USF4 | PC Custom Skin Thread

Evil Oni Ryu HighRes Skin

http://fc05.deviantart.net/fs71/i/2011/259/0/0/evil_oni_ryu_by_berserk_er-d49zd49.jpg

Ryu’s second awakening, feared by men, loved by women.
Two variants included

Vid Preview & Download:
http://www.youtube.com/watch?v=QkRGKt_-h98

@monkeygigabuster92
Good work, man. I really like it!

@Augh
Don’t be so hard on yourself. It turned out really nicely, especially the hair (I’ve never been a fan of her normal hair). The swords look good on her, too.

Hi i’m new on this , 0% of experience on modding and have a good taste , but I can help some people whit ideas to make better mods.
This time I got this idea

http://i286.photobucket.com/albums/ll85/far-dee-jay/bolu/fuchsiabluechun.jpg

@Ellipsen you should cut to where I putted the black line + use the same thing than you used on the hands in my opinion would be better.

Mother#$**ing god… this. You win. You win all, sir.

Thank you for the idea and commenting on my mod. I have only about 20% experience and have no idea how to do that lol. These other mods just blow my simple color ones away.

Came out pretty slick, IMO. If its any consolation, you may have single-handedly got me to try playing Ibuki again. :smiley:

This is not directed at any one person, but please stop quoting images, everybody. We’ve been asked by moderators, and at least one person has received an infraction for it. I’ve added a note to the first post for newcomers.

If you need to reference an earlier post, you can either use the ‘@[username]’ notation like I use, or you can link back to the post via the permalink (using the little gray number in the bottom-right corner of the post, next to the ‘Like’ and ‘Reply’ links). You can even quote the post and just delete the image from the quotation if you like (replacing it with the word ‘snip’ to show that something has been removed is common and accepted, if necessary for clarity).

It’s cool you guys like the thingy, I’ll try and fix the various things driving me nuts about it and get an updated done this century. Beyond the wierd UV things which probably I just see a lot more easily because I’ve been staring at them for hours, there’s a real wierd high gloss effect going on with the backpack and headscarf I could swear. Can anyone more technical confirm that, like materials or shit like that? It’s really hard to tell when I’ve been staring at it for so long, and SSF has so much wierd light effect stuff going on.

So yeah I’ll try and fix things, maybe can break up the hair to different bones for some slight animation (I have no idea how to do this lolol), try and think what else she needs. I can’t actually think of much, possibly doesn’t need too much added or it’ll go too far(?)

Keep doing stuff all!

@Ellipsen: You could get that “cut off” effect pretty quick and easy with the alpha (read: transparency) channel in your dress texture/color map. Just google or check the wiki if that term means nothing to you, you should be able to see how it works just from examples, or just ask here if you want to find out more. Stuff like that is ideal for learning, then it just sortof keeps rolling and you get further into it without realising.

You’re right your skin lack some materials for the “pack” and the “clang”, for the headscarf as it’s the same mesh as the hairs, if you change the material, it will change the hairs too.

You have 2 ways to do it:

  1. You change your mesh names to names that are already in the IBK_01_01.obj.emm (unused or not)
    (this way you don’t have to provide the .emm but you can only chose among the materials already there)
  2. You edit the IBK_01_01.obj.emm replacing an unused material name and features by the name of your mesh and the features you want with NanjouJ’s matedit.
    (this way you need to provide the .emm (1 for each color) but you can chose whatever material you want)

This is one of those things where the penny drops, and so much stuff suddenly makes total sense.

I’ll try changing some object names and see if it does what I’m understanding it’ll do from this. That should work yeah? iirc the object/mesh names are tracked in the .emm, so apeing previously used names at a guess is gonna be the easy route (the properties of the existing “nuno” clothing material are exactly what I’d be after for the backpack, headscarf and hair meshes). I’ll try some voodoo and if it works nice I’ll re-up with a fixed .emo

Thanks a lot for the clarification, that really explains so much material wierdness I’ve been seeing (I either name stuff randomly or use existing names, you see where that is leading).

