Modding SSF4AE for PC (NO DLC UNLOCKS!)

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  • Jay Vasquez 77Jay Vasquez 77 20 pushups per loss Joined: Posts: 107
    you need to buy the dlc
  • MezcalMezcal Joined: Posts: 74
    is there a way to disable the music?
  • sensibeatsensibeat otaku Joined: Posts: 343
    I found the way to extract eaf files from SSF4AE PC, it was kinda obvious...
    Just change endian big with endian little in the quickbms script I gave earlier. (yes that was that easy...)

    @Mezcal
    To disable the music, create csb packs with blank sounds (setting the volume on 0, like in Vanilla, doesn't disable the music completely...)

    @Jay
    The issue with using 3 times the same music for stage bgm's csb is that you end with huge files.
    I edited the AE csb to use sfalpha2 bgm and I end with 22 bgm for a total weight over 700mb...
    A bit too much for 8bit .wav... o_O
    There's no way I'm uploading that.
  • ElapheElaphe Joined: Posts: 27
    Is there any way to get rid if the logos screens at the beginning? I've been able to make them black by replacing the files in resource\ui\advertise\logo with other blank emz files taken from the game, but the wait is still there. Another idea would be to replace them with the loading animation. I've tried to launch the game with an Autohotkey script, foricing it to start minimized, and activating it after some seconds, but the idea doesn't work.
  • Jay Vasquez 77Jay Vasquez 77 20 pushups per loss Joined: Posts: 107
    I replaced them with arcade loading screens, not so annoying ha
    I'll upload later when I'm on a better connection
  • Chris555Chris555 S.I.N. Engineer Joined: Posts: 138
    How do you easily replace stages? Say for instance that I want the volcano background on the training stage. Simply renaming files just makes the entire stage black for me.

    Or say that I downloaded a replacement stage for the training stage but want it to be on another stage, for example the dark jungle
  • KuroiKenshiX360KuroiKenshiX360 Joined: Posts: 13
    Do you want to insert mod in the xbox360/ps3 version?

    If so, you don't need to repack battle.eaf

    Simply put the unpacked folders in places of battle.eaf

    for Ps3 it works

    Piuma:china:
    thank you so much for this! worked fine...:lovin:
  • sensibeatsensibeat otaku Joined: Posts: 343
    How do you easily replace stages? Say for instance that I want the volcano background on the training stage. Simply renaming files just makes the entire stage black for me.
    Unpack STG_VCN.emz and STG_VCN.tex.emz with sf4explorer (just opening them with sf4explorer will do that and create backups of the originals).
    Then open these 2 files in your hexadecimal editor and replace every entries you find of VCN by TRN (most editors have a "replace all" fonction that let you do it automaticaly for all entries in the file, just be sure to select "case sensitive")
    Rename the files into STG_TRN.emz and STG_TRN.tex.emz and you're done.
  • ElapheElaphe Joined: Posts: 27
    I'm making a script to have random skins everytime you start the game. It moves sets of files to 01. I've tried with a settimer, so that the files change every 30 secs or so, but there's no effect in the game. Mayve they are all loaded at the beginning.
  • sensibeatsensibeat otaku Joined: Posts: 343
    I'm making a script to have random skins everytime you start the game. It moves sets of files to 01. I've tried with a settimer, so that the files change every 30 secs or so, but there's no effect in the game. Mayve they are all loaded at the beginning.
    The skin is loaded during the loading screen before the match.
    Erase a character folder, game will crash/hang up during the loading screen.
    You can even swap skins while the game is running.
    Chose your costume, launch a match, swap skin during match, next time you go to select screen and select the character, he will use the new costume.
  • ElapheElaphe Joined: Posts: 27
    Then, it must be the game that is stoping my script...
  • Shin_gokusatsuShin_gokusatsu Joined: Posts: 4
    Hi! I'm brand new with this things about editing skins or adding mods to SSFIVAE. I've just seen this kind of works a few days ago and I'm really interested on doing some stuff.
    I wanted to ask one simple question: I've just downloaded a few costumes from different websites, but I cannot manage to make them appear in the game. The only ones that I managed to show were the mods/skins for the colors. How can I make a *.cos pack work? I tried extracting the files (with SF4 explorer) that are inside the *.emz and putting them into Program Files (x86)\CAPCOM\Super Street Fighter IV\dlc\02_costume\battle\chara\ but they don't appear in the game. Not even replacing the original costume. And I watched and searched for tutorials, but they don't explain about *.cos files. Only about *.col files. If there's a way to apply costumes, can you put more than one costume at a time or you can just visualize only one replacing the original costume? Because, when you install any DLC for extra Capcom official costumes, you can choose from the ones that are there.
    Plz, if you can, tell me how or just provide me with a link where the tutorial is and I'll give it a shot. Sorry for being so long in the question, but I wanted to make clear which steps I already tried.
    Thanx!
  • Chris555Chris555 S.I.N. Engineer Joined: Posts: 138
    Unpack STG_VCN.emz and STG_VCN.tex.emz with sf4explorer (just opening them with sf4explorer will do that and create backups of the originals).
    Then open these 2 files in your hexadecimal editor and replace every entries you find of VCN by TRN (most editors have a "replace all" fonction that let you do it automaticaly for all entries in the file, just be sure to select "case sensitive")
    Rename the files into STG_TRN.emz and STG_TRN.tex.emz and you're done.

