Nice Roki! -she looks more in Ryu’s class now -but it’s a dead link againo_OYou’ll have to use your alternate uploader
Some are DXT1, some are DXT5, all with no mipmaps.
http://www.nvidia.com/object/windows_texture_viewer.html is wonderful, check the format of any .dds image with this.
Ahaha yea she got the pits going on.
Edit: Ehh I should probably make a menu with like colorful layers with example diagrams and correct formats and shit that could be used as a template/tutorial. If people could/would use it, is probly worth doing.
Edit to edit: Yeah ok that will take forever and need endless example images I can’t think how to make user friendly for the moment. I’ll just spam some basic information in a spoiler tag here, and worry aboot it later.
Spoiler
WARNING - PARTS OR ALL OF THIS INFORMATION MAY BE OVERLY VAGUE OR FLAT OUT WRONG. I TAKE NO RESPONSIBILITY FOR ANYTHING, ANYWHERE, EVER.
main_menu.emz file structure.
When you open the main_menu.emz in the Assets Explorer, you’ll see a file list, these are the names and what they contain. Here is a reference list:
chain_down.dds - Corner bottom
chain_up.dds - Corner top
kabekami.dds - Behind the background, we won’t see this a lot and usually leave it alone.
KEN.dds - Foreground 1
main_menu.gfx - Voodoo file which controls everything, we leave this alone.
red_bg9.dds - Background
RYU.dds - Foreground 2
r_effect.dds - Effect 2
Y_effect.dds - Effect 1
So how is the menu constructed?
Basically everything except a base background is optional, and you can use blank textures with nothing in them for any parts you like. I often skip a lot of them to avoid the menu screen being too busy and crowded.
Background - Your background image will be 2048x1024, keep this in mind when sourcing images, 2048x1024 DXT1.
In the default menu this is the city.
Foreground 1 - Zooms in from the left, 1024x1024 DXT5.
In the default menu this is Ken.
Foreground 2 - Zooms in from the right, displays above Foreground 1, 1024x1024 DXT5.
In the default menu this is Ryu.
Effect 1 - Displays above the background, behind the foreground, 2048x1024 DXT5.
In the default menu this is a neon effect.
Effect 2 - Displays above the background and foreground, 2048x1024 DXT5.
In the default menu this is another neon effect.
Corner top - Displays above everything, 2048x256 DXT1.
In the default menu this is barbed wire.
Corner bottom - Displays above everything, 2048x256 DXT1.
In the default menu this is also barbed wire.
There are various other extras such as the darkening of the lower screen half, a very faint barbed wire shadow, and obviously the various menu elements, but we won’t concern ourselves with those here. I just left them alone lazily with the excuse they help it look more “real SF4”.
Your alpha channels (transparency) are still coming from the old textures. How to fix that is gonna depend on your image software. Gotta dash so can’t be much more help right now :< Keep trying stuff meanwhile.
I think that’s gonna look cool when the bugs are ironed out.
@siegfried129
it looks like he used the alpha channel (transparency) on the foreground layer to allow the background layer to show through…? I think you might be best off switching your foreground and background layers and use the alpha channel on your chun layer to let the background layer show through.
make sense?
…oh. There might be some code left to put Oni on the title screen?
Ok so.
@seig: All of the layers of the menu have alpha channels yes. It looks like when importing your art, the alpha channels of the old images were preserved. So Chun is sortof sat inside an Ibuki shaped outline, and your logo layer is the shape still of the Tokugawa hollyhock stencil. This is assuming you were using the images in the Ibuki background as sortof template containers, that’s probably what I’d have done too.
Best solution would be to just resave your art in new files and making sure it has alpha channel included, hopefully a bit simpler with the list of DXT formats for each element.
Edit: I can find the Chun picture I think, was the background r4ptur3’s version of Zen Garden from polycount brawl? I only got a momentary look at it while it was posted. Not sure if the material in that thread was among the stuff people said they’d prefer not to be used for this type of stuff, maybe I can find something similar. Kind rambling, I’ll see if I can do something.
thanks but too complicated
I do only make skins
Balrog: Tyrone Biggums costume
http://img849.imageshack.us/img849/8951/53802330.jpg
I only made 1 color, so every .col.emb and .obj.emm files are the same. If i get 10 likes, i’ll put up th-----ah screw it, DOWNLOAD: http://www.mediafire.com/?hxt0jan28oere8u
YES!^
LOL, very nice :tup:
Holy $#!t you just made my day Sloth I cant wait to dl that Balrog skin.
Hey everybody.
Having trouble figuring out piecemontee’s sf4 asset explorer; can’t seem to convert my mods from vanilla to AE. Wondering if there’s anybody willing to convert specific character skins? (Really dig Acethylen’s Sagat ‘Pit Fighter’ skins.)
Apologize if this isn’t the venue; brand new to forums. Everybody on here is doing amazing work!
this is great! +100 :tup:
Thanks -love Sakura!
is there anyway to convert those into, the Arcade menu, Training menu, Challenge, Network, Player Data, V.S…etc? that would be pretty sick if so. the moment i seen Gouki i snatched it and threw it in without hesitation, and it looks awesome in 1366 x 768 fullscreen.
One of the best.