Alright lads, really impressed with all the work in this thread! Keep it up!
I’ve just started fooling around with stuff and I’ve ran into a bit of a problem and I’m wondering if it’s something that can be fixed or maybe I’ve done something wrong. I’ve looked through the tutorials and found no additional information that could help (maybe I’m looking in the wrong place? I don’t know) but essentially here’s my issue:
I’m trying to put Ryu’s head on Zangief’s body (it’s a running joke I have with some friends and I have a fair bit of free time so I thought I’d give it a go) and I followed the EMG Swap tutorial in the wiki and got through the injection parts fine and in the explorer it looks like this:
Which is more or less how I intended it to look. I thought before I start the texturing side of things I’d give it a quick looksie in game and… oh boy… It’s hard to describe the problem, so I Fraps’ed it and uploaded it to Youtube.
[media=youtube]7EXg51XZqDE[/media]
As you can see something is not right. I understand the Hair is fixable, it’s just some bone assignment stuff in a Hex Editor right? But what about the face? Is that… can we… cure… him?
@clangers
That’s freaky for sure. To do the face swap, you might have to reassign the face bones on the skeleton since they don’t seem to match up properly on their own. Also, whose fce.ema file was he using? Zangief’s or Ryu’s? If Zangief’s, try it with Ryu’s to see if that helps any. It won’t really do anything during the intro/outro/ultra, but it should help the rest of the time.
@sloth86
That’s awesome news, man! I look forward to seeing how this progresses
I remember reading here somewhere, someone trying to change the lighting of stages. I don’t know how to do that exactly, you’d have to know how to read the .lua files packed in the stage emz’s. However I found that it’s possible to swap in the lighting between stages. 1) Use Kensou’s sf4tool unpack the emz of the stage, 2) replace the *_SetupParam.lua with a raw dump of the lua from the stage lighting you want, then 3) repack with kensou’s tool. For example I used STG_LAB’s lighting for STG_TRN here:
I hadn’t replaced the fce.ema, I have done so now and it’s helped a bit but it’s still kinda demonic.
In order to fix the hair, do I need to convert the obj to an smd format and adjust it that way or is there another method? And would the same method apply to the face?
@sloth86
yeah, that does sound pretty easy I don’t think anyone had tried it, though, so good work on finding it! I wish I could read Lua (it’s apparently pretty easy to learn; I might give it a shot this weekend), since that seems to be the stages’ gooey center.
@Clangers
Yes, you would take sloth86’s tool (either EMG 2 SMD, using the EMG number ‘0’ to export the skeleton, or EMO Skel 2 SMD) and open the resulting SMD in notepad to get the skeleton numbers, then you would open the face obj in Blender (or something similar) and reassign the bones to match the new skeleton. (I think; I’m not an expert on the bone reassignment; anyone feel free to correct me).
@recycler: wtf man. On serious enquiry, are those health bars shopped or “real”? I was just looking yesterday at some way to rework the healthbars (I hate the “bent” healthbars particularly) and super/ultra gauges for different graphics and colors, and it all seemed pretty resistant to alteration.
Very interested in anything that’s to be learned about those aspects of the UI, on a modification basis.
@hunter: Yeah I was thinking some stuff like the hit spark seems to follow a coded “track” that would be hard to alter, and for example recoloring the various textures involved in the super meter didn’t entirely work for me. There seemed to be some code based RGB values somewhere that were overriding stuff. Or I was just messing with the wrong things.
I’ll definitely go dig in the wiki now and see what people managed, cheers.
First test animates properly and behaves correctly and shit, I already ran into some curious technicalities of the display setup of the bars. For example if you try to move their position too much horizontally, the border will cooperate, while the barfill will not. Will be interestin to see what can and can’t be achieved. I just redrew the various bar layers from scratch for now, to get a very much default grounded starting point.