USF4 | PC Custom Skin Thread

@doshu
ripping the data shouldn’t be too hard. I did it for all of the SSF4 backports for vanilla, after all :wink:

I own a copy of HDR, so I just need to get off my lazy butt and do it. It’s just a matter of transferring the game to a USB drive, then running some utilities to rip out the data. Nothing too fancy.

Making things look the correct size is certainly the biggest hurdle if you’re using the same modified training stage from Recycler that I used. There’s no easy way to deal with that, except trial and error…

EDIT: @Elaphe
You should ask whomever wrote the mod manager that you use to add that as a feature. That’s probably the easiest route.

DO WANT

CAN WE GET A PREVIEW

.

@hunterk

Well, it would be awesome if you could do that, and then either make the files available or try to build the stages yourself^^.

As for the “size” matter, is there something that can be modified inside de .emz file using the asset explorer ? Like how far the “back wall” is positioned from the characters ? As all I did so far was replacing a dds file with another one, I have really no idea what can be done for the size thing… (not as clever as that finally :p)

Checked it again. No, nothing missing. The file for the endless lobby is “EndlessBattleLobby.emz”.
I have the Steam-version. Maybe the directory structure is slightly different for other releases?
Just find your EndlessBattleLobby.emz and try to replace it manually with the one from the archive…

Thanks, I will check it again later and let you know. I am sure I replaced all the files - including that one…maybe something was cached or stored in memory. Steam and non-steam files should be the same. If anyone else is using this and it works while in a lobby(or doesnt) please let me know.:tup:

Lol, it seems that some people never played Alpha :smiley:

brinkmk’s mod is way more in-character than the original model. And, if you ask me, Chun Li’s hands are way less masculine when coupled with the Alpha arms. :smiley:

is there a mod for chun’s long hair like in the maid mod? looking for that but without any changes to anything else.

@Jae The One
You can take the model from that one and just not use the skins, if you like.

I agree and since everyone asked, I nerfed dem arms :smiley: on the Adidas workout costume.

Credit to all the original skin makers

http://www.gamefront.com/files/20705058/Chun Li Adidas Workout Costume-nerfarms.rar

I’m gonna jump on the “need iron man and cell in my life” train. Somebody has to have this. Make it so or face my wrath.

You guys could try PMing KhaledAntar666. I don’t know if he still comes around or not, but I’m sure he’d be happy to hear that people still like his mods.

there were changes in the model i didnt like and idk if i can apply it to the other alt costumes.

I played A3 wayyyy back but to be honest her arms at least look feminine in A3. In that screenshot right there of her old sprites, her arms still look somewhat feminine.

Quick question: in SF4, we had to hexedit the files to swap costume numbers (e.g. costume 2 to 1). In AE, it’s possible to just rename the files, is that correct? If this violates the DLC discussion rules, please let me know…

that is correct

I keep running into problems trying to write a SMD to EMG converter. So far, almost everything seems to import into the game correctly - bone assignments all seem correct and everything animates nicely. There are 2 problems still however: everything imported seems to look brighter than normal and UV coordinates don’t import properly. Here’s me trying to turn ibuki into vanille from ff13:

http://img220.imageshack.us/img220/5746/vantest.jpg

Her arms and waist all seem to have higher specular values than the rest of her skin (face and legs). Dunno why this is because it all looks fine in sf4 explorer, so i think it might have something to do with what material is loaded into it. I did change the submesh names in the EMO file to “skin” so it should have the same material as the rest of the skin, but it still looks way to bright in game. Another problem as you can see is the textures look messed up at the seams. Here I compared cammy’s original legs to legs that are converted to SMD then back to EMG then back out again as OBJ:

http://img822.imageshack.us/img822/3267/test2nk.jpg

You can see in the UV layout that when i try to inject SMD into the game, it stitches the seams together, causing the messed up seams you see here. I have no clue as to why it does that all. All i’m doing is converting the UV coordinates from hex to float when going from EMG to SMD, then from float back to hex when going from SMD to EMG.

If anybody has any ideas let me know

damn, sloth86, you’re really making good progress! Unfortunately, you’re far past anything I can help with…

Regarding the specularity, does it have any effect if you change ‘skin’ to something else (just curious as to whether the EMO material is actually the problem or if it’s getting the material from elsewhere)?

As for the coordinates, have you tried asking any questions on the Xentax boards? Those guys deal with shit like this all the time. Or maybe piecemontee will chime in with some info…

I’m am in love :lovin:

I’d pay money for this mod.