Piuma, post: 5580464 wrote:
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
Chris555, post: 5582883 wrote:
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.
Elaphe, post: 5583218 wrote:
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.
sensibeat, post: 5583045 wrote:
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.
hunterk, post: 5569681 wrote:
have you tried re-downloading SF4Viewer? or perhaps another version?
SaintSoLo, post: 5587784 wrote:
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?
hunterk, post: 5589096 wrote:
Yes, they should accept 1024x1024 DXT5 DDS textures, IIRC. You'll still have to edit the obj.emm with alphablend or whatever.
hunterk, post: 5587945 wrote:
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.
2&2, post: 5591791 wrote:
Any thoughts on how to remove that pesky icon?
Anotak, post: 5592922 wrote:
fixed bug with saving guile and other bcm files i think, fixed a bug with opening jha.bac and others as well