    Thank you, it worked flawlessly.
  • hunterkhunterk Joined: Posts: 2,237
    @Shin_gokusatsu
    you're right that for *.cos.emz mods you'll need to raw dump the component files. If putting them in dlc\02_costume\battle\chara doesn't work, you can replace the files in resource\battle\chara instead (make sure you backup your files first).
  • Shin_gokusatsuShin_gokusatsu Joined: Posts: 4
    So it means I can only put one costume at a time, isn't it?
  • hunterkhunterk Joined: Posts: 2,237
    Yes, if you haven't purchased the DLC pack.
  • Shin_gokusatsuShin_gokusatsu Joined: Posts: 4
    I see. Well, I'll have to get it somehow (or somewhere >:().
    I really appreciate your help and if I have time, I'll be 'transforming' some costumes already done previously on SFIV to AE this week.
  • KtWdAKtWdA Outta the Blue Joined: Posts: 154
    oookay, so i wanna make a sakura costume with seethrough shirt (minus sleeves, cuz she lacks arms) and skirt, with glowing buruma and undershirt. Problem lies in the fact that 1. Sensibeat's tute says that dxt1s can't handle semi-transparency... and 2. The link to the part that was supposed to help with this is down....

    What I need to know is how'm I s'posed to pull this off? And nobody say "yank reeeeally hard" cuz I'll pop ya in the head.
  • doesntmatterxdoesntmatterx Joined: Posts: 51
    OK I am still confused by the tutorial on Vanilla MODS into AE, I saw the video tut and the written but the costume wont show up.

    I am using this costume as my example because I like it, http://jiggeh.deviantart.com/art/Ryu-model-tweak-SF4-mod-142384740

    I dl it and it comes with a RYU_01.cos.emz. I drag that into SF4Explorer and RAW DUMP all files which give me 3 files, RYU_01.nml, RYU_01.shd.emo, and RYU_01.cos.emz . I go to my H:\Programs\Steam\steamapps\common\super street fighter iv - arcade edition\resource\battle\chara\RYU and backup those exact files to be replaced with the ones I just got from the RAW dumps.

    Load up SSF4AE go to training mode, select col 1 for Ryu ( I have nothing unlocked as the unlocked doesnt work with the new patch), yet Ryu looks like the original Ryu not the modded one. What am I doing wrong?

    Another question, I downloaded the NEO tokyo training stage from the AE mods site and he has a few files I dont know what to do with. the ones that comes with his stage select files, there is the stage select and then theres img2.emb.emz and img3.emb.emz. Where do those 2 files go?
  • Ex NihiloEx Nihilo Joined: Posts: 15
    have you tried re-downloading SF4Viewer? or perhaps another version?
    Thanks <3. Finally managed to get it to work. :)
  • SaintSoLoSaintSoLo Joined: Posts: 1
    Alright, I'm new to this, and I'm already stuck at something I thought was gonna be simple.. I'm trying to change my title screen into this example.bmp Using this guide: http://www.d0tk0m.com/games/street-fighter-iv-modding-the-mainmenu-background/

    But when I get to the part where I inject it back into the EMZ file, it keeps telling me that it's not the right size.. Even though I've got it down to 1MB which is apparently the size of the original .DDS file, which is annoying me.. The only thing I could see different between them is that one is 1.00 MB (1,048,736 bytes) and the other is 1.00 MB (1,048,704 bytes), and I have no idea how to get the size down by exactly 32 bytes if that's the case.. >_> Hlep plz?
  • orgoloveorgolove Maximum Modding Joined: Posts: 87
    So. I've tried scaling zangief up by 10%, to 1.1.

