So, I finally, finally FINALLY did some quick test texturing last night and got it working. Nothing extraordinary, but for me it felt like I climbed a mountain lol. Even when I was in school for animation, texturing was something I hated… anyway, I did one test so far, just a simple color edit, nothing I’m proud enough to show yet.
That said… the texture for the model was injected without issue, but when I went to do the same process for the title screen, it was still a no-go. Still gives me a “must be the same size” error. I can’t figure out what it is I’m doing wrong - I used Nvidia’s tool to get the type/mipmaps/etc. to ensure I saved the file in the same way, even used the extracted file and just pasted the picture I wanted to use. No go.
Going to check when I get off work this evening, but maybe it’s simply the file size?
Anyhow, if I can’t get it to go, I’ll probably just focus on texture ideas for now. Simple recolors or something.
Ah, so that’s how you get “that glow”. :eek: I was wondering about that.
@roknin: If the dimensions, format and compression match, you’re gonna have the right filesize regardless of the image contents. One possibility is you saved with mipmaps, most (all that I’ve encountered) menu element textures have no mipmaps, give that a try.
So sometimes I want to play with music, but the default menu music makes me want to kill both myself and you dear reader. I took like 2mins to chop the MvC3 victory theme in the right parts and replace it. Unfortunately, can’t do the same for character select with the .csb tool I found on the wiki :< The .csb tool only supports 6 file portions, and the character select requires 8. Anyone know what do? I’d really like to get rid of the default character select and lobby musics.
@ Augh - that’s what I figured as well as far as size - usually shouldn’t matter as long as the dimensions and res are the same. Didn’t realize that about the menu elements (the nVidia tool showed “mipmaps 1/1” so I figured it needed to make 1 at least? I dunno, mipmaps are new to me ), so I’ll try without mipmaps this evening and see what happens. Preciate the help!
I think someone did a Ken pandora, but as for Oni I don’t think I’ve seen that. Also the plug suit mods are very professional, love them!
OT: I’ve been messing with Saints Row editor and the editor is so facially customizable. I was trying to make the Ryu face from that famous Akiman picture.
They didn’t have any gi’s or ryu kind of hair. Is it hard to do hair on the PC models? Hopefully when I get my comp upgrade I can try my hand at doing some facial surgery on the SFIV models. I wish we got models that resembled that of the cut scenes. Does anyone wish to see models like the CG trailers SF someday? The professionals at capcom could surely pull it off.
No face animations
This is for swapping other models around so you want get the deform faces. I forgot to mention you still need to copy the character’s “.fce.ema” too. Here is example lets say I want to replace sakura model over ryu’s, copy her “skr.fce.ema” rename it “ryu.fce.ema” paste it in his folder and your done no more face deform’s for model swaps with ryu’s
yes just copy and paste his 1 model info and change the name of it
exmaple
Blankas 1 model BLK_01.obj.emo new name BLK_03.obj.emo
Blankas 2 model BLK_02.obj.emo
Blankas 3 model BLK_03.obj.emo
Blankas 4 model BLK_04.obj.emo
Good job! I never have pixelization problem, I always save and edit my skins in psd format. I only export/save as dds for emb injection purpose. Hope it helps
@hecz
it looks like you’re saving to a lossy format (jpg maybe?) at some point. DDS should be lossless, as is png and psd, so stick with those.
It looks like you’re losing the transparency on his hair, too. That suggests either a problem with the alpha channel or loss of the ‘AlphaBlendType’ attribute from the material.
looks like an old version of nvidia’s dds plug-in. maybe try the new version? i had the same problem before - i couldnt’ change the compression settings. i downloaded version 8.5 for photoshop and it works fine now.