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  Creating NRRC in GIMP
Posted by: beanpole_brando - 09-04-2023, 10:50 PM - Forum: Tools, Tutorials & Resources - No Replies

I'm gonna start with this,
Have you heard the saying "swap red with alpha and put your roughness in red" and couldn't figure out how to do it since you don't own photoshop?
well here you go
open your normal map in GIMP and click "colors" in the toolbar
hover over to components and click "Decompose"
change the setting to RGBA and Continue
[Image: image.png][Image: image.png]
after decompising, its literally just like editing normal layers
Rename your "red" to "alpha"(itll correct it to "alpha#1" we'll fix that later), and rename alpha to red
drag your new alpha #1 to the bottom, and your new red to the top


remove the #1 from your alpha layer

Now make sure you have red selected and paste your roughness

and anchor it to the red

Go back to colors > components and click COMPOSE, not recompose
select RGBA and continue
and BAM

nrrc is now complete


If your model comes with a SPECULAR map instead of a ROUGHNESS, you can open the specular map in gimp, invert it, and then continue as usual

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  Issue getting body texture to show in game
Posted by: Rev - 08-22-2023, 03:12 PM - Forum: Modding Questions & Discussions - No Replies

Hello, first time modder here. I've been following the guides provided to create a simple mod and everything has gone relatively smoothly until now.

It's a mod for Chun that's mostly nude. I'm using the nude Chun from nexus (SweetFluff3D's) as a base mesh and adding a few other meshes. I'm mainly just trying to learn the ins and outs of modding so I'm keeping it simple. 

My issue came up when I imported my mod into the game. My mesh is showing up fine but the textures are missing from the body (checkerboard pattern). When I apply the texture in Blender it works perfectly so I'm not sure what the issue is. The only texture I'm using for now is the "albd" one for the body.

I've tried all of the troubleshooting methods I could find. I triple checked that the directory for the mod files is setup correctly (my mesh wouldn't show up in game if it wasn't) and that the name of the tex file is correctly named. I tried both fixes in the texture modding guide - making sure c1 is set to 00 in hex editor and making a "small" version of the tex so the bigger version could go in streaming. None of them work. 

I'm at a loss. The texture I'm using is the original texture that was extracted from the SweetFluff3D's mod with minor changes. Even so, neither the original tex or my new one is showing in game which makes me think that the mesh wasn't setup properly?( Even though the mesh is working in game.)

Any ideas?

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  Need Help finding a npc brenna motlist
Posted by: MaxMouse - 08-16-2023, 05:07 PM - Forum: Modding Questions & Discussions - Replies (2)

Well I’m looking for her dance animation.. “You know the most noticeable dancing girl brenna in deejay’s area”..and its like finding a needle through a haystack with the bijllion other npcs in this game.. But if anyone knows what her “npc”  number is that would help alot at least..

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  MicroKnightmare's Collection of Notes for Modding SF6
Posted by: MicroKnightmare - 08-14-2023, 12:48 AM - Forum: Tools, Tutorials & Resources - Replies (4)

Here's my collection of notes that may or may not be useful for modding SF6. I will be using this thread as a congregate for all of my past and future tutorials, notes, discoveries, etc.

From http://modderbase.com/showthread.php?tid...6#pid33786

Quote:Gonna add some discoveries I found, as I was experimenting with the RE Engine binary templates inside 010 Editor last night.
 
Character Swap Mods:
1. You can edit .scn.20 files instead of just replacing the entire model, to do a model swap mod. You need hex editing experience to do this though, but all you have to do is replace the file paths of a .mesh file, .chain file, and .mdf2 file inside the .scn file to get a "clean swap." Just like the SF5 DataAsset model swap method.
> To do it in something like HxD, you need to get YOUR character's v00.scn.20 or v01.scn.20 from charparam > esf > esf###. After that, simply replace the file paths like "Product/Model/esf/esf0##/###/0#/esf0##_00#_0#.mesh" into the DESIRED character. YOU MUST REPLACE IT AFTER CHANGING THE TEXT ENCODING FROM EDITOR ENCODING TO UNICODE/UTF-16 little endian, in the Replace pop up menu.
> You CANNOT add new references with this method, only replace existing references. To add more data into the .scn.20 files, you must get the 010 RSZ binary template, and have 010 Editor installed on your PC. 010 Editor is paid software, just in case people don't know.
2. The .pfb files don't control the characters in SF6. They control the character SKELETONS and rigging. In order to not get a deformed character after doing a character swap mod, replace either the .pfb file inside "charparam > esf > esf### > prefab" or follow the method I outlined above and edit the scn.20 file to reference the target character's pfb.