    I extracted every individual file of zgf_01.obj.emo, and used the model-transform function in misfit model to scale every file. I then re-injected each file back.

    most of the model looks fine. But his eyes are all sunken in, and his hands look weird and crazy.

    Can anyone give me guidance on how I would go about scaling the whole model of a character?

    Thanks.
  • hunterkhunterk Joined: Posts: 2,237
    @orgolove
    The skeleton will cause problems if you try to scale the whole model. The eyes can just be moved around to the correct position, but it's hard to get it exactly right all the time, due to the aforementioned skeleton issue. The hands are the same thing. Probably leaving his the same size is your best bet to avoid skeletal weirdness, and most SF4 characters have disproportionately large hands by default anyway.

    @SaintSoLo
    It's most likely a compression issue. You need to open the original DDS in Nvidia's WTV tool to see what kind of DXT compression they used and then save yours with the same level of compression. If you have the same resolution and the same compression, they should come out to exactly the same filesize.

    @doesntmatterx
    Something has gone wrong if you still have a *.cos.emz file afterward. Instead, you should have a RYU_01.bsr, RYU_01.nml.emb, RYU_01.obj.emo and RYU_01.shd.emo. For the model tweaks, the obj.emo is really the important one.

    @KtWdA
    Yes, semi-transparency only works on DXT5. However, the hi-res files I made for Sakura have been modified to accept DXT5 instead of DXT1. ;)

    @Ex Nihilo
    Glad you got it going :D

    @sensibeat
    lol @ the endian change. At least you figured it out. I get stumped by that kinda stuff and never get past it. :P
  • EllipsenEllipsen SFV PC Joined: Posts: 2,036
    I'm making a script to have random skins everytime you start the game. It moves sets of files to 01. I've tried with a settimer, so that the files change every 30 secs or so, but there's no effect in the game. Mayve they are all loaded at the beginning.

    Thats cool! and yes they do load at the beginning
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  • MezcalMezcal Joined: Posts: 74
    sensibeat, i am not sure what you mean. what i have done is to create a *.txt with the name of the initial *.csb and replaced it with the empty *.txt file (which is a *.csb by then). however unlike vanilla, this leads to endless loading screen, meaning its not working.
    is it beacuse i have the steam version?
  • sensibeatsensibeat otaku Joined: Posts: 343
    And that method worked in Vanilla? :eek:
    Try this one (you can change AFR for whatever stage you want): http://www.mediafire.com/?97x43md1fokp3ag
    I used a blank .adx, copied it, repacked the 2 blank .adx into 1 .aax, copied it 2 times and imported the 3 blank .aax into the .csb (using goshanes' SFIVAM for every steps).
  • Jay Vasquez 77Jay Vasquez 77 20 pushups per loss Joined: Posts: 107
    But when I get to the part where I inject it back into the EMZ file, it keeps telling me that it's not the right size.. Even though I've got it down to 1MB which is apparently the size of the original .DDS file, which is annoying me.. The only thing I could see different between them is that one is 1.00 MB (1,048,736 bytes) and the other is 1.00 MB (1,048,704 bytes), and I have no idea how to get the size down by exactly 32 bytes if that's the case.. >_> Hlep plz?
    make sure you match the mip map setting
    if it says 1/11 mip map in WTV then when you save put your mip map at 11
  • KtWdAKtWdA Outta the Blue Joined: Posts: 154
    Thanks Hunter ^_^ Do I just inject these like I would normally?
  • hunterkhunterk Joined: Posts: 2,237
    Yes, they should accept 1024x1024 DXT5 DDS textures, IIRC. You'll still have to edit the obj.emm with alphablend or whatever.
  • KtWdAKtWdA Outta the Blue Joined: Posts: 154
    Yes, they should accept 1024x1024 DXT5 DDS textures, IIRC. You'll still have to edit the obj.emm with alphablend or whatever.
    Thanks a lot, man ^_^ I should have something to show either tonight or tomorrow... as I have work now... *flies away*
  • orgoloveorgolove Maximum Modding Joined: Posts: 87
    @orgolove
    The skeleton will cause problems if you try to scale the whole model. The eyes can just be moved around to the correct position, but it's hard to get it exactly right all the time, due to the aforementioned skeleton issue. The hands are the same thing. Probably leaving his the same size is your best bet to avoid skeletal weirdness, and most SF4 characters have disproportionately large hands by default anyway.

    I see. :/

    I've never really gotten the hang of 3d modeling. How would I go about moving the eyeballs a bit forward or backward in misfitmodel?
  • hunterkhunterk Joined: Posts: 2,237
    extract the eyes model, select everything and hit the 'm' key to move it. You'll have to figure out which direction they need to go. If I remember correctly, moving it downward in the upper-left pane, it moves them forward in the model.
  • 2&22&2 Joined: Posts: 211
    Ok, real nitpicky, but I'm trying to remove the "keyboard hint" icon and text from the character select screen.

    I was only able to remove the text portion by hex editing the resource\ui\chara_select\localize\ENG\chara_select.m4s file. In a hex editor, at the end of the file, you'll see the keyboard hint text. Just replace the letters with spaces and the text won't show up.

    The trouble I'm having is getting rid of the F1 button icon. I looked through all of the emz files and could not find an F1 button graphic. I only found a blank keyboard button icon (forget where), so I think it's just using that one and displaying it with the corresponding text over it. I just can't figure ou how to get rid of the reference that causes it to be shown on screen. There's a reference in the same file: ID_PRESS_F1_HELP. I'm not sure what this does, but if I modify it, the "keyboard hint" text comes back. Perhaps the program sees something doesn't match up and it defaults to one of the chara_select.m4s files in another language folders.

    Any thoughts on how to remove that pesky icon?
  • FallenAngelFallenAngel Joined: Posts: 183
    Wow great work here guys. Quick question, has anybody modded AE title screen with the Arcade version's? You know the one with oni in the shadows etc.
  • Alpha TangoAlpha Tango Joined: Posts: 13
    Any thoughts on how to remove that pesky icon?

    The icon is in the chara_select_dlc2.emz file located at: dlc/03_character_free/ui/chara_select/

    I was able to remove the icon but I can't figure out how to remove the F1 text. Hopefully you or somebody can figure that one out.
    im4f9l.jpg
  • Jay Vasquez 77Jay Vasquez 77 20 pushups per loss Joined: Posts: 107
    Sensibeat posted non animated Oni and Evil ryu title screens earlier in the thread
  • Jay Vasquez 77Jay Vasquez 77 20 pushups per loss Joined: Posts: 107
    Nice finds guys, just missing the "F1" text.

    "Keyboard hint" text is here
    C:\Program Files (x86)\Capcom\Super Street Fighter IV\resource\ui\chara_select\localize\ENG\chara_select.m4s

    here's a blank dds for the f1 Key
    http://www.mediafire.com/?1kqtesfuz2b718y

    Inject that into the
    C:\Program Files (x86)\Capcom\Super Street Fighter IV\dlc\03_character_free\ui\chara_select\chara_select_dlc2.emz
  • AnotakAnotak mad scientist Joined: Posts: 1,890
    http://www.mediafire.com/?xaydny56dnv8xx7

    fixed bug with saving guile and other bcm files i think, fixed a bug with opening jha.bac and others as well
  • ElapheElaphe Joined: Posts: 27
    Jay Vasquez 77, could you please upload the loading screens you mentioned before? Thanx.
  • bebopfanbebopfan Joined: Posts: 40
    http://www.mediafire.com/?xaydny56dnv8xx7
    fixed bug with saving guile and other bcm files i think, fixed a bug with opening jha.bac and others as well

    Thank you so much, Anotak. that's what I am waiting for! :D
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