USF4 | PC Custom Skin Thread

Here is the easy way:

  1. put the SKR_01_01.obj.emm file into the same directory as the matedit.exe file
  2. create a new text file in the same directory (i.e. right click > new > text document)
  3. edit the new text file and paste the following line in it:
    [FONT=courier new] matedit export [/FONT]SKR_01_01.obj.emm[FONT=courier new] materials.txt[/FONT]
  4. rename the above text file with bat extension eg. export.bat (make sure it does NOT end up being “export.bat.txt”)
  5. now u can double click export.bat and u’ll find a new file named materials.txt being created.
  6. edit the materials.txt file content to your liking (in notepad, for example).
  7. after modifying the material properties, u’ll have to import your changes back to the emm file. To do that, create and rename another text file (say, “import.bat”) pretty much the same as the steps taken in 2-4 but use the following line instead:
    [FONT=courier new] matedit import [/FONT]materials.txt SKR_01_01.obj.emm
  8. Double click import.bat and u’ll find the emm file in question being modified

excellent excellent, BBBBUUUUUUUUUUTTTTTTT

I am a novice in this
in the text file to be created,
which are the rows that should be modified?

and find what I want

hair
skirt
gloves
shoes

which is the row that I modified and the binary code to make these parts shine
thanks

JURI 30 DAYS OF NIGHT
[media=youtube]_5HNKoKLPVU[/media]

DOWNLOAD
http://extremgirlfan.deviantart.com/art/JURI-30-days-of-night-264328777

im liking that Juri 30 days of night but she looks more zombified than vampric, too much blood i think but very well done nontheless

@siegfried129
Hmmm, as a starter, I would copy Oni’s entire set of hair material properties over, which are:

SpcBumpBrushEmiAlphaConst_UV1_W=27000000
MatDifR=803f
MatDifG=803f
MatDifB=aaf1723f
MatDifScale=803f
MatDifR=803f
MatDifG=803f
MatDifB=aaf1723f
MatDifScale=803f
MatDifR=803f
MatDifG=803f
MatDifB=aaf1723f
MatDifScale=803f
MatDifR=803f
MatDifG=803f
MatDifB=aaf1723f
MatDifScale=803f
MatSpcR=803f
MatSpcG=803f
MatSpcB=d34d423f
MatAmbR=c9767e3f
MatAmbG=643b3f3f
MatAmbB=9318443f
MatAmbScale=803f
SpcCoeff=803f
SpcPower=41
SssR=803f
SssG=3f
SssB=3f
SssA=3f
MatScale0X=803f
MatScale0Y=3333333f
MatScale0Z=9a99993e
MatScale0W=9a99993e
BrushA=40
BrushB=803f
BrushC=66662640
BrushD=c03f
AlphaBlend=100010001000000
AlphaBlendType=100010000000000

simply put, replace every rows under hair, skirt, gloves, shoes with the above attributes should do the trick.
Perhaps Hunterk could enlighten us some more.
Good luck
P.S. you might want to make her headband and eyebrows shine too

I found there’s a ‘Glare’ property for ‘Emission’ material type (as Hunterk mentioned):

eye
Emission_W=9000000
MatScale0X=803f
MatScale0Y=803f
MatScale0Z=803f
MatScale0W=40
MatScale1X=803f
MatScale1Y=803f
MatScale1Z=803f
MatScale1W=4040
Glare=100010001000000

not sure if this applies to other material tho.
If this does work, which means we can simply append the following line:
Glare=100010001000000 (no idea how to fine tune the exact binary value)
to the original properties under skirt, gloves, shoes, etc, without changing the material type.

whaaat? but you can never have too much blood. Although can you do a barefooted alt’ to make her seem a bit more savage? (just a thought). Great work as usual! Thanks!:wink:

I specifically want to recreate an accurate costume of Bruce Lee’s Game of Death tracksuit on Fei Long.

If swapping costumes is possible without just cutting and pasting body parts:
Cody’s regular suit minus the sleeves but use Cody’s alt 2. Sleeves; and maybe swap in Sagat’s alt 1. Pants in for the lower body and use the strip on it as a reference for the costume as well
Guy’s sneakers to repaint as Onitsuka Tigers

And then I could just paint in the rest in Photoshop.

http://www.2dfight.com/wp-content/uploads/2009/11/ssf4_cody.jpg

Basically I’m looking to put together something that doesn’t look too tight and looks more natural to the source instead of recoloring the naked body of a character. I think there’s enough costume diversity to put this together since you guys have figured out how to swap parts. I’m just concerned with how the costumes are amended to the models or if they are the body or parts with the body.

http://cf1.imgobject.com/backdrops/5c4/4bc93c88017a3c57fe0195c4/game-of-death-original.jpg

@Berserk-er
You’re right. If you want to use ‘glare,’ you’ll need to use the Emission material. Using Oni’s hair as a base will also give a better effect in this case, I believe. The glowing red eyes would probably be best using the Emission/Glare from Akuma’s eyes, though.

EDIT: @SUPARNOVAX
Ah, yes, I see what you mean now. The costumes and body parts are indeed one and the same, rather than clothing separately draped over a body structure. The hardest part about doing something as complex as that would be the skeleton rigging (i.e., how the body parts know where to move during animations), which I am straight-up clueless about.

You can swap in body parts from different costumes, but sometimes they don’t move right or cause crashes due to mismatches in the skeleton. You can go through and reassign the parts to the new skeleton, but that’s out of my realm of expertise.

Would it be possible for someone to change the color of Gouken’s fireballs, to say orange?

@Atratus
yes, it’s extremely tedious, though, because the vfx files–which control the look of the fireballs-have a ton of textures that all have to be modified. If it’s something you’d like to try, though, I’ll be happy to point you in the right direction.

TEST 2 WITH LIGHT what you think?

Looks spot on to me! You could probably ‘leak’ that image if it wasn’t for the background stage and people would think she’s in SFxT.

It’s got me thinking though, now that model swapping is possible to a degree, if Sakura’s model could be turned into Karin, and replace Fei Long?

Looks amazing.

What do I edit from the txt file created to make an object fade or ghost?

@Hunterk
Indeed, I found the emission material being too shiny in bright stages

New lighting fix title update announced by Capcom guys.

Simply append the following lines (if they aren’t already there) to the object’s properties:
AlphaBlend=100010001000000
AlphaBlendType=100010000000000
Then fill the Alpha Channel of the corresponding object with Grey (or black-to-white gradient) in the DDS texture file
see Sensibeat’s Col-based Transparency Tutorial:

Someone a while back posted either in here, or in the Tech Talk thread, a picture of a start screen with moon and clouds/night sky. It was for vanilla or some alternate version possibly, or maybe even a different game entirely, cause iirc they were asking if it could be recreated for AE.

I was thinking to take a bash at something (very) similar. Anyone who knows the image I’m talking aboot remember where it was/have a reference link?

Came out really, really well! I was going to mention earlier that I think the clothes had some sort of glow to them as well, but you’ve already addressed that in the update. :slight_smile: