USF4 | PC Custom Skin Thread

thnx ill try that!

So I figured out what I did wrong with the title - it was indeed mipmaps. Or rather, there aren’t any. :oops: There was something with the naming as well, I’m not sure… so I just used one of the other modded title screens and then modded it with mine, lol.

Anyway… I kinda’ don’t like how it turned out - as I feared, it’s just not very sharp. :frowning: But at least I know I can do it now. :-p I’ll post the screenshot when I get off work. :smiley:

ok got the dds plugin working , when i save what are the options I must use?

Is swapping model’s with other characters just changing the file name or is there more to it?

copy this and change this, just rename it to what ever character you want them to play as

RYU.fce.ema = the basic face animations
RYU_01.bsr = clothing, hair, animations
RYU_01.nml.emb = normal maps
RYU_01.obj.emo = the 3d model
RYU_01.shd.emo = the shading
RYU_01_01.col.emb = the color, the textures
RYU_01_01.obj.emm = the material

Training stage mod:

http://img33.imageshack.us/img33/217/60819851.jpg

DOWNLOAD: http://www.mediafire.com/?x39krsf72zb0zcl

nothing really cool… just a room with random crap in it…barrels, a sofa, etc…

looks like my old high school from outside

Biggums crack den!

sloth86 how do you take the files out of the stages I try using the Kensou’s tool but no luck

Hmm I was able to extract stuff from stage backgrounds just using the Asset Explorer, stages are fucking crazy though, tons of the stuff you’d think is solid is just flat, like a theatre backdrop, so with no textures in a 3d app it’s hard to really get much idea of what’s going on. For example in the Temple stages, those statues aren’t “real” at all, they’re just kinda cardboard cutouts with normals mapped textures to make the light get more involved.

I found it pretty clever/fascinating. Also this might be miles off what you were actually talking aboot ;D

OBJ2EMGvertex24

Instructions

"Converts .obj files to .emg files for stages. It should work for Training Stage. I haven’t tried it with other stages. I did try swapping in EMGs from other stages into the training stage, but the result was unsuccessful.
A couple bugs:
-Although the resulting emg will not import normal vectors from your obj, you still need to save your obj so that it includes normal vectors and UV coordinates (haven’t bothered to rewrite the code for this).
-Another bug is that your .obj file needs to have at least 3 normal vectors and at least 3 faces. If it doesn’t, you’re gonna have to edit your .obj file with notepad: add a few lines into the vn section (e.g. vn 0 0 0) to add normal vectors, and add degenerate faces to the face section (ie “f 1/1/1 1/1/1 1/1/1”) if necessary.

  • I believe as is the case with my other tools and SF4 Assets explorer, your obj will be mirrored along the x axis in game. So just mirror everything along x prior to converting.
  • Not really a bug, but a limitation rather. The maximum number of vertex your mesh can have is 65535 (FFFF) and the maximum number of faces is 21845 (FFFF divided by 3).

How to edit training stage:
Unpack STG_TRN.emz using Kensou’s tool. Convert your obj file to emg using OBJ2EMGvertex24 (mesh name refers to which material from TRN_BAS.emm you want to use and DDS ref # refers to which dds texture from STG_TRN.tex.emz>TRN_BAS.emb you want to use). Swap or append your new emg file into TRN_BAS.emo using EMGSWAP or EMOAppend. Repack STG_TRN.emz using Kensou’s tool, keeping every file in the same order and with the same name
Download

http://www.mediafire.com/?c5jqkob1pchkod9

Instructions

Converts .obj files to .emg files for stages. It should work for Training Stage. I haven’t tried it with other stages. I did try swapping in EMGs from other stages into the training stage, but the result was unsuccessful.
A couple bugs:
-Although the resulting emg will not import normal vectors from your obj, you still need to save your obj so that it includes normal vectors and UV coordinates (haven’t bothered to rewrite the code for this).
-Another bug is that your .obj file needs to have at least 3 normal vectors and at least 3 faces. If it doesn’t, you’re gonna have to edit your .obj file with notepad: add a few lines into the vn section (e.g. vn 0 0 0) to add normal vectors, and add degenerate faces to the face section (ie “f 1/1/1 1/1/1 1/1/1”) if necessary.

  • I believe as is the case with my other tools and SF4 Assets explorer, your obj will be mirrored along the x axis in game. So just mirror everything along x prior to converting.
  • Not really a bug, but a limitation rather. The maximum number of vertex your mesh can have is 65535 (FFFF) and the maximum number of faces is 21845 (FFFF divided by 3).

How to edit training stage:
Unpack STG_TRN.emz using Kensou’s tool. Convert your obj file to emg using OBJ2EMGvertex24 (mesh name refers to which material from TRN_BAS.emm you want to use and DDS ref # refers to which dds texture from STG_TRN.tex.emz>TRN_BAS.emb you want to use). Swap or append your new emg file into TRN_BAS.emo using EMGSWAP or EMOAppend. Repack STG_TRN.emz using Kensou’s tool, keeping every file in the same order and with the same name."

Ah hah, context helps. I vaguely remember one of the many tutorials having a way to unpack with Kensou’s rather than repack, but fuck if I remember where.

Fooling around with the tool now, will be sure to post it if I can get anything out of there.

Edit: Yeah all I can get it to do is spam empty folders. This is by dragging and dropping to the area “emz decompress” at top left of the tool window.

dude can u zip the plugins? cuz im getting an access violation plugin error.

ive been googling and all the forums say that the older plugin ( the one I was using) is the only one that works on psp9 :(.

I reverted the plugin and it still saving pixelated .dds

You can just use sf4 explorer and clikc raw dump for each file - that’s what i do now. I forgot how to do it with Kensou’s but it’s possible i remember…there’s a tutorial out there for it.

I don’t believe any stages uses normal maps. I think the statues are in there somewhere…it’s hard to find because you cant preview what youre looking at with sf4explorer and extracting to obj with sf4explorer doesnt extract UVs correctly, only vertices and faces.
I could be wrong…i havent looked at any stages other than training much. Kind of pointless trying to mod those stages imo because most objects and models in other stages are positioned and animated by the .lua file which is compiled and thus unreadable.

@hecz oh didnt realize you were using psp. i use photoshop.

raw dumping the files one by one is a hassle, for sure, especially when you run into a file that crashes the program. It sounds like Dantarion’s got a dumper in the works, though, so if you can wait for that…

Also, I believe an older version of the asset explorer (v0.31, maybe?) displays stage models better than v0.37b.

@sloth: Yeah I wrote badly, I don’t think they actually have any live normals files, they just have a ton of baked in looking stuff. Looking at some stages like the Africa eclipse one and so on in Max makes my head spin. So much of the far background geometry appears to not actually be geometry ;s

I guess I have to download photoshop :frowning:

@hecz
GIMP has its own DDS plugin that works just fine. You could do all of your painting and stuff in whichever program you’re comfortable with, save as a png and then open that in GIMP for DDS conversion. That way you won’t have to learn GIMP’s admittedly clunky interface :slight_smile:

I’m sure I have no idea what you’re talking about coughcough.

You could just grab GIMP, it’s the most beastly, retarded, awkward, backwards piece of shit program in the known universe, but it’s free and can be used to save .dds just fine.

Edit up your shit in psp or w/e, save to a common format (GIMP can open most, and stuff like .psd), open with GIMP, save .dds, et voila.

Ed: Great minds think alike huh.

tnx guys!

gimp wont open the .psp format cuz ive tried but ill save as .png :smiley: