USF4 | PC Custom Skin Thread

I finally took some time to kinda finish my ULSM tutorial. It’s not as good as I wanted it to be, and is already a bit outdated with Sensibeat’s new training stages stuff and all, but it should be pretty handy for a few people nevertheless. However, it’s like 4 word pages long, so maybe I should post it in a dedicated topic ? What do you think ? As I’m off to Japan in less than a week, that topic won’t get updated or anything at all I think, so maybe it’s not worth it…?

Anyway, I’ll post it by the end of the week.

@sensibeat
Nice tutorial :smiley: I mirrored it on my site and linked it on the wiki. Thanks for the updated OBJ2EMG link, as well.

@doshu
You can make a new thread for it, or PM it to me and I can post it at my site, if you like.

It is worth it since you put in the work and it could be helpful information, at least that’s my opinion. Maybe you could sign off on permission for someone to trim and revise it down to “just the facts ma’am”, if it’s a little longwinded as is?

Edit: How do you do that hunter.

How can i use blender with SMD?

http://developer.valvesoftware.com/wiki/Blender_SMD_Tools

You can look at the skeleton in sf4explorer to have an overview if it’s possible to do a good swap:
http://seemypic.net/images/mini/7713/1.jpg
http://seemypic.net/images/mini/7712/2.jpg
They don’t share the bones for the obi and gi so the swap won’t work.

Sensi can you add me on facebook? I want to steal your time :smiley:

This is a simple swap between gouki’s hair & deejay’s cap.

Ingame the cap is in the correct place (on gouky’s head :D), but there is problem with animation (deformed cap).

Correct bone assignement can solve the problem of cap moving like hair or not?

http://img508.imageshack.us/img508/5760/senzanomek.png

@sensi
I’ve read here: Modding SSF4AE for PC (NO DLC UNLOCKS!)

I want to ask: how can i understand where bones starts in hex!??

sensibeat, Thank you for information) and if to insert the face of Juri for Mokoto. does can will turn out then?

Here’s DJY’s hat emg, highlighted there, just before the name of the mesh, is the number of bones it’s linked to:

*00 0D in hexa *(read backwards 2 digits at a time) = 13 in decimal

http://seemypic.net/images/normal/7719/d.jpg

Here, just before the number of bones is the number of facesx3:

http://seemypic.net/images/normal/7716/a.jpg

*Take that number: 03 4E *(read backwards 2 digits at a time) and multiply it by 2
34Ex2 = 69C

Go to the first number that appears after all the 00’s coming after the mesh name (here it’s 82) and use the “select block” option, entering 69C (the number we found before) as the length:

http://seemypic.net/images/normal/7720/b.jpg

You’ll get there:

http://seemypic.net/images/normal/7718/c.jpg

Those 13 numbers are the links to the bones, 00 08 is the first, 00 32 is the last (read backwards 2 digits at a time):

http://seemypic.net/images/normal/7717/e.jpg

edit: I made a mistake with my file (dee jay’s “head” bone is #8 :P), it’s good, just replace every of this bones numbers by 06 00 (gouki’s “head” bone is #6) and you’re OK:

http://seemypic.net/images/normal/7721/f.jpg

I just tried it, the hat moves only with the head.

Yeah, tnx, i’ll try right now!

Other question: I always have to multiply number of faces x 2? For other emg too?

Yes.

and btw sorry I don’t use Facebook or this kind of stuff. :razzy:

I am having problems with some yellow reflections on the pants of Chun-Li. Not belong to the DDS texture map, because I’ve become a blue homogeneous, I inject it and appear anyway. Look at the capture below:

http://img284.imagevenue.com/loc432/th_443999446_SSFIV2011_09_1912_06_22_31_122_432lo.jpg http://img204.imagevenue.com/loc253/th_444026615_SSFIV2011_09_1912_06_32_79_122_253lo.jpg http://img188.imagevenue.com/loc379/th_644404289_SSFIV2011_09_1912_06_44_90_122_379lo.jpg

Anyone know how to remove those yellow reflections of the Cos4 of Chun-Li?

It looks like a normal map issue:
http://seemypic.net/images/mini/7723/cnl-04.jpg
Extract the normal map dds from CNL_04.nml.emb (as you did with the diffusion dds in the col.emb) with sf4 explorer and edit it, the background light blue is neutral (something around 7E7FFF in hex).

Or maybe it’s the specular (normal map alpha layer), I’m not really sure with the reflections…
http://seemypic.net/images/mini/7724/cnl-04s.jpg

Pretty sure the alpha channel is doubling up for controlling specularity strength yeah, had pondered this in the past. Might be way off but it really does seem likely, since there’s no conventional spec maps.

You could just scribble some bright lines across the alpha to find out for sure.

PLZ HELP TO PAINT MY MOD HAIR , PLZ PLZ PLZx 1000

dont know how to do those dds file… found that this part get skip from all swapping tutorial
so no way to start :sad: stack here for a week already…
here the mod file >>>>> 5.63mb (.7z)
http://www.mediafire.com/?6g7hug19ahadd8g

http://img59.imageshack.us/img59/7483/abel03alex.jpg

改了个摸,烦了整个星期。
swap了个头发后,发现头发颜色出问题了。
求帮忙弄下DDS。
别来教程了,这几天看了粉多HEX档。
除了多买了几张彩票外,一点进展都毛。

@somebody2978
you can try this modified obj.emo file. I used “Kraga Phan’s Specularity Trick” by renaming the ‘yellow line’ parts to match the surrounding objects. If it doesn’t help, sensibeat’s suggestion is a more complete fix (i.e., not a workaround like the spec trick).

I encounter problem using DDSREFEDIT32. It works with col but not with nml. I’m not sure i understand the tutorial…

DDSREFEDIT works on the emo file, it changes the links heading to the col and nml files.
You have to edit your col and nml before using the program.
I explained there how to do it: SF4 Modding: sensibeat’s Tutorials
(Or you can use hunterk’s method with kensou’s tool).

DDSREFEDIT replaces the 2nd part of this tutorial “2) Linking objects in the obj.emo file to the right dds”.

yes i know but it don’t work for me. please can you continue from deejay’s cap swapping. If you help me with the first maybe then i can go on by myself.
Now i have a gouky with cap with correct bone assignement ingame. Problem in linking texture with ddsrefedit