World Tour Mods:
1. The entirety of character creation is held inside the gui folder, not in the separate the DLC "re_dlc_stm_1792751.pak" pak file, which is the World Tour mode DLC. The character creation files are specifically held in "natives > stm > product > gui > wt > ui61000"

Audio Mods:
1. The audio files are Wwise sound files. After extracting the game files with RETool, you need to also extract the audio files by using a toolkit called FusionTools, found on the RE8 Nexus and GitHub.
> To open the files in FusionTools, you need to rename the file extensions from .spck.1.x64 > .pck and sbnk.1.x64 > .bnk
> The game audio is mostly found in the .bnk files, where as the songs and music are found in the .pck files.

From http://modderbase.com/showthread.php?tid...2#pid33792
Quote:For swapping characters with other characters that have different parts, you must edit the scn.20 files.
 
Dhalsim doesn't have a hair folder, labeled 02, on any of his costume meshes, which is why Cammy will appear bald when swapped on Dhalsim. To get the full swap to work, edit the scn.20 file by using 010 Editor and RE_RSZ.
This is a minitutorial to show what to do to add hair to Dhalsim, but you can do the same method to add different parts and instances to other characters. The end result of this example will be a swapped Cammy on Dhalsim, with hair.

Method 1: 010 Editor Swaps with RE_RSZ.bt (Let's you add additional data to the scn file)
0. Open esf008v00.scn.20 (Dhalsim's default costume scn file) in 010 Editor.
1. Go to [Main Data] > via.GameObject > InstanceInfos
2. Find an instance of app.battle.assets.FighterVisualHolder.PartsHolder[##]. For me, the object/instance index is [14].
3. Find the combined key, labled as int64 CombinedKey
4. Click on InsertKey NewKey and copy paste the CombinedKey you just found.
5. Press F5 to reload the template with the modified file.
6. Go to [Main Data] > via.GameObject > Data > RawData and find the new instance with the object index of [14].
7. Change Ubyte type[0] from 0 > 2.
8. Copy and paste "@Product/Model/esf/esf009/001/02/esf009_001_02.mesh" into the blank line for string mesh[1].
9. Copy and paste "Product/Model/esf/esf009/001/02/esf009_001_02_v00.mdf2" into the blank line for string material[2].
10. Reload the modified file with F5.
11. Save the file, and place it in your mod's directory, under natives/stm/product/charparam/esf/esf008.
12. Turn on the mod in Fluffy Mod Manager, and test it ingame.

From http://modderbase.com/showthread.php?tid...4#pid34574
Quote:Hopefully this can be helpful for costume physics modding. I just wrote a tutorial in the Discord server on how to add havok physics to characters without havok data, by using data from other characters. Gonna copy paste it, because I'm lazy.
 
