SF4 PC: The Custom Skin Mega-thread!

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  • EllipsenEllipsen SFV PC Joined: Posts: 2,036
    Piuma did you ever fix the DOJO stage?
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  • piecemonteepiecemontee Joined: Posts: 55
    For me the problem aren't in the dds but in the material data included into the obj.emm file.

    sf4 explorer does not use emm for display (a shame since it contains a lot of valuable material parameters...)
    so if the model is messed up in sf4 explorer, it means the problem probably lies in map indexing.
    we should add a way to show edit textures indexing in #emg data in sf4 explorer
  • piecemonteepiecemontee Joined: Posts: 55
    No, the only reason the SSF4 models work is because the files internally reference one another in the same way as in the vanilla version (same engine and all that). If we figured out all of the places where it references the number and location of vertices, we might be able to inject arbitrary obj files, but that's a long way off (probably never going to happen).

    actually, the problem lies in the data that comes with each vertex, it is not only positions but normals, bone indices, weight, ambiant occlusion, tangent...
    we could already resize vertex list /triangles (strips) but be have to find a format that is able to carry out all the vertex components when importing into model.
    the answer is COLLADA.
    I started ".dae" export support in sf4 explorer 2 day ago (see the source repository on the project page)
    it is not finished and the read problem is COLLADA import: the format is so flexible that reading is a utter mess since modelers can output different kind of valid files or even loose the important vertex data.

    could you people (hunterk, Kraga Phan, piuma, shady...) check you modeler COLLADA support?
    I'll make some sample files / temp exe release
  • PiumaPiuma Ha-Do-Ken!! Joined: Posts: 590
    I've find many differences between two files of a common charachter. but we need to find a way to edit the emm files or simply to do a correct conversion from ssf4 to sf4.

    l[Shady]l wrote: »
    Okay Piuma, there's only one way to do that, I think you should get a common character's (one that's in both games) files and compare between them, especially since SSFIV is "Re-tuned & Rebalanced" so there should be a couple of differences between them.

    My personal collection of mods ---> http://ssf4aemodsbypiuma.jimdo.com
  • PiumaPiuma Ha-Do-Ken!! Joined: Posts: 590
    no, i'm sorry but i can't find a way to fix it. I'll release aniway the dojo stage soon, maybe someone could fix it.
    Piuma did you ever fix the DOJO stage?

    My personal collection of mods ---> http://ssf4aemodsbypiuma.jimdo.com
  • PiumaPiuma Ha-Do-Ken!! Joined: Posts: 590
    ok ok ok. This is a great news. If i open a converted ssf4 model in the explorer and i set normal map or normal map + ink, i see all perfect!
    The problem is when we add the col files. Where's the problem, in .cos.emz or in .col.emz.
    Theorically in .col.emz cause before add it the normal map is showed perfectly.

    (very very bad english!!!)
    sf4 explorer does not use emm for display (a shame since it contains a lot of valuable material parameters...)
    so if the model is messed up in sf4 explorer, it means the problem probably lies in map indexing.
    we should add a way to show edit textures indexing in #emg data in sf4 explorer

    My personal collection of mods ---> http://ssf4aemodsbypiuma.jimdo.com
  • PiumaPiuma Ha-Do-Ken!! Joined: Posts: 590
    I don't know collada, but what you say sounds great.
    actually, the problem lies in the data that comes with each vertex, it is not only positions but normals, bone indices, weight, ambiant occlusion, tangent...
    we could already resize vertex list /triangles (strips) but be have to find a format that is able to carry out all the vertex components when importing into model.
    the answer is COLLADA.
    I started ".dae" export support in sf4 explorer 2 day ago (see the source repository on the project page)
    it is not finished and the read problem is COLLADA import: the format is so flexible that reading is a utter mess since modelers can output different kind of valid files or even loose the important vertex data.

    could you people (hunterk, Kraga Phan, piuma, shady...) check you modeler COLLADA support?
    I'll make some sample files / temp exe release

    My personal collection of mods ---> http://ssf4aemodsbypiuma.jimdo.com
  • PiumaPiuma Ha-Do-Ken!! Joined: Posts: 590
    @Piecemontee

    Try this ingame and in you last aseet explorer to understand what problem i found.

    http://www.megaupload.com/?d=KOKM0E80

    Ingame the problem give the best of itself with the ink filter.

    In the asset explorer sometime the problem doesn't appear.
    Other time yes. Other time no. Other time Yes... :chainsaw::chainsaw::chainsaw:

    And please see this video.



    Seems that with current programs we should be able to display charachters ingame without normal map problemS!

    My personal collection of mods ---> http://ssf4aemodsbypiuma.jimdo.com
  • l[Shady]ll[Shady]l Joined: Posts: 46
    ok ok ok. This is a great news. If i open a converted ssf4 model in the explorer and i set normal map or normal map + ink, i see all perfect!
    The problem is when we add the col files. Where's the problem, in .cos.emz or in .col.emz.
    Theorically in .col.emz cause before add it the normal map is showed perfectly.

