USF4 | PC Custom Skin Thread

@sensi
Those are the files (cos - col - nml) ready for the assignement. Please check them and help me during the process.

http://www.megaupload.com/?d=IE4K6I6A

You’ll have to explain what you did and what isn’t working (is DDSREFEDIT giving you error messages?)
I don’t get how it can work for col and not nml when you have to link both at the same time when you use DDSREFEDIT. :stuck_out_tongue:

edit: megaupload -> “the file is temporarily unavailable… blah blah blah”

edit 2: I hope it isn’t the issue but your nml file is named “GKI_01.nml.emb.emb” that’s one emb more than you need :smiley:

I have added the normal map texture for the cap and the texture for the cap in first position of the nml.emb and col.emb file (inside the temporarly unavailable zip).

Then i open DDSREFEDIT and fill the box in this way and get this error:

http://img268.imageshack.us/img268/778/senzanomebn.jpg

I tried a lot of ways but always get error or not correct assignement in asset explorer

OK without looking into the file I see what you did wrong: the program is designed for a texture and a normal map dds added at the end of the col and nml files, then it only recalculates the links for the normal map references (the texture map don’t move as you put the new one after ~normally~).

I’ll look into the files in a moment cos I don’t know if it’s the only issue, the error message could be from something else.

edit:
the rest of the files seems fine, you’ll have to rewrite the col and nml with the new dds at the end ([S]like in the tutorial[/S]). :smiley:

YEs but there’s a damned tutorial that says to put it at start:

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

I’ll try right now! Tnx

It does not work. I had already tried before I went back to try again. In fact I placed the entire area with “7e7fff” and still appear yellow reflections.

Specular? Where I find it?

Not deleted, but the yellow lines has decreased considerably. Over the blouse are gone, and his pants were not removed… but do not highlight as much, and this heps. Thanks for the file.

a filthy (pants) tutorial! :smiley: (you were warned)

It’s the Alpha channel of the normal map, it’s on the same dds, look your channels you should have “Red Green Blue Alpha” when opening the normal map dds

@sensi

Please try this: http://www.megaupload.com/?d=SO861F5G

Is the correct pack with correct nml/col

I can’t make it work with DDSREFEDIT

I added a note to the tutorial saying the last position is usually better.

:smiley:

It seems that DDSREFEDIT crashes when i try to assign textures to subsmesh #16

Works with 15 14 13 …

edit: i find the way, but i have to reassign manually textures for mesh 16 with an hex editor

Really? In one week you haven’t found anything about piecemontee’s sf4explorer and you start with swapping objects… o_O
Download the latest version from here (0.37b): http://sf4viewer.sourceforge.net/
With that you’ll be able to look into the col.emb file to extract/import dds and into the obj.emo to see the models.

A good start would be to look at those links:

Ok, I’ve posted the tutorial in a new topic inside the tech talk subforum.

@hunterk
I’ll send you an odt file too, just use it if you think it’s worth it. If not, I won’t be offended :p.

Well, all that modding stuff was pretty exciting, but time to let it go for a (long) while… I will try to keep an eye on the ongoing projects from time to time ;).

Glad you found a way, I haven’t discovered anything wrong within your files.

@sloth86:
It looks like there’s an issue with DDSREFEDIT when the #EMG number is the last of the list, I had the same problem testing on other characters:

http://seemypic.net/images/normal/7725/gurumeditation.jpg

That looks like a good, well-written tutorial, doshu :slight_smile:

I went ahead and mirrored it on my site using what was in the thread, so no need to send the original file.

Just did a quick test editing the alpha channel and reflexes are gone. But I have to make a very careful repair of the area to look good, in RGB and Alpha.

Will there be any way to directly transform and use a “col.emb/DDS” texture as “nml.emb/DDS” relief texture?

take care doshu

@somebody2978
yes, there are ways to convert a color DDS to a normal map, but it usually looks strange (some things that are supposed to protrude are sunken sometimes and vice versa). If you are using Photoshop with nvidia’s DDS plugin, when you save it (and it gives you the option to choose DXT type and mipmaps, etc.), click ‘normal map settings’ and then check the box to ‘convert to tangent space normal map.’ Also, the DDS textures used in normal maps are generally 4x the size of the color textures (i.e., a 1024x1024 color would become a 2048x2048 normal map).

Also, you’ll have to be careful about the alpha channel from your texture becoming the specularity map of the new normal map.

You can also look into a program called ‘Crazybump,’ which gives you a lot of control over the conversion.

All that said, you’re probably best off just modifying the one from Capcom to be safe.

EHEH!

W.I.P (Tnx to Sensibeat, Sloth, Hunterk, Acethylen)

http://img828.imageshack.us/img828/4229/ssfiv2011091923070900.jpg

HELLO EVERYONE, I do this mod in MILKSHAPE
but how put this in SSF4? thanks

求狂鬼的斗气,油爸身上的油, 这2个效果,怎么给别人加?
求翻译帝帮我翻译一下,汗。

或者不教我也行,能否给刚拳加上这2个效果?最好是改第2套服装哦。然后上传下文件,谢谢啦。
或者发我邮箱,ttantony@163.com