USF4 | PC Custom Skin Thread

@Augh
good start, man. I tell you what I would like to see (and have lazily put off doing myself) is a compact, combined lifebar/ultra/super all at the top of the screen. I haven’t messed around enough to have any realistic suggestions, but if the ultra meter could be broken away from the super meter such that it could go beside the HUD portrait, then have the super meter tucked up next to the name, maybe…? Maybe even shrink the thickness of the lifebars near the portraits (where it doesn’t matter that much anyway) to make extra room…

Anyway, I’m curious to see what you come up with. Those straight bars already look nice and retro/SF2.

@trife: I just redrew them in the .dds quickly so I have a start point for more experiments. I’ll probably adjust the other stuff like the win/draw “buttons” and various player name/win number texts so they are positioned right.

I wouldn’t feel right uploading such rush thing, but I will share any good stuff to come for sure ;D

@hunter: Yeah so much of those things you mention are the sort of aspects I’ve been keen to fiddle with. I think it may actually have been trife who has posted screens in the past with the super meter sortof tucked up there next to the healthbars, just from using the ingame HUD config. I remember that giving me pause for thought. It was someone in this thread for sure.

I’ll patiently wait then. Mind tell me which file has the DDS?

I’ll try to hurry, but sleep first ;D

Most of the stuff you’ll be interested in is at resource\battle\hud\CMN\cockpit.tex.emz, with d_common.dds controlling the bars and icons, d_d_text.dds has some text elements, d_u_text.dds has even more. The flames and lightning and stuff for the super/ultra bar effects are also in there. Lots to explore.

Thanks, I needed a reason to stop sleeping again. o_o

Also I suggest “Super Pocket Fighter 4”

some more testing with stage model editing. Niko’s apartment (GTA4)

http://img607.imageshack.us/img607/1166/76891514.jpg

DOWNLOAD: http://www.mediafire.com/?5s9zwcbznl4cq2p

I initially wanted to export the entire apartment, but gave up because i had to export every single prop and texture individually and then had to figure out which texture goes with what. Not gonna try that again lol. Also I’m looking into this program called 3D Ripper DX, but couldn’t get it to work…anyone know if it’s supposed to work on 64 bit vista?

hi i was wondering if some has done this for the title yet? if not can someone help to do this for me… thank you!

@ Misucra Dude I can’t do this so to me its awesome work, so mad props to you

Ok this is driving me absolutely nuts now. Can anyone go into resource\battle\hud\ENG\cockpit_text.tex.emz (BACK UP FIRST!), and see if you can cut paste the texts around to see ANY effect ingame on their position? Either these elements are being loaded from someplace else (I’ve been looking for days and not found that location, if so), or they are fundamentally immune to repositioning, in a very bizarre and to my mind technically impossible manner. It’s really baffling me now.

Just the “Player 1/2” “CPU” “X wins” etc texts that appear above the bars that I need to be able to relocate, and should have some barmods ready to go. I’d ideally like to be able to just align all of the texts that appear above the bars vertically, without snarling up the “K.O.” and timer texts in the top center.

Bit of preview anyway, mostly cleaning and simplifying the unneeded crud away from the super bar surrounds and cleaning up tiny pixel crap:

http://img405.imageshack.us/img405/2869/2011092300002.jpg

I’d like to further drop the little circles that track finishers per round downward a bit too, but if they move too far, artifact crud appears above the super bars (this is due to the texture sheet arrangement).

Edit - Smooth bars, what I’m actually working towards. Needs some shadowing work around the super/ultra:

http://img12.imageshack.us/img12/6053/2011092300006.jpg

Sorry to doublepost, but I figured better for people to spam quote this than the post with large images. Gonna just release these two and try and get some feedback, chances are reasonably good that people will find some ugly stuff/oversights in there. I’m afraid you’ll have to live with the text positions for the time being. Updated screenshots with standard portrait characters are included in the folders.

Files contain reworked lifebars, and the reduced/cleaned up super/ultra meters. I’ve removed the fire effects that shoot out from the sides because they looked goofy, and the spark on the lifebars because it doesn’t play nice with modified bar shapes.

Retro bars: http://www.mediafire.com/?6iscv4mkl3m9j9t

Smooth bars: http://www.mediafire.com/?aemhyy4i9i8y823

Please let me know if you find something really messed up, or if I upped the wrong files or anything of the sort.

Hakan in kıspet-fixed (or Humanly Hakan)

**

http://img16.mediafire.com/f1c95c00c9f478873e765ebafff152ee752491fef9c1239759a2e9d790b1d7ab4g.jpg

**

  • The lion on the barrel got its color back.
  • More apparent nipples ( other characters have real visible nipples).
  • Removed chains and rings no longer have shadows (except the ring on his ankle).
  • Worked on the hair and his chin to make him look a little more human.

HERE: http://www.mediafire.com/?v1c9yeqwhenithw

You have to change the cockpit_text.tex.emz in “patch/battle/hud/ENG/”, it overrides the one in "resource"
I did some changes to hud in vanilla but it’s not easily portable to AE, bars seems to react differently (+ I haven’t found a way to update the bars without having to quit and reload the game, that’s boring…)

@sloth86 really nice stuff with the stages, I kinda figured the lua thing with lights while swapping the vanilla arcade training stage but I didn’t think of using kensou’s tools, I did it all manually in hex :stuck_out_tongue:
The niko belic stage is impressive, it’s a completely new stage you imported.

@sensi: awesome stuff, I hadn’t even looked in \patch\ like, ever. Thanks!

@dafirus
I didn’t swap his hair, just his face. You can see it here. To use the files, put them in your [install directory]\resource\battle\chara\RYU directory, overwriting the ones that are already in there. Just make sure you make backups of the old files first, in case you want to go back.

Also, this is only for the first costume and first color. Choosing any other color will crash the game.

someone made a sweet cockpit mod for vanilla but no one ever ported it to AE, I think maybe it was danni? Not sure who did it.

edit: It was mastasushi, if I knew how to convert it, I would!

anyone know why when I save a dds in paint.net the eyes get all messed up? they dont save right but its only the eyes… I save in dxt5 format.

Prolly somethin’ to do with the alpha layer.

kinda drunk so, forgive any misinformation.

Yes, it is usually the alpha channel, if you’re getting creepy glassy eyed type of effects, or blacked out eyeballs and similar freakishness. The most surefire way to bypass this at least in gimp, has been to finish up your changes, save those to a .tga (a solid format with alpha channel included), open up that .tga, copy all, open up your target .dds, select all, delete, paste the tga contents in place, save that as appropriate .dds format (usually DXT5). I’ve often had uncooperative .dds files when I’ve been too lazy to do this.

With all this sweet new tech, dont know if you guys still want simple color mods.

http://img820.imageshack.us/img820/7405/bngchun.jpg

If it gets 5 likes I will pack and upload
:sweat:
edit: some small tweaks, updated image

Is there a way for me to change the mod color number to RYX_1_05 to RYX_1_01? mods are great but seeing the default costume for some of the mods when I play again the CPU or practice is boring…I hope I am not over thinking this and it’s simple as changing the number from 5 to 1…

PS:haven’t logged in a while did Shoryuken change servers and lose every thing? had to create a new account…