USF4 | PC Custom Skin Thread

just use the printscreen button on the computer and paste it on paint and save it
to capture a video,frap is the best tool

@recycler thanks. i already got that gtaiv tool though, i don’t think it can export models and texture together. You can only export them separately and then have to figure out which texture goes with which model . That makes it really hard and time consuming.

Also does anyone know what DDS format to use to replace the DDS in TRN_CUBE.emb? I think tihs is the reflective map. Can’t figure out how to change it…

Non mod related question: does anyone know how to let SSF4 sounds keep playing in background even though you’re alt-tabbed out? Id like to do other things while waiting for a player to join a lobby or for me to join a game while playing online matches.

@sloth86, I registered just to say that your latest work is impressive, animated stages are the next level! :wink:

@sloth86: I have no idea how you would save a cubemap formatted this way. It’s a DXT5 based cubemap with wierd number of mips, but you probly knew this. All I could usefully tell you is to confirm yeah it is the environment map/picture that gets reflected on metal/glassy objects, and will likely need a tool able to handle cubemaps such as http://developer.amd.com/archive/gpu/cubemapgen/pages/default.aspx which was discontinued.

Can’t be much help :<

Can you import CvS2 stages? A lot of MUGEN games have them.

[media=youtube]zZ8u3FDLm0I[/media]

Would be great!

That AMD tool seems to work pretty well. Just checking the box to ā€˜save mipchain’ ends up with the same filesize as the input.

Nais, I think the ssf cubemaps are kinda quick and dirty applied, they just seem to be the same blurred background image repeated in each direction. If the output from the tool is good, it would be pretty straightforward to ape the same method Capcom used.

Thanks! That program worked out fine. Here’s an updated Durotar stage with the fixed reflective map: http://www.mediafire.com/?n7akbz24yeshen5

@CLAMP: idk…those stages look mostly made up of 2d images with some 3d elements, so i don’t know how that would work in SF4. If i could get to look at the image files and 3d model files for those stages, might be possible. Although i don’t know how to edit animation for SF4 characters yet, let alone animate stages.

Great! I can’t wait for your tool to add emg!
Could you explain how the stages’ emg header works? It seems to be written differently than the characters’ emg obtained with obj2emg (how do you link dds?).

I finally found a way to get the skeletons right in 3dsmax:
I use emg2smd, then I import the smd in Blender and I export it as a FBX.
Like that I have the skeleton in place in 3ds max (units have to be set to centimeters).
When I’m done in 3ds max, I export the scene as a smd with this plugin: http://www.chaosincarnate.net/cannonfodder/cftools.htm
I import it in Blender and I export it as a smd (slightly different format/coordinates);
Then I can use smd2emg on this smd.

wip (I just finished the boob job :smiley: many work still to do…):
http://seemypic.net/images/mini/7816/wipm.jpg

That Morrigan is coming along nicely! The wings especially look cool.

btw, I copied your bit about skeletons to the wiki in case others find it useful.

While I get my head around fixing my previous problem, I thought I’d whip up a quick edit. It could use a bit more polishing (there are no custom normal maps and things on this), but I’m out of time for the day but I’ve uploaded it in case anyone wants to try it out!

http://www.chriswalter.org/ssfiv/ehawkposter.png

And it can be downloaded from here: http://www.chriswalter.org/ssfiv/ehawk.zip
Enjoy!

does her hair have animation

did someone post up the original character files?
I seemed to have misplaced mine

They’re on the wiki aren’t they?

http://aemods.pbworks.com/w/page/44060266/Originals

Yes, I used her scarf’s bones to do so (still testing to see if I can do better, but my last try isn’t too bad).
The wings are actually saved as one mesh but aren’t linked to the same bones (each one on a shoulder) so they don’t have the same motion.

I can’t learn Blender… :oops: I had to find a way! :smiley:

how do you in 3ds max weight the mesh to the bones with out getting the 4 bone count limit to a vertex error

I’m almost done with one of my projects just adding the scarf and mask and polishing him up. He has new hair, its big and spikey, His new hair also has animation its looks pretty good I’ll try to show a wip later on today

Good to go!

http://www.gamefront.com/files/20833836/Chun-BnGnosleeves.rar

Pic is on previous page and packed - Burgundy n Gold - Sleeveless Edition.:china:

I do it all manually.
In 3dsmax I import the skeleton.fbx then I import the object.obj
I use the ā€œskinā€ modifier on the obj
I add the bones I want to use. (In case of the hairs, I add the head bone and some of the scarf bones)
Then I click on ā€œedit envelopesā€ and check select by vertices.
I select the upper part of the hairs, I don’t want them to move with anything else but the head, so I click on ā€œrigidā€ (other bones won’t have any effect on those vertices).
For the rest of the hairs, I select areas of vertices and apply bones influences manually (playing with the rigid/add/remove options) so I’m sure no more than 4 bones are linked to one vertex.
http://seemypic.net/images/mini/7818/max.jpg

Fantastic thank you! I love the tassels on the armbands too. (It’s a total Ellipse of the heart!):wink: