USF4 | PC Custom Skin Thread

friends, and why FLN nunchaki if does not he use them?:nunchuck:

Fei-Lee:china:
http://www.sendspace.com/file/mikoeg

Hakan - Pants.
http://www.sendspace.com/file/wso5uy

This is Poison from Final Fight?

http://comicmastersonline.com/shop/images/POISON%20FIG.jpg

Someone who convert the suit to SSF4AE! :lovin:

This is Lili from Tekken with the Poison’s costum :o
Poison isn’t in SSF4AE ! :o

Yeah the first picture is Lili wearing “sortof nearly almost Poison-like” outfit. The second picture is Final Fight’s Poison, who will be in SFxT.

I’ve thought about a Poison outfit now and then, but there are no characters with the necessary bones that I have a proper interest in :< Single ponytail skeleton doesn’t really work all that well, and there’s very few skeletons that allow for full length loose hair.

Don’t doubt I’ll do one sooner or later as a modeling/texturing project, but dunno about realistic chances of putting the shit in game ;p

Dhalsim - Gipsy
http://www.sendspace.com/file/uonbuv

C. Viper (Cos2?) is the most appropriate for Poison. It has a similar body… but have to remodel the hair, face and features of the costume.
Poison is one of the sexiest characters from Capcom. It’s a shame there is not any mod it :(.

Actually if you look close Viper has a pretty amazingly fucked up body ;p The only thing the skeleton has right is being set up for heels. See also the thing about hair bones.

Opinions may vary obviously, give it a shot.

Ed; What I’m really meaning here is for a character who’s virtually naked, Poison is kinda deceptively difficult. You could cludge the hair with the long braid bone, though it would probably get a little blocky here and there. But all that hair around the face and crown of the head would be mostly static, which would be a shame. The t-shirt strap that’s kinda falling down you could share the weight between the clavicle/breastbone and arm and get away with it. The chain at the waist would be mostly static too though. It’s just details like that really. I still reckon Viper having a head like a brick, and poison having features which are a lot more of a combination of smooth and sharp would make the face difficult (that statue in the picture is a lot more faithful to how she should look than the SFxT model imo).

Secondary ed: Haww, maybe something to show in a day or two.

BUT IT MIGHT BE A TRAP.

LOL.

Might be old news to most of you, but I just discovered you can zoom in and out on a model in SF4 Explorer by holding right click on your mouse and scrolling up and down. This tool is getting cooler and cooler by the minute.

I hope that the trap is not behind Poison pants… :eek:

A question to the 3d pros and math wizzes here! I might have asked this already but… In the SSF4 character model files (EMO/EMG) there is a vector that i’m assuming is the tangent vector for the following reasons: it affects how the model is lighted in-game, its magnitude is always approximately 1, and it is almost always perpendicular to the normal vector. The problem is when using my modding tools to convert SMD or OBJ files to EMG for injecting into the game, I have to write a code to figure out this “tangent” vector for each vertex knowing the xyz position coords, ijk normal vector, and uv texture coords at the vertex. How would i go about doing that? I think it’s gonna have something to do with finding the cross-product of the normal vector and something else, but I don’t know what.

Currently my tools just calculate the cross-product between the normal vector and the xyz position coords at each vector, then normalize the magnitude to 1 to find the tangent vector. But the problem is when the xyz coords and the normal vector are parallel in the 3d mesh because then the tangent vector is 0. This makes some verts appear super bright in game. Some of you here who used my tools to make mods may have notices weird sudden changes in shading in game at certain vertices - this is whats going on i think.

@sloth: Yeah I’ve noticed the effect, and the ones I’ve noticed do absolutely link up to the suspected cause you’ve come up with. They’re usually on centerlines and as a result they all have absolute/“straight out” normals (I can think of a few of these bright spots on previous mods that I’ve noticed, Fieldtrip Ibuki has one on her headscarf at dead center, it’s split at the default model, welded in the mod, result is the normal position you described), and the theory you’ve written out here and previously sounds legit, at least to semi-layman like me. I thought you were our 3d pro and math wizz though lolol.

For what it’s worth your theorem sounds solid, and be it 110% right or not, does sound like it’ll be close enough in most cases. I just really wish I had anything to offer in terms of helping out with that, I’m completely lost in those kind of technicalities.

New Alt skin to add to Brother Balrog.
Dark Disciple Balrog- Download:* http://www.mediafire.com/?128gt8v1iiswn*
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Hey how did you get that camera angle from the last pic?

@ Cabrones,
Chun-li is his rival so they have a little dialog before they fight. I just did a screen capture during their dialog. Just like this.

lol been so long since i last played arcade mode that i totally forgot about rival scenes.
so btw im working on a new mod for cammy and some help would be appreciated:

Im working on normal res dds but i wanted to use hi-res like trife88’s BlueArmor mod so ive downloaded his mod, exported the DDS files as usual on SF4Explorer but when i try to put the modified DDS back i get the “invalid file size” error. Eventhou the file size is the same and the same format (DXT5).

I still need to make her forearm look better, im not good at shaping 3d stuff. =P
Here is how the mod looks so far:

http://postimage.org/image/s9mhgq0wv/

http://postimage.org/image/s9mhgq0wv/

normal size skin files are 512x512 hi res files are made at any size larger in multiples of 2. E.g 1024x1024 or my personal favorite 2048x2048, I hear you can go to pretty much any size(x’s 2) If you are exporting his dds files and trying to plug them into you creation, you might be getting that error because his high res files are a larger scale than your normal sized files.You could get a nifty lil tool called windows texture viewer so you can see if the dds file was kept as a DXT1 or DXT5. It is also handy because it will tell you the scale of any DDS file you drag into it. , so you can scale your files up your desired size for the Hi-res files. Here is a link to making hi-res skins it was very helpful for me http://filthypants.blogspot.com/2011/07/how-to-create-high-resolution-textures.html Hope the info helps.

I have the windows texture viewer, and i just noticed that when i save the file, photoshop changes the Mipmap from 1/12 to 1/10, and i have no idea on how to fix taht so far…