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Video Tutorial - How to port SSF4AE Mods to SFxT; Will only produce basic SFxT mod.
Topic Started: Dec 24 2013, 07:08 PM (2,386 Views)
robhal
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Pegasus Ryu Sei Ken!

Video link: http://www.youtube.com/watch?v=lJerzONJYNU

This is a quick tutorial to port SSF4AE costume mod to SFxT. Here is the rough text explanation of the video above:
1. Use EMGSWAPv3 (with 'SF4->SFxT' Y-axis shift options) to swap all Fei Long's emg (except the nunchaku / double-stick) to Law emo.
2. Extract all Fei Long's dds (only the 1st color) with SF4explorer, then use Kensou Tool to build the emb file.
3. Use DDSREFEDIT to re-reference all emg to their correct texture.
4. Copy and rename "FLN_02_01.obj.emm" to become "LAW_02_01.obj.emm" (unedited, still SSF4AE emm file). Then use EMMedit to export mat count to Law emo.
5. For 2nd color and pandora mode, just copy the "LAW_02_01.obj.emm" and rename them as "LAW_02_02.obj.emm" and "LAW_02.pdr.emm" (for the moment).
6. Done.

The result in SFxT:
Spoiler: click to toggle


Some notes:
1. The "SFxT" folder contains all essential Law C2 files.
2. The "SSF4AE" folder contains all needed Fei Long SF4 Alt1 files.
3. In above tutorial, Fei Long SF4 Alt1 only have 2 dds files (1 texture map and 1 normal map). In many cases, usually there will be more than 2 files, like 4 dds files (2 texture map and 2 normal map) or 6 dds files (3 texture map and 3 normal map).
4. My guideline for naming the dds file, always start with "00.dds" for the first texture map and "01.dds" for the first normal map. So for 6 dds files, the sequence is 00.dds (first texture map), 01.dds (first normal map), 02.dds (second texture map), 03.dds (second normal map), 04.dds (third texture map), 05.dds (third normal map),
5. Always use your senses to know which emg that is needed and which one isn't needed. Usually all emg are needed, only on special cases that some emg are not needed. For example, I didn't swap Fei's nuncakhu/doublestick to Law because Law in SFxT doesn't need it. Another example, I swap Ibuki's dagger as well because Ibuki in SFxT also need it.
6. Again, always use your senses to know which emg to DDSrefedit to which dds (one emg always need a pair of texture map and normal map). Notice in above tutorial, all emg are assigned to 0 and 1 because there is only a pair of texture map (00.dds) and normal map (01.dds). In many cases, always check in SF4explorer to see which dds for which emg. Example, for eye emg, just look for dds that have picture of eyeball.

Please note that this tutorial only produce the basic SFxT costume mod that only has single color, no pandora mode and can't be customized.

For adding 2nd color and pandora mode, please see this post (by KhaledAntar666):
http://w11.zetaboards.com/SFxT_Mods/single/?p=8088476&t=8868057

For making the mod can be customized, please see this pdf file (by BrutalAce):
http://www.mediafire.com/?2z03zz58q3bbeac

For some characters in SSF4AE (Sakura, Juri, Dudley, Cody, etc) that have closed leg model, you need to "open" their legs in order to make proper mod in SFxT. Here is the tutorial (by KhaledAntar666):
http://w11.zetaboards.com/SFxT_Mods/topic/8920602/1/

Note again, there is no tutorial (text or video) for adding 2nd color and pandora mode, or making the mod can be customized. It's little complicated and the process will take quite a time (for testing and polishing), unlike the tutorial above (can be finished in minimum 15 minutes). Go figure them yourself.
Edited by robhal, Feb 12 2014, 08:01 PM.
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2DGraphix
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2nd Dev in PS3 Chars Mod
Thank you so much for a video!
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xtcfgtr
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Thanks Robhal. Going to try to port Ryu's torn up costume.
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2DGraphix
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2nd Dev in PS3 Chars Mod
Robhal already ported Shirtless Ryu on his SF4AE thread.
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xtcfgtr
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Ohh cool.
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robhal
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Pegasus Ryu Sei Ken!

@2DGraphix & xtcfgtr:
You're welcome. Hope the video is easy enough to follow.
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2DGraphix
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2nd Dev in PS3 Chars Mod
Doing this whole process makes me just lazier. If only there was a handy program to do the WHOLE process automatically...
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