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RE: Modding Discussion Thread - Ryutsuna - 05-21-2018

Hi guys,

I'm not sure if this is the right place to ask, but I've tried to look for such a mod and could not find it in the forum. I also don't think it really fits into character, stages, sound or or music mods categories.. as it's more of a UI issue.

When in training mode, you can record actions for the dummy to execute on wake up/guard recovery, or on a timer. When the dummy does so, there's a box in the middle of the screen which shows the number of the recorded action currently being replayed.

Is there a mod that hides said number ? 

Thanks in advance.


RE: Modding Discussion Thread - robhal - 05-21-2018

@Ryutsuna
Hi too, and please don't worry about asking in the right place or not as we will guide anyone as much as possible to the right direction.

About your question, for now I answer it in here. At first I thought this mod will help with what you want, but unfortunately I have tested it a moment ago and the box with timer still show when we are recording some dummy actions. So I am sorry that I can't be much help.

Btw there is an option in training mode to hide that "box with timer" thing, but it only affects the dummy playback.


RE: Modding Discussion Thread - Ryutsuna - 05-21-2018

@robhal No worries, thanks for taking the time to check ! I'll look into that option when I get home, hopefully that might help =)


RE: Modding Discussion Thread - Ecchi Gamer - 05-22-2018

@BrutalAce

Once again i tried to do full character import and got stuck at a point
i nearly rigged the whole character with textures and stuff
the eyes , mouth and teeth aren't neither very good nor bad

but i just can't get the eyelids right 
i think the problem is that the bones aren't aligned\position
its just my guess cause i am sure i rigged it properly or at least in one of my blender safe files i did
the eyelids clip through the skin\eyes
i almost tried everything i could but its not working 
there are just too many bones in the face area and even if i find the right eyelid bones 
i don't know whether i am supposed to move them0 up or down

Sorry for troubling you all the time but i am finally so close ,So when ever you spare some time to PLEASE!! look at this 

i have uploaded the blender file and the game files here https://mega.nz/#!jUNBDK7Z!yRtMkoDT32O0ipisXE7kU2cnHPl4F1l2ScVx_3sNqZQ


RE: Modding Discussion Thread - BrutalAce - 05-23-2018

@Ecchi Gamer

I'll take a look, give me sometime.


RE: Modding Discussion Thread - Ecchi Gamer - 05-29-2018

@BrutalAce

how am i supposed to rig this
[Image: screenshot__1__by_ecchigamer-dccv2gv.png]


RE: Modding Discussion Thread - BrutalAce - 05-29-2018

@Ecchi Gamer

Man I forgot to take a look at your file, I'll do it today (hopefully). About that costume, you either have to make tons of bones if you're going the regular physics route or do it with APEX.


RE: Modding Discussion Thread - Ecchi Gamer - 05-29-2018

@BrutalAce

No worries about the file ,i know i am quite lazy and forgetful myself and i do bother you a lot .Check the file whenever you have free time to easily do it


So it is possible to animate the dress using regular physics route
I had scale this about month ago and i did tried going through it by adding lot of bones well at least half of the dress
the results weren't very good
i wasn't sure that how many bones should i add or how much minimum weight paint i should add to a single bone because these to things affect each other
the more bones i add the less amount of weight painting per bone

and if a bone has very small amount weight painting then it will not give those bone movement options in unreal engine 
or at least thats what i concluded from my past experience with it


RE: Modding Discussion Thread - BrutalAce - 05-29-2018

@Ecchi Gamer

Well I believe that regular physics is not the ideal solution for such a long dress, specially for front cloth because a character doesn't move his/her legs too much on back side but front is complicated so I would have done it with APEX. I'll repeat my same old excuse that I still haven't managed to write APEX tutorial but unfortunately that's the only ideal solution in my opinion.


RE: Modding Discussion Thread - RAYG4000 - 05-30-2018

Hello everyone,

I wanna try my hand at modding and make a costume for sakura, but have run into some technical issues with my pc. Thought i'd ask this question while waiting. Would it be possible to open up a nude mod in blender to use as a template? I figure that I could use u4pak to unpack a nude mod for sakura then get the meshes using the sfv texture extract, to open in 3ds max before blender.