Tutorial: Add Havok data to characters without Havok data (010 Editor/RE RSZ Method)
1. Open up the scn.20 file of a character without havok.
2. Find the scn.20 file of a character with havok: Ryu, JP, Dhalsim, Ken, Lily, Marisa, Rashid, E. Honda.
3. In 010 Editor find [Main Data] > via.GameObject > InstanceInfos
4. Under *app.battle.assets.FighterVisualHolder[#] > InsertKey NewKey, add this combined key: `-743702754_-1125482763`
- Note: Now the latest instance will be an empty app.battle.assets.HavokClothData slot. Press F5 to reload the file.
5. Open the character WITH havok data and find [Main Data] > via.GameObject > RSZUserDataInfos > app.battle.assets.HavokClothData[Instance Index] [UserData Index]
6. Copy the ubyte CombinedKey. You can now close the file of the character with the havok data.
7. In the character WITHOUT havok data, go to [Main Data] > via.GameObject > RSZUserDataInfos > RSZUserDataInfo Writer, and paste the combined key you just copied in Step 6. Press F5 to reload the file.
- Note: The empty app.battle.assets.HavokClothData should now be linked to the new UserData you just added.
8. In [Main Data] > via.GameObject > Data > RawData, find the app.battle.assets.FighterVisualHolder.PartsHolder[#] with the mesh you want to add the havok data to. Usually, it's 0, as that is the index of the costume data. 1 is face, 2 is hair, 3 is skeleton.
9. Inside the correct app.battle.assets.FighterVisualHolder.PartsHolder[#], go to UserData havokClothData[6] and add the index number of the the INSTANCE of the havok data, which would be under [Main Data] > via.GameObject > InstanceInfos, at the very last column before the RSZUserDataInfos section.
10. Save the file, add to your mod, and test with Fluffy Mod Manager.



Tutorial: Complete workflow for making scn.20 swap mods (Requires 010 Editor and RE_RSZ.bt)
[Placeholder tutorial - Full tutorial with examples/pictures will be created soon]
0. Find source character (one to be swapped) and a target character (one to swap with) in natives > stm > product > charparam > esf.
  - Note: In this example I will be swapping Rashid (source) with Juri (target)
1. Open the both the source and target character's esf0##v0#.scn.20 in 010 Editor.
2. Here is a list of all the files that should be safe to swap between chars:
   a. Any .user file EXCEPT a few exceptions. Refer to 3a. (Mostly pertains to character data. Should be safe to exchange freely)
   b. esf0##v00.pfb (Prefab files that controls skeletons and scaling data)
   c. Any snd_esf0##_v_(jpn/eng).pfb (Controls character voices. Exchange if you want to hear the character with the correct voice.)
   d. Any FCE_*.motbank (Controls character facial animations)
   e. esf0##_JointMap.jmap (Joint maps for bones and collisions)
   f. All of *.mesh, *.mdf2, *.chain files.
3. Here is a list of files that should NOT be touched:
   a. Any .user file that starts with epv. (These files pertain to character effects. You can swap them, but effects will show up missing or wrong if you swap these files)
   b. esf0**v00_MotionBank.motbank. (Controls the moveset animations. DO NOT TOUCH.)
   c. esf0**v00_MotionCameraBank.mcambank. (Controls the camera as it pertains to supers, specials moves, the moveset as a whole. Again, DO NOT TOUCH.)
4. In the source scn.20 file, go to [Main Data] > via.GameObject > RSZUserDataInfos, find all the swappable files, and compare the files referenced there with the target character's scn.20 file.
  - Note: We will ONLY swap in the source file, to keep things consistent in game.
5. To start swapping, left click the one of the columns such as app.battle.assets.JointConstraintsData > Struct StringRead path > wstring String. Left click wstring String.
6. Edit the string to swap the files.
7. Next, go to [Main Data] > via.GameObject > Data > RawData > app.battle.assets.FighterVisualHolder.SettingData
8. Change Object *fighterPrefab[0] to the target character.
9. Go to List (Object) *partsDatas[4] and change partsDatas[0-4] to match the target character. Do so by changing string mesh[1] and string material[2] in each app.battle.assets.FighterVisualHolder.PartsHolder[##]
  - Note: If the character does not have hair, like Dhalsim, follow the guide from http://modderbase.com/showthread.php?tid...2#pid33792 to learn how to add hair to said character. 
  - Note: If they do not have havok physics or any other type of .user file, follow the guide from http://modderbase.com/showthread.php?tid...4#pid34574
10. Make sure esf0###_00#_CCVD.user is swapped as well, so you have the correct costume colors.
11. (Optional) You can swap any additional user file here, such as the Facial animations FCE_*.motbank, JointMaps *.jmap, LookAt esf0##.user, Sound Data/prefabs, etc.
12. Find Int size_type[28] and change the value if you are swapping between genders or body types. 0 = female, 1 = male, 2 = big bodies (Marisa, Zangief).
13. (Optional) For some characters, like Cammy, you must make sure that List (S32) parts_disables[29] is CONSISTENT between the source and target. 
  - Note: This option allows Capcom to hide certain parts of the character's mesh, such as Cammy's default hair mesh, which is mirrored. This is in order to allow the game to dynamically hide which part of the mesh is shown, when side swaps happen. 
  - Note: Applies to both character select and ingame.
14. Once all the changes have been saved to the source scn.20 file, save the file, add to your mod, and enable it in Fluffy Mod Manager. Afterwards, test ingame.