    (very very bad english!!!)

    I think the problem persists when you load the "*.cos.emz" before loading the "*.col.emz" because it loads the models then it tries to load the colors on them later...at least that's how it happens with me.
    I don't know collada, but what you say sounds great.

    I think by COLLADA piecemontee means that he wants to implement something in his Asset Explorer that can convert/interchange data between SFIV and SSFIV, please correct me if I'm wrong though.
  • AcethylenAcethylen aka Slaughter Joined: Posts: 162
    Collada is a filetype similiar to wavefront object files( .obj).
  • l[Shady]ll[Shady]l Joined: Posts: 46
    If I'm not mistaken, COLLADA is an API (Application Programming Interface) that uses ".dae" as an extension, or is there more to it?

    Edit: btw piecemontee, which COLLADA library are you using?

    P.S. Acethylen, you made some very nice skins.
  • piecemonteepiecemontee Joined: Posts: 55
    l[Shady]l wrote: »
    If I'm not mistaken, COLLADA is an API (Application Programming Interface) that uses ".dae" as an extension, or is there more to it?

    Edit: btw piecemontee, which COLLADA library are you using?

    Acethylen is right, COLLADA is a standardized 3D asset xml file format.
    Many COLLADA libraries exist but I used none for now as I directly output the file by following the format specifications. Most libraries are huge gas factories with a lot of dependencies (Xerces DOM libraries, bleh...)
    I'll probably make an expat (ultra light xml parser library) reader for the import, if I have the time.

    I U're interrested, see a nice tutorial on the file format here:
    Collada Tutorial
    Collada Tutorial

    P.S. Acethylen, I like U're skins too, I should have included you in the list in my call for COLLADA feedback!
  • l[Shady]ll[Shady]l Joined: Posts: 46
    Hmm, I kinda already have a basic knowledge about the COLLADA but thanks anyway.
    But, if you really get enough time to do everything you mentioned that would be a huge step forward.
    I just wish I had the SSFIV files so I could help in any way.
    and if I could help in any way without them, please don't hesitate to ask.
  • PiumaPiuma Ha-Do-Ken!! Joined: Posts: 590
    UPDATE IN TOTAL MOD: STAGE PACK v2.0

    Ready for download the real TOTAL MOD 2.0 STAGE PACK.

    Includes Music and Stage Selection Screen.

    STREET FIGHTER 4 PC: Total Mod Project v2.0 - Pagina 3

    P.S: @hunterk
    This pack is the most updated. I released a pack called v2.1 time ago. Please delete any link at the 2.1 pack from the wiki and replace with this. This is the complete stage pack with music and updated select screen. No one need the old packages.

    Tnx

    Piuma

    My personal collection of mods ---> http://ssf4aemodsbypiuma.jimdo.com
  • piecemonteepiecemontee Joined: Posts: 55
    Please try this preliminary COLLADA output to see if it works in your usual modeler.
    JRI_01.obj.emo.dae.7z
    textures/normal maps are not assigned yet.
    normal map tangents and ambiant occlusion color are not written either.
    Blender 2.5 does not like the skeleton <-> geometry assignment
    I was only able to open it with GLC_Player_2.2.0

    l[Shady]l: you can find a SSF4 sample model in this thread:
    XeNTaX • View topic - 360 Super Street Fighter 4
  • PiumaPiuma Ha-Do-Ken!! Joined: Posts: 590
    i can't open the .dae file in misfit model 3d
    Please try this preliminary COLLADA output to see if it works in your usual modeler.
    JRI_01.obj.emo.dae.7z
    textures/normal maps are not assigned yet.
    normal map tangents and ambiant occlusion color are not written either.
    Blender 2.5 does not like the skeleton <-> geometry assignment
    I was only able to open it with GLC_Player_2.2.0

    l[Shady]l: you can find a SSF4 sample model in this thread:
    XeNTaX • View topic - 360 Super Street Fighter 4

    My personal collection of mods ---> http://ssf4aemodsbypiuma.jimdo.com
  • PiumaPiuma Ha-Do-Ken!! Joined: Posts: 590
    Update in total mod: Menu replacement 2.0

    STREET FIGHTER 4 PC: Total Mod Project v2.0 - Pagina 3

    My personal collection of mods ---> http://ssf4aemodsbypiuma.jimdo.com
  • PiumaPiuma Ha-Do-Ken!! Joined: Posts: 590
    UPDATE IN TOTAL MOD: Character Selection Screen & HUD Replacement

    STREET FIGHTER 4 PC: Total Mod Project v2.0 - Pagina 3

    My personal collection of mods ---> http://ssf4aemodsbypiuma.jimdo.com
  • l[Shady]ll[Shady]l Joined: Posts: 46
    Sorry, I'm just kind of lost here, so would you mind answering the following:

    - Are we injecting the mere models or the whole characters? (i.e. are we going to use them as skins or are we going to be able to fully play with the character?)
    - Can we increase the roster or the number of playable characters in the game or are we going to replace the old characters?