RE: Modding Discussion Thread - sleepy_scrub - 05-30-2018

(05-30-2018, 12:00 AM)RAYG400 Wrote: I figure that I could use u4pak to unpack a nude mod for sakura then get the meshes using the sfv texture extract, to open in 3ds max before blender.

@RAYG4000
More or less correct. You can unpack the mod with u4pak to get .uasset files then extract those with UModel to get tetures and the model.

The catch is that the model extracts as a .psk, which blender can't open.
You have to use 3DS Max and the ActiveX Importer plugin to open the mesh, then save it out as a .fbx.

As far as I'm aware that's the only way to open a .psk.  Yes Blender has a .psk plugin, but when I tried it, it was super janky and I don't recommend it.


But yeah workflow is U4pak -> Umodel -> 3DSMax -> Blender.


RE: Modding Discussion Thread - RAYG4000 - 05-30-2018

(05-30-2018, 04:42 AM)sleepy_scrub Wrote:
(05-30-2018, 12:00 AM)RAYG400 Wrote: I figure that I could use u4pak to unpack a nude mod for sakura then get the meshes using the sfv texture extract, to open in 3ds max before blender.

@RAYG4000
More or less correct. You can unpack the mod with u4pak to get .uasset files then extract those with UModel to get tetures and the model.

The catch is that the model extracts as a .psk, which blender can't open.
You have to use 3DS Max and the ActiveX Importer plugin to open the mesh, then save it out as a .fbx.

As far as I'm aware that's the only way to open a .psk.  Yes Blender has a .psk plugin, but when I tried it, it was super janky and I don't recommend it.


But yeah workflow is U4pak -> Umodel -> 3DSMax -> Blender.

Thank you sooo much man!


RE: Modding Discussion Thread - Ecchi Gamer - 06-02-2018

@BrutalAce

AAGGGHHH!!!! 
[Image: maxresdefault.jpg]

I tried using bones in blender to animate the cloth but just can't do it right

[Image: screenshot__4__by_ecchigamer-dcd9i87.png]



So i gave a look at this tutorial that @sleepy_scrub Mentioned  before http://w11.zetaboards.com/SFxT_Mods/single/?p=8270765&t=11540300

in this tutorial PFunk uses a tool called  "ClothingToolCHECKED.exe", part of the Nvidia Physx tool
i searched online for this tool but couldn't find this 
i do have a nividia graphics card but don't what  this physx tool


RE: Modding Discussion Thread - BrutalAce - 06-02-2018

@Ecchi Gamer

You can download it here but you have to make Nvidia Developer Account which is free.

https://developer.nvidia.com/gameworksdownload#?dn=physx-apex-sdk-1-3-0

Another way is to use Nvidia PhysX plugin with 3DS Max which is what I do myself.

https://developer.nvidia.com/gameworksdownload

Make sure you download this file PhysX: 3D Studio Max DCC plug-in for PhysX 3-3-0

Btw Nvidia card is not required for this type of PhysX, it's only needed for GPU based PhysX animations which are used in some big games like Batman Arkham series. Street Fighter only use CPU based PhysX which is also a product of Nvidia but it's platform independent.


RE: Modding Discussion Thread - sleepy_scrub - 06-02-2018

@Ecchi Gamer

Here: https://developer.nvidia.com/gameworksdownload#?tx=$physx_sdk,3.3.1
It should look like:
[Image: apex_screenshot.jpg]

You want the one that says:
Physx: APEX SDK. You download it, it comes with a folder with a bunch of stuff, ClothingToolCHECKED is in there.  You'll have to sign up for NVIDIA Developer program, it's free so do so.
Also, I linked to APEX 1.3.1 which has worked for me along with 1.3.0. Do NOT download 1.3.2, it's bugged and files you export from it cause Unreal Engine 4.7 to crash.