Modding SSF4AE for PC (NO DLC UNLOCKS!)


#252

Then, it must be the game that is stoping my script…


#253

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!


#254

Thank you, it worked flawlessly.


#255

@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).


#256

So it means I can only put one costume at a time, isn’t it?


#257

Yes, if you haven’t purchased the DLC pack.


#258

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.


#259

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.


#260

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?


#261

Thanks <3. Finally managed to get it to work. :slight_smile:


#262

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 http://alphaomg.fileave.com/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?


Ultra Street Fighter 4 PC Custom Skin Thread
#263

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.


#264

@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. :wink:

@Ex Nihilo
Glad you got it going :smiley:

@sensibeat
lol @ the endian change. At least you figured it out. I get stumped by that kinda stuff and never get past it. :stuck_out_tongue:


#265

Thats cool! and yes they do load at the beginning


#266

[LEFT]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.[/LEFT]

[LEFT]is it beacuse i have the steam version?[/LEFT]


#267

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).


#268

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


#269

Thanks Hunter :slight_smile: Do I just inject these like I would normally?


#270

Yes, they should accept 1024x1024 DXT5 DDS textures, IIRC. You’ll still have to edit the obj.emm with alphablend or whatever.


#271

Thanks a lot, man :slight_smile: I should have something to show either tonight or tomorrow… as I have work now… flies away