Tutorial: HxD Editor Swaps - Easy (Does NOT let you add data to the .scn files)
[Reserved]

Tutorial: HxD Editor Swaps - Extremely Hard (Similar to Method 1, extremely tedious and hard)
[Reserved]

Notes: Cammy's symmetrical hair bang - How Capcom hides mirrored meshes
As mentioned in "Tutorial: Complete workflow for making scn.20 swap mods (Requires 010 Editor and RE_RSZ.bt)," Capcom uses a method to hide certain parts of mirroed meshes, by changing a value in a costume's scn.20 file. The values you must be aware of is [Main Data] > via.GameObject > Data > RawData > app.battle.assets.FighterVisualHolder.SettingData > List (S32) parts_disables[29], Bool use_parts_disables_2p[30], and List (S32) parts_disables_2p[31]. On top of that, when you are in-game the files also reference UserData modelParts[27] to determine how to hide the mirroed mesh. Make sure that it is appropriately swapped, if say, you want to swap a character with Cammy.
- Extra Note: Cammy's cat is a part of her esf009v00_model_parts.user file. If the character has an install, like Jamie, the cat will be part of the install, as the cat will appear moving inside Cammy swapped onto Jamie. To remove the cat, simply null the cat out inside esf009v00_model_parts.user.2, found in battle_ud.

Notes: World Tour mode custom avatars and replacing them with base roster characters
[Reserved]

Notes: scn.20 files and what adding and removing data does + brief tutorial on removing parts data
Excerpt from Discord
Quote:So, the long explanation is:
Every character's scn file has a setting called `List (Object) *partsDatas` located inside `app.battle.assets.FighterVisualHolder.SettingData` under `[Main Data] > via.GameObject > Data > RawData`
That setting is a list of files that the game references to create each part of the character model.
By adding a new section to that list setting/array, you can add hair to Dhalsim, like I showed in that tutorial
Simultaneously, you can remove a section from that list to get rid of a character's part
But you don't remove it by just editing it in the template results tab of 010 Editor
You have to go to `List (Object) *partsDatas > List (Object) partsDatas[2] > app.battle.assets.FighterVisualHolder.PartsHolder` and click on that specific tab
Then, you have to look at the HEX view and delete the bytes from the hex
Afterwards, go back to `List (Object) *partsDatas > uint Count` and update the count from 4 to 3
Press F5 to reload, and done

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  Change characters mods slot
Posted by: bolooo - 07-29-2023, 11:11 AM - Forum: Modding Questions & Discussions - Replies (1)

Hello,
A question about the characters mods.
If you download a mod that is setted for the slot 1, and you want it to be on the second one, how do you do that ?
I mean, do I only need to change the name of specific files by extracting the zip file and rename some files (if so, can someone tell me which one ?), or is it some data in the file that you need to change to set the mod on the other slot ? (in that case, do I need a specific software to open those files ?)
Thanks in advance for the response.

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  SF6 Costume or Character slot Swap
Posted by: robhal - 07-28-2023, 07:32 AM - Forum: Character/Stage/Sound/Misc Mods - Replies (89)

NOTE: all swaps (that are made or fixed during C3 Patch era) may still or may not work fine with Ed Patch, depending if they contain the outdated chain.user files or not.
NOTE: please read this post about my thought of "C3 Patch" that once once again breaks almost all SF6 mods (that contain SCN and CMD files).
NOTE: please read this post about my thought of "AKI Patch" once again breaks almost all SF6 mods (that contain MDF and a few SCN files).
NOTE: please read this post about my thought of "Rashid Patch" breaks almost all SF6 mods (that contain SCN and MDF files).