    Thanks in Advance!
  • WeH8ChinDoggWeH8ChinDogg Joined: Posts: 9
    Get MvC3 Mod Chindogg out of power!

    Posted in the Mechanics of MvC3
    Less than 10 minutes after my comment about how Auto-Correct works.

    Originally Posted by Chindogg
    Don't be an idiot that creates multiple accounts to continue being an idiot and you'll stay off my radar.

    My comment
    Off topic/clear, derogatory insult of other users/flame bait/harassment/abuse of power
  • l[Shady]ll[Shady]l Joined: Posts: 46
    oh btw can anyone upload the X360's Hakkan files and I'll try to convert them.
  • PiumaPiuma Ha-Do-Ken!! Joined: Posts: 590
    here the complete ssf4 hakan folder. good luck

    MEGAUPLOAD - The leading online storage and file delivery service
    l[Shady]l wrote: »
    oh btw can anyone upload the X360's Hakkan files and I'll try to convert them.

    My personal collection of mods ---> http://ssf4aemodsbypiuma.jimdo.com
  • PiumaPiuma Ha-Do-Ken!! Joined: Posts: 590
    For skeptics, updated all the credits on the Total Mod mainpage. :china:

    ? STREET FIGHTER 4 PC: Total Mod Project v2.0

    My personal collection of mods ---> http://ssf4aemodsbypiuma.jimdo.com
  • l[Shady]ll[Shady]l Joined: Posts: 46
    Thanks Piuma.

    There's something wrong with Kensou's tool, when I drag and drop the files into it, it gives me a message saying "ok!", and it doesn't decompress the files!
    Anyone happen to have experienced this before and knows the solution?

    P.S. if anyone can contact Kensou, please tell him to translate hit tool.

    Thanks in Advance!
  • PiumaPiuma Ha-Do-Ken!! Joined: Posts: 590
    You don't need kensou's tool to decompress the files.

    Put the files into piecemontee's explorer 0.37b, it will convert the file for you.

    Then you can convert the files with kensou's tool, or with kensou's new tool.

    I think the combination between some file converted with kensuo's tool and other with kensou's new tool, can give us the right output.
    l[Shady]l wrote: »
    Thanks Piuma.

    There's something wrong with Kensou's tool, when I drag and drop the files into it, it gives me a message saying "ok!", and it doesn't decompress the files!
    Anyone happen to have experienced this before and knows the solution?

    P.S. if anyone can contact Kensou, please tell him to translate hit tool.

    Thanks in Advance!

    My personal collection of mods ---> http://ssf4aemodsbypiuma.jimdo.com
  • PiumaPiuma Ha-Do-Ken!! Joined: Posts: 590
    UPDATE IN TOTAL MOD: Total Mod INSTALLER

    Ready the installer for the total mod 2.0

    Try this!

    STREET FIGHTER 4 PC: Total Mod Project v2.0

    My personal collection of mods ---> http://ssf4aemodsbypiuma.jimdo.com
  • l[Shady]ll[Shady]l Joined: Posts: 46
    So, piecemontee's SFIV Asset Explorer will automatically convert the files for me? or is there something I need to do?

    Edit: nvm, I got it.
  • EllipsenEllipsen SFV PC Joined: Posts: 2,036

    This not working anymore, can you reupload just the menu part of the mod? thanks!

    For the modified menu - The file you are trying to access is temporarily unavailable.
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  • PiumaPiuma Ha-Do-Ken!! Joined: Posts: 590
    example.

    open in piecemonte cnl_01.cos

    then you'll find cnl_01.cos.compressed in the same directory.

    The compressed file is the original not-converted file and the cnl_01.cos file that you've opened is now decompressed.

    Fucking english!!

    Put a file in piecemonte. Wait for visualitation. Do nothing. Close piecemonte. The same file that you've open is now decompressed.

    l[Shady]l wrote: »
    So, piecemontee's SFIV Asset Explorer will automatically convert the files for me? or is there something I need to do?

    Edit: nvm, I got it.

    My personal collection of mods ---> http://ssf4aemodsbypiuma.jimdo.com
  • PiumaPiuma Ha-Do-Ken!! Joined: Posts: 590
    it works, is temporarily.
    This not working anymore, can you reupload just the menu part of the mod? thanks!

    For the modified menu - The file you are trying to access is temporarily unavailable.

