Duelotar is where it’s at. Amazing progress on everything guys, gonna start gathering resources to try my hand at remaking a 3rd strike stage I think. Specifically, this one:
Morrigan is looking awesome btw. I need to stop being lazy and start actually experimenting with bone influences on hair.
@sensibeat So in order to rig custom models to bones they have to be in smd form and rigged to preexisting bones for a model? Just trying to get a feel for what I’m diving into. Also, sick Morrigan! is that Rose? Because that will probably get me motivated to play Rose
@Ian Sullivan
the skeletons are in Blender-friendly SMD format, and, yes, the models have to be rigged to the existing skeleton bones to inherit the animations. Anything without bone rigging will be “dead” with no animations.
For importing a custom model, you need to export the skeleton using one of sloth86’s tools (either EMO Skel 2 SMD or EMG 2 SMD) to get the bones, assign the bones to the object, save the object as .obj, use sloth86’s OBJ2EMG to make it SF4-friendly, then use sloth86’s EMG Swapper to swap it into the SF4 character model.
I think that’s the procedure, but I’m no expert. Anyone is welcome to correct me or point out an easier method.
EDIT: I forgot about SMD2EMG. You can take a custom object in SMD format and import it directly into the character model (saves 2 steps from the above procedure)
@sensibeat man that morrigan looks sweet! I’m not 100% about the emg header. It seems the first line that says #EMG is different for every emg, idk what it means, i just copy pasted this part from the training stage emg.
The DDS referencing seems pretty similar to character emgs, the only difference is there is no normal map. Also I noticed that after each DDS reference number, there is always “00 22” as you probably already noticed , followed by 2 floats (usually 0000803F 0000803F in character emgs). This represents a scaling factor for the UV coordinates. So its U multiplied by 1 and and V by 1. In the training stage EMG it’s 0000A041 0000A041, so you multiply U and V by 20.
Also offset 22 of every emg tells you the size of each vertex in that emg. For example it’s always “40” for character emg, so the vertex are 64 bytes: 3 floats for xyz position, 3 floats for ij normals, 2 floats for uv texture, 3 floats for tangent vector, 1 float for ambient color, 4 chars for bone indices, and 3 floats for bone weights (if there are 4 bone assigned to the vector, the game calculates the value of the last bone weight by itself because all bone weights add up to 1).For training stage emg it’s “18” instead of “40”, so vertex are 24 bytes: 3 floats for xyz, 2 floats for uv, and 1 float for vertex color (this is how the training stage gets its blue and red stripes). I still haven’t figured out the structure of EMGs that use normal vectors but not bone weights though. I think 32 bytes vector emgs do it but im not sure, i couldn’t get it to work…
Anyways i’m glad someone got my smd tools to work. The bone count and bone weight limits seem like a bitch to work around.
anyone have a strong liking for a specific modding program? i haven’t found one that i’m totally impressed with and was wondering what you guys might think best. any suggestoins would be SOOO appreciated. thanks
hi you have that song in this link : http://www.megaupload.com/?d=KJN0V8LL
Please creat other stage from world of warcraft i love i love i love i love
Exemple strangleronce , icrowne