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 It’s not as good as I wanted it to be, and is already a bit outdated with Sensibeat’s new training stages stuff and all, but it should be pretty handy for a few people nevertheless.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…?
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?
*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:
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:
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:
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).
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.
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
@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).
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