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SF6 Costume or Character ...
Forum: Character/Stage/Sound/Misc Mods
Last Post: robhal
9 hours ago
» Replies: 89
» Views: 10,844
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SFV Costume or Character ...
Forum: Character Mods
Last Post: robhal
03-26-2024, 07:40 AM
» Replies: 6,640
» Views: 4,291,360
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SF6 Music Modding
Forum: Tools, Tutorials & Resources
Last Post: Precision_Peter
03-22-2024, 06:49 PM
» Replies: 21
» Views: 11,795
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Segadordelinks' SC6 Mods
Forum: Character/Stage/Sound/Misc Mods
Last Post: Segadordelinks
03-22-2024, 10:03 AM
» Replies: 361
» Views: 286,405
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Modding the EX Drive colo...
Forum: Modding Questions & Discussions
Last Post: withdasauce2002
03-22-2024, 09:24 AM
» Replies: 0
» Views: 61
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Segadordelinks' KoF XV Mo...
Forum: Character/Stage/Sound/Misc Mods
Last Post: Segadordelinks
03-20-2024, 12:31 PM
» Replies: 27
» Views: 16,930
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I suck at modding, could ...
Forum: Modding Questions & Discussions
Last Post: robhal
03-19-2024, 12:47 PM
» Replies: 4
» Views: 778
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[Info] How to install mod...
Forum: Tools, Tutorials & Resources
Last Post: Frank.1984
03-16-2024, 04:17 PM
» Replies: 57
» Views: 119,111
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Segadordelinks' DoA6 Mods
Forum: Character/Stage/Sound/Misc Mods
Last Post: Segadordelinks
03-15-2024, 11:07 AM
» Replies: 185
» Views: 113,772
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Little Problem!
Forum: Tools, Tutorials & Resources
Last Post: Frank.1984
03-14-2024, 10:31 PM
» Replies: 0
» Views: 77
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[Guide] Using and Setting...
Forum: Tutorials / Guides
Last Post: qixiaolele
03-14-2024, 10:59 AM
» Replies: 15
» Views: 17,979
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3rd Person Camera that Fo...
Forum: Modding Questions & Discussions
Last Post: learnMod
03-14-2024, 01:27 AM
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» Views: 80
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TMNT Portal Power Mods
Forum: Offtopic
Last Post: random gamer
03-12-2024, 03:05 PM
» Replies: 1
» Views: 2,968
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SF6 - New Trailers & New ...
Forum: Miscellaneous
Last Post: robhal
03-12-2024, 08:37 AM
» Replies: 42
» Views: 16,809
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Sound & Music Mods
Forum: Stage & Sound Mods
Last Post: iLIKEGIRLS
03-11-2024, 01:57 PM
» Replies: 2,326
» Views: 975,440
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SF6 - Modding Discussion ...
Forum: Modding Questions & Discussions
Last Post: JK-Gamer69
03-11-2024, 12:56 PM
» Replies: 54
» Views: 45,610
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No More Enemies
Forum: Modding Questions & Discussions
Last Post: JK-Gamer69
03-11-2024, 12:55 PM
» Replies: 0
» Views: 66
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How to Create Custom Phys...
Forum: Tools, Tutorials & Resources
Last Post: Remy2FANG
03-10-2024, 03:07 AM
» Replies: 15
» Views: 9,264
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Street Fighter x Tekken M...
Forum: Other UE4 Fighting Games
Last Post: CrystalMayhem
03-06-2024, 12:24 AM
» Replies: 0
» Views: 172
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SF6 - Mod Request Thread
Forum: Character/Stage/Sound/Misc Mods
Last Post: robhal
03-04-2024, 10:39 AM
» Replies: 195
» Views: 64,482
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Overriding mods? |
Posted by: cj555 - 12-22-2020, 09:17 AM - Forum: Modding Questions & Discussions
- Replies (2)
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Hey all, new to modding, What happens if I install a mod on a costume that already has a mod applied to it? I'm asking because I installed a pack that spanned several costumes but I may want to replace them.
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Chun-Li Shadow Lady color help |
Posted by: Mapsking - 12-22-2020, 08:42 AM - Forum: Modding Questions & Discussions
- No Replies
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I am using the Chun-Li Shadow Lady mod (here), and it has a DA_CNL_CustomizeSetting_14.uasset file, but no colors when using the color edit tool in any of the slots. I followed the tutorial here but it seemed to make no difference. I notice there are ten colors in game, but only color slots 1 and 2 have colors, the slots 3-10 are the same as the slot 1 version (blue). How would I go about using the Color Edit tool, or alternately making new colors for each of the ten slots?
Thanks, Mapsking
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Animation problem. How can this be fixed? |
Posted by: JuiceforBois1 - 12-22-2020, 12:46 AM - Forum: Modding Questions & Discussions
- Replies (3)
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Hello everyone I'm a noobie and I don't know how things work yet for modding.
So I have an issue with trying to do a swap for Zeku to Juri.
I already extracted the sfv files and have the animation features.
But problem is I tried placing in the Chara > JRI > Animation folder.
And I put it into HxD so it was fine. Z25 > JRI I noticed his files had Z25_G_FCE_DEFAULT and Z25_Y_FCE_DEFAULT??
VS. Codys files for example being: Z29_FCE_DEFAULT
But then when trying to put the pak file to Pak Manager I started the game but when I was playing.
