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Forum Rules: [url=http://w11.zetaboards.com/SFxT_Mods/single/?p=8264257&t=11526779]Click Here and Read Before Posting or Making a New Thread (UPDATE: Point 6, 7 & 8 are revised) [/url]
Joined: May 25th, 2012, 12:50 am

July 30th, 2016, 4:57 am #2821

@All modders:

If any of you have an intention to make a lot of mods for SFV and wish to open your own mod thread, be my guest. Just don't forget to maintain it, okay?

Thank you for the attention.
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Joined: May 15th, 2012, 1:50 am

July 30th, 2016, 9:40 am #2822

Although I'm happy that my Rigging test went well and the new cooked files also work for me this time but somehow my Ken is HUUUUGE


Well I used A36_02.FBX from the pack that BrutalAce upload (Inch version)

DO I have to scale the model in Blender or UE4
Visit StreetModders for various collection of mods
http://streetmodders.deviantart.com/
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July 30th, 2016, 11:52 am #2823

@Monkey

Your scaling must be wrong, send me the blend file. I'll take a look.
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Joined: May 20th, 2012, 9:11 am

July 30th, 2016, 12:18 pm #2824

can anybody tell me, how hard is it to mod particles colors? if i want to fuck with ibuki's raida for exampe. i saw juri fx mods and got interested
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July 30th, 2016, 12:42 pm #2825

@All (modders specially)

Okay I told you guys that I will be explaining Juri's C1 material setup so here you go.

So Juri has two eye patches and both of them are rigged such that one eye patch is rigged to regular face bones (head, cheek etc) and the other one is rigged to some special EyePatch bones. I don't know what's the purpose of having two exactly same eye patches but deleting one is not wise since both of them are properly rigged. I tried deleting the one that has normal face rigging but the other eye patch ended up clipping with the face whenever she speak so I kept both of them intact and that solved the clipping issues.

So how should we setup her materials ? check these images below.

When you import her in Blender (assuming you're using my character pack). You should see a default material setup like this.



The two materials in bottom inside the red box are both eye patches but for some reason the top one takes the name CM_F59_01_E05_SuitMain while the bottom one is CM_F59_01_Invisible.001, now I assume that Juri's C1 use some kind of dynamic shader changing or some similar technique that makes her eye patches disappear as soon as you use VT or CA, her covered eyelash also use a similar technique because originally her eyelash is invisible but as soon as her eyepatch disappears her eyelash appears.

So what I did I selected both eye patches and assigned them to CM_F59_01_Invisible.001 then deleted the empty group CM_F59_01_E05_SuitMain, that leaves us with CM_F59_01_Invisible (covered eyelash) and CM_F59_01_Invisible.001 (eye patches). Don't worry about the 001 because we are going to use the same material CM_F59_01_Invisible in UE4 for both of them so 001 is only for naming and differentiating the eyelash and eye patches.

Finally rename the suit material CM_F59_01_E05_SuitMain.001 to CM_F59_01_E05_SuitMain because that's the actual suit.

Your final setup should look like this



We have both eye patches in CM_F59_01_Invisible.001 (this will use CM_F59_01_Invisible in UE4), covered eyelash in CM_F59_01_Invisible (this will also use CM_F59_01_Invisible in UE4) and CM_F59_01_E05_SuitMain (this will use CM_F59_01_E05_SuitMain in UE4 as it is).

Potential Test: You can try assigning both eye patches to covered eye lash material CM_F59_01_Invisible so all of them will be inside this material and delete CM_F59_01_Invisible.001 but I kept it because it made selecting the eye patches easier.

Although this makes her eye patch work as intended but some things remain unexplained here, for example why there are two eye patches and both of them are rigged properly. What kind of shader switching Juri's C1 use to make them appear/disappear etc.

I hope this help you guys getting started with Juri's C1 mesh modding.
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Joined: May 15th, 2012, 1:50 am

July 30th, 2016, 5:14 pm #2826

Praise the sun,The rigging is finally done without any error. Gotta appreciated all the patience time that BrutalAce and Hecz spend for me.

Now all that left is Hex edit to assign new materials and inject texture and I can finish this mod
I want to ask some questions before going to sleep(So tired these 3 days )

1/I have to include new materials for this mod since I have to add like extra 5 texture(sword,pendant,hair...) so which file I have to hex edit to add those extra material and how should I Hex edit it
2/Can anyone tell me the offset and length block to inject dds back to SRMA and SSS.uasset(So far I only see Moddah tutorial for COLOR and NORMAL.uasset)

I guess I will ask about colorization later
Visit StreetModders for various collection of mods
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Joined: February 17th, 2014, 8:01 pm

July 30th, 2016, 8:30 pm #2827

@monkey
Nice work man! you can use original materials depending of what u want like transparency for hair I think u need to use eyelash.

srma is the same sss might be too (I only mod ken) dont worry about the colors for now. if u want to test just use costume 2 and use the color edit tool for now ( you have to rename in hex the datasset file from 02 to 01 for the tool to read it.
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Joined: January 5th, 2016, 6:32 pm

July 30th, 2016, 9:55 pm #2828

New Ken VFx mod coming soon along with Angel Chun-Li which I was working on months ago.
Will include PFunk's Ken head fix and moddah's Dante color mod

Devil Ken
[+] Spoiler
(WIP)
Screenshots:



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Joined: July 12th, 2016, 3:03 am

July 30th, 2016, 10:02 pm #2829

i got a random question
i remember when the game was launched and a lot of information was datamined and published on the internet, i read somewhere that the password to extract the files was very easy, like kokokoko or something like that
do you guys remember what was that password? thanks
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Joined: May 11th, 2012, 3:30 am

July 31st, 2016, 8:02 am #2830

@megavato: the very first one during beta was "KIWIKIWIKIWIKIWIKIWIKIWIKIWIKIWI".

It was changed afterwards and still is "_aS4mfZK8M5s5KWC2Lz2VsFnGKI7azgl" today.
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