Starting from Ed Patch, I will close the previous thread (because the original poster is not active anymore) and move to my own swap thread, so please write your request in here instead.


List of swap mods for current Ed Patch era: --> see the second post below for all the swaps made before Ed Patch era.

Costume:
Chun-Li Battle Dress (by beanpole_brando) to C1&C3
Manon Rocker (by THEJAMK) to C2
Ken C2 swap to C1, Ken SFV Style (by Nxus64-FlashDBC) to C1&C3
Juri C2 swap to C1
Zangief C2 swap to C1
DMC5 Vergil JP (by Monkeygigabuster) to C1
Duelist Blanka (by TonKumaTsu) to C1

Character:
E.Honda C1&C2 swap to Zangief C1
AKI C1 swap to Juri C1
Li-Fen swap to Ryu C2
Slightly Spicier Chun-Li (by Otke) swap to Ryu C2, Kimberly Shinobi Bikini (by ScrumpChewie) to Ryu C1
Chun-Li C2 swap to Ryu C1, Cammy C2 swap to Ryu C2
Chun-Li Bunny&CrisisbeatDress (by HaiseSasaki) swap to Manon C1&C2
Manon Midnight Teddy (by usetrial) swap to Ryu C1, Manon Rocker (by THEJAMK) swap to Ryu C2
Cammy C2 swap to Juri C2, ChunLi C2 swap to Juri C1
Cammy C1 swap to AKI C2, Cammy C2 swap to Jamie&Lily C1, RE3R Jill Cammy (by Monkeygigabuster) swap to Jamie C2
Juri C1 & Manon C1-C2 swap to Ed C1


Tutorial:
Character Swaps Tutorial Guide for SF6 (by Remy2FANG)


Master List: --> they may have the swaps I don't post in this thread because the requests are not from the forum members.
Various Characters C1-C2 (no C3) swap to their own C1-C3
Various Characters C1-C2 (no C3) swap to other characters C1-C3
World Tour NPCs - Swap Mod Pack (Bosch, Li-Fen & Eternity)
Custom Skins/Models (by modders) swap to their own C1-C3 slots
Custom Skins/Models (by modders) swap to other character C1-C3 slots

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  Rashid update bugs...
Posted by: emmet otter - 07-26-2023, 12:10 AM - Forum: Modding Questions & Discussions - Replies (4)

I have certain mods that dont seem to work anymore after the Rashid update. Mostly Chun Li mods while there are a few others like Manon and Kimberly. Anyone experience this?

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  What causes blue texture bug after the Rashid update?
Posted by: Heidern - 07-25-2023, 04:51 PM - Forum: Modding Questions & Discussions - Replies (1)

I have a mod that I swapped to C2 prior to Rashid update, and it worked fined. After the update, the head textures appear correctly, but the body textures appear as bright shiny blue. The same mod in C1 slot works fine. What needs to be updated to make this work in C2 slot again? Anyone know?

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Question Looking for detailed information on sf6's netcode.
Posted by: Armanlex - 07-24-2023, 03:49 PM - Forum: Miscellaneous - No Replies

Basically I want to figure out how many frames sf6 can rollback max, but ofc additional info is welcome. The highest I've seen the rollback go, from footage I've watched, is 7f. I just want some confirmation, be it from a dev mentioning it or a data miner or modder, anything will do! Thanks in advance.

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  World Tour Avatar Ripping
Posted by: Ligma - 07-23-2023, 04:34 AM - Forum: Miscellaneous - Replies (2)

Hey fellas! Sorry if this question has been asked on another thread, but I just went through the process of setting up Noesis to rip from SF6, but was not able to find my created character in the files. A friend told me it wasn't possible, but just wanted to check and see if anyone's found a way to do it. I'd appreciate if someone could direct me to where your character would be in the files, or if anyone would be interested in creating the character in their game and ripping it for me. 

ALSO down to pay for that second part as if it were a "commission". Feel free to PM me if interested or if you just want to help. I'm a beginner when it comes to ripping, and modding the game, so sorry if there's things I don't understand! Thx friends :]

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