem is, how do we determine which bones have which numbers? I just defaulted to “1” in the objtoemg boneID# field, to see if I can get anything working/visible/not crashing. It did the job, but obviously the model element is now pretty much randomly hanging out in space, not doing as it should. It follows the character’s general movements, but that’s all.

I’m just happy to be one step closer to custom/scratch built meshes working in game though tbh. Turns out the source of all my problems was the need to resave as mm3d .obj in order for the tools to work with them.

I don’t use 3ds max but looks like it’s rearranging the order of the vertices in the obj’s. Because when you use the inject function in SF4 Explorer, it only imports the vertex positions the triangles get all messed up.

To find out the bone #s, use my EMOSkel2SMD: http://www.mediafire.com/?9akbtiw9697z6fc to extract the skeleton from character EMO files, then open the smd file with notepad. The bones or “nodes” names will be listed with their number to the left. You can only assign one bone to the entire object so this would work only objects like hats.

Absolutely great, thanks much sloth.

In development)

My first crappy attempt at making a full model replacement. I used a low poly model of Mega Man X for Ryu:

http://img850.imageshack.us/img850/3664/25564556.jpg

IDK why some body parts flatten out during some animations. Maybe the model doesnt overlap exactly with the skeleton. Maybe i’m using the wrong bones. Still learning this whole skinning thing.

DL http://www.mediafire.com/?x7lx8g0jrqpe006 Try it for the lulz but otherwise i wouldn’t use this lol

@sloth86
Looks like good progress :slight_smile:

@Roki
that looks great so far.

Who knows how to stop traffic in the stomach of the ball Bos? I have this skin. moving the ball in the stomach does not stop. This skin only work on SS4! on behalf of JHA.