I noticed Zeku's face seems to be still and in battle. In except for Juris talking which kinda moves the face a bit.... So his face is still.
I already did Cody to Juri and Nash to Juri and their faces seem fine.
Any suggestions or help to fix this? I followed Remy2FANG tutorial.
Very much thanks. Any help will be do! And I apologize if I didn't explain it well...
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[Tutorial] How to modify easter egg codes |
Posted by: BBB - 12-14-2020, 07:17 PM - Forum: Tutorials / Guides
- Replies (17)
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Modifying easter egg code by hex editing the material preset file only
open a material preset file and scroll down to the very bottom, you should see something like this
the red highlighted parts are the 2 versions of the costume, first one being no code, second one being code.
after the red parts, comes the materials. every 4 hex values represent one material, which are in the order they are assigned to the model.
the parts highlighted in blue which is 00 00 00 00 , means that the material is visible in that costume version.
the parts highlighted in green which is hex FE FF FF FF or text þÿÿÿ, means that material is hidden in that costume version.
so simply paste þÿÿÿ for stuff you want to hide, or 00 out the parts you want to un-hide. swap them if you simply want to switch the code.
for example, taking R. Mika cheerleader which couldn't be done before due to Apex skirt and shared material names, can be done by just editing the material preset.
I used the code, the pom poms show up. the cpu did not use code (obviously) and has no pom poms.
and here is the mod
https://www.mediafire.com/file/3de6fiy3e...p.pak/file
Making 2 different costumes in one slot
the trick to this is to use Cammy's Fiona (C12) data asset files. That is the only costume in the game I'm aware of to have a totally different costume in the code version.
it has a total of 51 materials
10 which are for both, 14 for the default, and 27 for the code version. that should be more then enough to accomplish what you need. (however you can change this by editing the material preset as shown above)
I mapped out the material order (counting in hex, which is important later) of what material is for what
X = BOTH
A = DEFAULT
B = CODE
00 = X
01 = X
02 = X
03 = X
04 = X
05 = B
06 = X
07 = A
08 = B
09 = A
0A = A
0B = A
0C = A
0D = B
0E = B
0F = B
10 = B
11 = B
12 = B
13 = B
14 = B
15 = B
16 = B
17 = B
18 = B
19 = B
1A = A
1B = B
1C = B
1D = B
1E = B
1F = B
20 = B
21 = B
22 = B
23 = A
24 = B
25 = A
26 = A
27 = X
28 = B
29 = A
2A = B
2B = B
2C = X
2D = X
2E = A
2F = A
30 = X
31 = A
32 = A
(again, this you can change this order by editing the material preset as shown above)
when you merge the 2 mods skeletons and meshes, the order of the material needs to be rearranged in that order. if you need to skip one of those materials (and don't want to edit the material preset), you will still need to have a material assigned to some geometry in that slot. (you can make a material called blank and assign one face behind the eyeball that no one can see)
after rearranging the order of materials, now your colours should be fucked, along with missing colour slots for the other costume.
to fix this, you can either add colour slots to your existing using @"Killbox" 's guide
http://modderbase.com/showthread.php?tid=1471
or you can copy and paste the hex values of the colours into cammy c12 customize setting files (or colour tool) since it has many slots already
but if you want 15 colors, or EX colours, find an existing customize setting file with the colour slots you need that has 15 colors, or EX colours
once you have your customize setting file, you will need to connect them to the materials properly
after all the colours in hex, there should be usually an H or a Œ or some kind of other symbol. use that symbol as a guide. move 4 hex spaces to the left of that symbol, then down 3 hex spaces and that number (in red) represents the material. using the list I listed before, type the hex number of the material to connect that colour to that material.
now from that number, move 4 hex spaces to the left, and 2 hex spaces down and that number (in red) represents what colour of the mask texture to use.
I have yet to find some consistency in these hex vales, some use
07, 08, 09
08, 09, 0A
09, 0A, 0B
0A, 0B, 0C
so just look at what 3 the customization setting file you are editing uses and use that.
that should be it, but you need to make sure the cammy C12 data asset files are converted correctly to the slot you are using with the magic numbers and what not
small guide on how to swap the 10+ costume and costume preview files without the need to "borrow" from another costume.
in Cammy c12 costume file for example, that blue highlighted 0D is her magic number, but all the red 0D is her bonus magic numbers. so for her costume and costume preview files, all the 0D's that are AFTER the English text on the right, not the ones before, all the ones after the English text have to be replaced with the new "magic numbers". maybe not all of them are magic numbers, but I haven't seen an issue renaming all of those.
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MODS |
Posted by: RagingDemon666 - 12-09-2020, 04:19 PM - Forum: Character Mods
- Replies (2)
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Hey guys! Will SFV work with mods if i delete the non character files from quickbms? it takes alot of space and im low on disc space. Should i leave only the character files in quick bms to use for mods and delete the other ones? or it won't work if i delete them? does anybody know?
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Camera Mod clipping |
Posted by: Zarna - 12-06-2020, 12:43 PM - Forum: Modding Questions & Discussions
- No Replies
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Hi guys and girls,
i want to ask you if anyone has a link, to fix the clipping problem for the cam mod in sfv? I just have a old one from Brutal Ace but that doesn`t work. (The link does not work)
Thx girls and guys
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