Edit: Ok so the name, and presumably material “nuno” is used for all cloth elements in the original mesh. I tried reconverting a couple of objects from .obj to .emg, naming them the same way, and recompiling them into the .emo, but it doesn’t seem to cause a material shift. I am probably grasping something wrong. We’re speaking of the mesh name used in the “name” field of for example sloth’s OBJTOEMG tool, and listed in [square brackets] when viewing with asset viewer right?

I was trying with the headscarf+hair mesh and backpack, swords seem appropriate to remain shiny as current.

Sorry this is probably really stupid questioning, but I’m now baffled, it seemed so certainly like the missing link.

Chun-Li - Jeans Pack
UPDATE 16/09/11!: Increased aesthetic details. New screenshots updated.

  • I have yet to resolve an artifact (yellow lines) of reflection in the pants of Chun-Li, since it does not appear to be due to the texture map of the outfit. As soon as I find the solution, I’ll update immediately.

Maybe I’m just lazy or som, but I cant find any other mods than skins in this thread so I hope this is the right place ! Oh well.

Okay so I decided to do the no-brainer and replace main menu theme to 3rd Strike Online remix. It has the effect of cutting low end just like the original, tell me if thats ok or should I remove the effect. Thanks !

Preview: http://www.youtube.com/watch?v=o-b1Q8wwREo
**Link: **http://www.mediafire.com/?u4yae494kj6w8sx

Hunterk,I’m here to inform you that the credit of oni evil ryu belongs to beserker,not mine(I’m not doing that mod)
hope you fix that mistake

@monkeygigabuster92
oh, crap. thanks for catching that :stuck_out_tongue:

@arki
This thread is just fine for that sort of thing. Any kind of submission is welcome here.

@Augh
For renaming things in the obj.emo, you can just open it in a hex editor and rename it there without bothering with any export/import business. See the ‘Kraga Phan’s Specularity Trick’ tutorial for details. For changing the the material in the obj.emm file, either use NanjouJ’s matedit or open the file in a hex editor, find the appropriate section and change the current material (probably SpcBumpBrush…something; it’s the 40-byte section right after the name) to match the desired material.

I finally broke the 4th wall of the training stage… :sweat:
I used Ryu classic stuff once more, it’s composed of 5 images (1280x640) saved on 1 dds (3840x1920): http://www.mediafire.com/?rda57043041rg1c

http://seemypic.net/images/normal/7679/stg-trn-1280x640.jpg

http://seemypic.net/images/normal/7680/l.jpg

http://seemypic.net/images/normal/7681/r.jpg

@Augh
Your problem may come from the conversion with OBJ2EMG, you may have to try different ambient values.

oooh, good shit, sensibeat!

I have some good ideas for that template.

I tried higher resolutions, but I started to get longer loading time so I uploaded the one that stay correct for a training stage. :stuck_out_tongue:
I got up to 6144x3072 (5 images 2048x1024) but I can only get it as a dxt1 with 1mipmap or photoshop dds plugin crashes :smiley:
I have like 3sec more loading time with 4320x2160 (5 images 1440x720)

as far as i know you can’t mirror but there are ways around it that make it possible. for example, select the verts you want and select them all the way across to the other side. then with the right mouse button you can deselect what you don’t want. then use the MOVE and SCALE tools to manipulate them. use the shift button when scaling because it can cause weird problems if you don’t. obviously use shift when using the MOVE tool if you want to move the verts up or down if you’re mirroring things.

Sweet stage work, any way we can get the wood effects when someone is slammed down instead of the training stage cement effects? I also noticed the 1st version sound effects seemed considerably louder, maybe since it was based off the vanilla trn stg.

Yeah I included everything from vanilla arcade in the precedent training stage mod, even the sounds. This new mod is based on AE PC training stage.
For the wood effects, just copy and rename the 3 BRA.vfx files (or those from any stage with wooden floor) into TRN.vfx files (in dlc/03_character_free/battle/stage)

http://seemypic.net/images/normal/7682/woodvfx.jpg