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| Xnalara To Ssf4/sfxt; Tutorial | |
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| Tweet Topic Started: Mar 15 2014, 04:04 AM (6,238 Views) | |
| Segadordelinks | Mar 15 2014, 04:04 AM Post #1 |
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This tutorial is about the steps for porting a model grom XNALara to SF games. It is written supossing than you already know how to mod these games. Programs needed: -XNALara (I use XNALara_XPS) -Blender (with SMD Tools) -SF4 Explorer -Sloth Tools -Kensou's Tool Exporting XNALara model: -Open XNALara and add the model. Spoiler: click to toggle -Human models usually appears in T-pose. You can use the sliders to change the pose if necessary (Specially useful for changing from T-pose to X-pose and vice-versa). Spoiler: click to toggle -Export as .obj. Spoiler: click to toggle .obj to .smd: (Thanks to BrutalAce for this part) -Open Blender and import the .obj file. There are 2 options: *Split: The model will be separated in different meshes, usually by material name. *Keep Vertex Order: The model won't be separated. I recommend "Split" option because it helps later when working with material names, but you can use both and see which one you prefer. -Assign material names. -If you used the "Split" option, select all meshes (In "Object" mode, press A) and join them (Ctrl+J). -Use EMG2SMD tool with the .emo file. Any part will work. -Import the .smd file in Blender. Make sure the "Extend any existing model" option is checked (it is by default). This will add the skeleton to the .obj model. -Export the new .obj model to .smd. Spoiler: click to toggle .smd to .emg: -Open Blender again (or "File" => "New") and import the new .smd file. -Edit the model as you need, rigging included. -Export as .smd. -Use SMD2EMG to create an .emg file. -Use EMGSWAP to swap or append the EMG file. Textures: -Find the textures and normal maps among the XNALara model files. -Use a texture modding program (like Photoshop) if needed. -Use Kensou's Tool to create a new texture file. Edited by Segadordelinks, Apr 26 2014, 08:22 AM.
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| kenji490 | Mar 15 2014, 05:43 PM Post #2 |
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great!! sega, just what I was searching. thank you very much man. |
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| bbb | Mar 15 2014, 06:33 PM Post #3 |
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Nice tutorial Sega. Just want to add if you want to see the skeleton at a normal size in milkshape without having to hide it, just go to file>preferences then under the misc tab, change joint size to 0.005000 and it will look normal. |
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| LELERK | Mar 15 2014, 06:59 PM Post #4 |
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Oh !! I need this very much !! Thanks for this tutorial !
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| Segadordelinks | Mar 17 2014, 02:26 AM Post #5 |
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@bbb: Thanks. I'll add that to the tutorial. @Kenji490 & LELERK: You're welcome. And thanks. Edited by Segadordelinks, Mar 19 2014, 03:27 AM.
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| Segadordelinks | Mar 18 2014, 03:56 AM Post #6 |
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There are issues with SMD Tools 2.0 and above. I've changed the link to a working version. |
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| Deleted User | Mar 20 2014, 03:20 AM Post #7 |
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Deleted User
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@Sega Nice tutorial man, very helpful to those getting started with advanced modding. Just want to add this tip. The step ".obj to .smd" can be simplified. You don't need milkshape to attach skeleton with OBJ file. Here is my way of doing it. 1) First export the OBJ file from XPS. 2) Open that OBJ file in Blender and work on materials, removing unnecessary stuff etc. 3) Now in object mode select all individual parts of object from the list by shift + clicking their name and press control + j to join them. 4) Export the joined object as SMD file. (Yes it will be without skeleton). 5) Now in a new Blender instance, import any SMD that you have extracted from the character emo (any small or large part will work like shoes for example). 6) Finally import your new SMD file (the one without skeleton). This will automatically parent the skeleton from SMD you got from emo to the new SMD. Now if you export this new SMD it will also contain skeleton. NOTE: You still have to do the rigging, if you export new SMD without any bone weights it will give error when you try to convert it. |
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| LELERK | Mar 21 2014, 01:42 AM Post #8 |
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@BrutalAce I can't export OBJ to SMD What mean by "You still have to do the rigging, if you export new SMD without any bone weights it will give error when you try to convert it." ? Edited by LELERK, Mar 22 2014, 08:03 PM.
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| Deleted User | Mar 23 2014, 02:08 AM Post #9 |
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Deleted User
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@LELERK Sorry for late answer, didn't noticed your post. What do you mean you can't export obj to smd ? it's really simple just when you're finished editing the obj in blender then switch back to object mode and export your work as smd (make sure you're back in object mode). "You still have to do the rigging, if you export new SMD without any bone weights it will give error when you try to convert it." It means that you have to rig it before final export. Rigging means painting the object with proper bone weights so they move when bones move (animate). This is something Sega taught in this tutorial. http://w11.zetaboards.com/SFxT_Mods/single/?p=8070823&t=8324348 or Khaled in this tutorial (for Milkshape software). http://w11.zetaboards.com/SFxT_Mods/single/?p=8072962&t=8358667 |
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| LELERK | Mar 23 2014, 03:33 AM Post #10 |
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@BrutalAce It just my fault , now I can export it already . I export it like File>Export>SMD
Edited by LELERK, Mar 23 2014, 03:34 AM.
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