    My personal collection of mods ---> http://ssf4aemodsbypiuma.jimdo.com
  • l[Shady]ll[Shady]l Joined: Posts: 46
    Okay, I found a way around it, but still the colors are messed up, and it's too dark when I choose Texture + Normal Map.
    Here are the steps I followed:

    1- Open each of the four files in piecemontee's Asset Explorer.
    2- Raw Dump each of the four files.
    3- Use "sf4toolnew.exe" on each of the four files.
    4- Merge the files using "sf4tool.exe" (Step 7 on the wiki)
    Now the cos file is done, move on to the col and obj files.

    col,and obj files:

    1,2- same as before.
    3- Merge the numbers respectively (e.g. HKN_01_01.col.emb with HKN_01_01.obj.emn).
    4- Apply the third step to the rest of the col files respectively.
    Now the col files are done.

    Did I miss anything?
  • PiumaPiuma Ha-Do-Ken!! Joined: Posts: 590
    You don't need to use the raw dump but it's the same (read up).
    In the col file, i convert the obj.emm with the normal kensou's tool and the obj.col with the sf4toolnew. If not my game crash.
    But, like you said, the colors are messed up.
    l[Shady]l wrote: »
    Okay, I found a way around it, but still the colors are messed up, and it's too dark when I choose Texture + Normal Map.
    Here are the steps I followed:

    1- Open each of the four files in piecemontee's Asset Explorer.
    2- Raw Dump each of the four files.
    3- Use "sf4toolnew.exe" on each of the four files.
    4- Merge the files using "sf4tool.exe" (Step 7 on the wiki)
    Now the cos file is done, move on to the col and obj files.

    col,and obj files:

    1,2- same as before.
    3- Merge the numbers respectively (e.g. HKN_01_01.col.emb with HKN_01_01.obj.emn).
    4- Apply the third step to the rest of the col files respectively.
    Now the col files are done.

    Did I miss anything?

    My personal collection of mods ---> http://ssf4aemodsbypiuma.jimdo.com
  • l[Shady]ll[Shady]l Joined: Posts: 46
    Okay, there must be a way to make the colors look the way they're supposed to look, otherwise how did the guy who made do it?
    So it's not a matter of could it be done or not, it's a matter of how could it be done?

    btw how did you fix the colors on Chun-Li ?
  • PiumaPiuma Ha-Do-Ken!! Joined: Posts: 590
    I can't fix the color on chun-li.
    That's the problem.
    If you fix the ingame color of one character tell us about the miracle.

    l[Shady]l wrote: »
    Okay, there must be a way to make the colors look the way they're supposed to look, otherwise how did the guy who made do it?
    So it's not a matter of could it be done or not, it's a matter of how could it be done?

    btw how did you fix the colors on Chun-Li ?

    My personal collection of mods ---> http://ssf4aemodsbypiuma.jimdo.com
  • l[Shady]ll[Shady]l Joined: Posts: 46
    But the colors on Chun-Li are in place,the model is dark but every DDS is in place, how did you do that ?

    Edit: nvm, I think it's normal since she only has one DDS
  • hunterkhunterk Joined: Posts: 2,237
    Wow, busy weekend.

    @piecemontee
    interesting, I didn't realize that so much data was baked right into the models.

    Collada support sounds awesome! It looks like dae files *should* work in SoftImage and Blender (both of which I really need to learn anyway, so this may overcome my laziness) and PhotoShop, so we should have plenty of free tools available to work with them.

    @Piuma
    I'll try to add all of your updates over the next couple of days. I tried working on your dojo stage some, but I wasn't able to do a proper injection using the Infuser tool. I didn't know the right offset number so it kept messing up the rest of the file.
  • PiumaPiuma Ha-Do-Ken!! Joined: Posts: 590
    @shady

    exactly

    My personal collection of mods ---> http://ssf4aemodsbypiuma.jimdo.com
  • PiumaPiuma Ha-Do-Ken!! Joined: Posts: 590
    the guy of the youtube video doesn't reply to my question, seems a not very used youtube account. I hate this fucking kensou's tool, i want to know how manually convert the files.

    My personal collection of mods ---> http://ssf4aemodsbypiuma.jimdo.com
  • PiumaPiuma Ha-Do-Ken!! Joined: Posts: 590
    Want we talk about this image posted by Kensou on Xentax forums???

    XeNTaX • Information

    Seems he has import not only a correct model with correct color. But also the moveset.

    Why kensou don't speak about his discovery with the community?

    My personal collection of mods ---> http://ssf4aemodsbypiuma.jimdo.com
  • PiumaPiuma Ha-Do-Ken!! Joined: Posts: 590
    Welcome back to another episode of "The Incredible Kensou's Misteries"

    http://img295.imageshack.us/img295/2953/senzanomel.jpg

    My personal collection of mods ---> http://ssf4aemodsbypiuma.jimdo.com
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