USF4 | PC Custom Skin Thread

One last for fun (until I get new ideas :sweat:).
Same old classic training stage, without side walls (3840x1920 1mipmap): http://www.mediafire.com/?g851agmm7htw6x5
template:
http://seemypic.net/images/mini/7688/stg-trn-nosidewalls.jpg
Fun on Ultras, otherwise you’ll get blocked at the same point of the stage as if there were walls:

That has some really cool possibilities I reckon.

Semi-OT:

  1. Training stage .dds > Fill pure green, you now have a chroma-key greenscreen booth (like in the movies!)
  2. Sony Vegas
  3. ???
  4. SHUN GOKU SATSUUU

[media=youtube]sFpsBYnnmlM[/media]

@Augh
ha! that’s a clever idea. Could be good for machinima or those heavily edited combo videos.

Goooooood :tup:

Cropping and placement are like shit cause just testing, but found the right portrait format;

http://img84.imageshack.us/img84/2718/hudhurr.jpg

Can’t really tell if they have a common anchor/shape or a bit case by case. Either way, both characters I play have the most horrifying portraits, they have to be purged.

I tried renaming the mod to 02 and replaced the original 02 files in the resource\battle\chara\IBK folder but I was getting crashes when I played.

@Moaradin: There are a couple of other files which are involved in loading the characters like hunter mentioned, most mods don’t alter all of them. Decent chance something got missed (since probably you were renaming just the mod files, which aren’t all inclusive) and that’s causing the loading to fuck up.

Try this;

1. Back up your whoooooole \IBK\ folder somewhere else nice and safe and off to the side, this is rly rly super important believe me.
2. Install the mod.
3. Now delete ALL files you see starting ā€œIBK_02ā€. Now copy in place ALL files you see starting IBK_01, not just the mod ones, and rename these copies to IBK_02.
4. Copy over ALL ā€œIBK_01ā€ files from your backed up \IBK\ folder. This will restore your regular normal costume, leaving the mod in alternate costume slot.

Probably kinda roundabout way to do it but can never really be sure if I’m explaining clearly, I’m not good at this. Hopefully that will get it running as you wanted though.

ok, i’ll correct it. this sort of thing is bound to happen, though, when you post updates every day. maybe hold off awhile and just post it again when it’s completely finished.

And there’s no ā€œthey,ā€ it’s just me :slight_smile:

stop using this fcking big font for gods sake

Thanks for the correction.

Stop complaining once… from what are your latest posts, just do that…
Now delete the my big fonts from your post, genius.

I’m new etcetc. I know my way around 3DS Max and all of the required modding tools, but could someone direct me to a tutorial on this whole model importing stuff I’ve been seeing around? Thanks.

There are no tutorials written yet for using sloth86’s SMD to EMG or OBJ2EMG tools.

http://filthypants.blogspot.com/2011/08/intermediate-guide-to-sf4-emg-model.html should get you started.

Edit: As hunter said, a lot of it is sortof feel your way, but you can do stuff!

Edit to edit: What sortof extent of things would a tut have to cover to be actually useful? Whenever I try and think about what I have and haven’t learned playing around with this stuff I just sortof go blank and don’t get anywhere.

Alright, so this will throw me on track with the things I’ve seen (ex: Lightning’s outfit, Cloud’s hair etc)?

Fairly much, you can get most of the background from backtracking in this thread a bit. I’ve managed to get custom model parts working from a combination of the wiki linked in first post, random informational posts people put in here, annoying people with questions in here, and hitting things until they work. Rigging stuff to multiple bones and complex animated objects are completely beyond me, but the basework is around here too mostly. I think the parts I’ve managed most can, or far more.

Trial and error goes a long way too. I’d say dive in, gl!

Thanks, I’ll start messing around with stuff :wink:

Wow that was awesome Augh

You have instructions for the mods tools here: http://aemods.pbworks.com/w/page/42053948/aetools#Sloth86sModelSwapTools

I have issues with 3ds max and the smd’s converted with EMG2SMD:

Here’s how VEG_01.obj.emo’s smd looks when imported in 3ds max:

http://seemypic.net/images/normal/7690/smd-3dsmax.jpg

You get this in Blender:

http://seemypic.net/images/normal/7689/smd-blender.jpg

I’m not very used to Blender, I’m still learning, so for the moment I’m only swapping stuff between characters/costumes or static objects converted with OBJ2EMG.

hmm…i don’t have 3ds max but i think ive seen the same issue with milkshape. Because SF4 models are a lot smaller than normal 3d models, the skeleton bones look huge. If you can you can probably scale everything (mesh+skeleton) up by like 20000%, maybe that will help. Of course you then have to scale everything down to its normal size before exporting.

I really want to know how use corectly swap tools, but i have problem to understand the tutorials. I’m not a pro about 3d editing. I have understand how swap objects with EMGSWAP.exe but i can’t go on in the process.

This is an idea on GOUKI.

I hope someone can finish this work or explain me how do it by myself.

Gouki with Deejay’s Jacket & Cap: http://www.megaupload.com/?d=AEBIVO33

http://img36.imageshack.us/img36/8400/senzanomeee.png

Gouki with Deejay’s Jacket & Cap: http://www.megaupload.com/?d=W8LD9ZDZ

http://img841.imageshack.us/img841/9513/senzanomeb.png