sensibeat, post: 5655028 wrote:
Really interesting finds! Yeah I kinda understand how the files work but not all the datas they contain.
Like the obje.emo, I found some stuff on the 2nd part but I don't understand what it does. o_O
hunterk, post: 5673631 wrote:
The first thing I would try would be changing the material in the obj.emm file to see if that helps. Kraga Phan's specularity trick might have an effect, too, though I kinda doubt it.
hunterk, post: 5686438 wrote:
You have to open the obj.emm file in a hex editor, find the offending section (probably named 'hair' in your case), then locate the material (it's the first thing after the name; probably something SpcBumpBrush or something like that). Overwrite that material with that of something else that you were successful modifying, like his body material or his boot material (make sure you don't add/subtract any text; it needs to stay the same size). You can also try NanjouJ's MatEdit tool (get it from the 'tools' page on the wiki), which alleviates the need for manual hex editing.
hunterk, post: 5687070 wrote:
hmm. you did the right stuff, so that option isn't going to work, it appears.
I'm not sure what else could be done. I looked at a bunch of old vanilla mods to see if there were any with different-colored hair to copy from, but I couldn't really find any. They were all either black or transparent... If I think of anything else, I'll post here or PM you.
sloth86, post: 5680624 wrote:
I found out some more stuff reading source code. I used your screenshots here, and wrote my explanations in red
2nd part of the emo contains skeleton info
sensibeat, post: 5692447 wrote:
I've seen your cammyoda in the other thread, it opens so much possibilities.
Is it tough to manually change the link between an object and a bone?
I haven't tried your script yet (I'm on a laptop atm and I don't have all my stuff).
About your question on emm in the other thread, I haven't found a way to add materials manually in hex and if I remember well it didn't worked using matedit either.
sloth86, post: 5698770 wrote:
Got a couple programs to put out here:
EMG Swapper: http://www.mediafire.com/?wpvh9csjunj76te
This is just compiled .exe of my previous script.
1. Type in the filename of the .obj.emo you want to swap into (must be in the same directory as this exe
2. Type in the number of the EMG you want to swap out. Find this number out using piecemontee's SF4 assets explorer
3. Type the filename of the EMG you want to swap in. (must be in the same directory)
4. Type a name for the new emo file to be saved as.
DDS Reference Editor: http://www.mediafire.com/?wpvh9csjunj76te
After you swap in EMGs into an .emo file and after you added DDSs to .col.emb and .nml.emb, you can use this to save yourself the hassle of changing every single DDS references in the emo file. You can change the references of a specific EMG in an emo file and add +1 to the normal map reference for every other EMGs (just check the box).
Note: If the emg whose references you're changing makes use of more than 1 set of texture and normal map, this will changle all of them to the same references. You're gonna have to reedit them manually via hex editor.
AlietteFaye, post: 5699129 wrote:
This is the same link twice? owo
sloth86, post: 5694588 wrote:
Changing what bones an object links to is actually pretty easy. At first I thought each vertex in an EMG refers to some bone ID found in the EMO. Not the case. The number of bones used in a submesh is first counted at the start of the submesh data. Here's cammy's cap emg again, the bone count is circled in green (only 1 bone used here):
At the end of each submesh section, after all the face data, the bones are listed. I believe it's from this list that the vertices later refer to later at the bottom of the EMG. There's only one bone here, bone C3 00 or bone #195:
If you look back at cammy's EMO file, bone #195 is a bone called SCD_00_01_Hair1. Not sure what kind of bone that is, but I think it would work just as well if we change it to the head bone or neck bone or whatever. So you just need to change that value. For example if you were to import cammy's cap EMG to Ken's EMO, you would change 195 to 8 or whatever the bone ID is for Ken's head bone.
sensibeat, post: 5699305 wrote:
I tested your 2 programs, they don't want to run under my windows version (vista 32 bits)
sloth86, post: 5699458 wrote:
Crap, i think the compiler is probably set to x64 by default. I recompiled them here. I think it should work now?
KaiserPhoenix, post: 5695755 wrote:
Hey Hunterk, thanks for suggesting the tutorials, but I don't see anything about customizing the BAC file. Can you point me towards a tutorial that explains BAC and BCM file editing?
Dantarion, post: 5701876 wrote:
There isn't one. Come to #sf4-modding.
sensibeat, post: 5699585 wrote:
Yes, thank you, it works now.
KaiserPhoenix, post: 5702910 wrote:
Hey Dantarion, I ran across one of your old post that had some of your old dumps in it. I find it helpful, but I am still having no luck figuring out how to customize the effects of the hitbox. For example, I want 2HP to launch the opponent so I could perform a max air juggle of six. When I open the program "Ono's" and i click on BAC - Scripts, I see all the parameters for the hitboxes, but I also see alot of Unknown Hex options. Is any of the unknown options considered the "Launch" effect of the attack? Or am I looking at the wrong options? Should I check in the HitBox Table for the launch effect? Again thank you for all your help guys.
Dantarion, post: 5706417 wrote:
Also, the hitboxtable is almost completely wrong in terms of displaying the hit effects, sfx, and a bunch of other stuff.
Me, anotak, Zeipher, and pol are the main ones using the program, and the versions we are using haven't been posted outside of #sf-modding.
Me and anotak are working on the program daily, and Zeipher and pol are using it and helping us figured out all of the unlabeled/unknown data.