Modder Base
Modding Discussion Thread - Printable Version

+- Modder Base (http://modderbase.com)
+-- Forum: Street Fighter V (http://modderbase.com/forumdisplay.php?fid=1)
+--- Forum: Modding Questions & Discussions (http://modderbase.com/forumdisplay.php?fid=4)
+--- Thread: Modding Discussion Thread (/showthread.php?tid=26)



RE: Modding Discussion Thread - Talion7x - 03-09-2019

Hello ,

have u guys seen mods with this .uasset instead of .pak !? this can't be used with MM !
any idea how to convert it to .pak or it should be installed in another way !
here is a mod .uasset for example : https://www.deviantart.com/xheczx/art/Chunli-Bikini-588351460
and ye if u ask too i do have all dlc unlocked if that's required!.

thanks in advance  Cool


RE: Modding Discussion Thread - The Nibbler - 03-09-2019

You could just put the file in the appropriate folder structure then drag the whole thing into Pak Mod manager and it will create a .pak for you.

Folder structure is StreetFighter\Content\Chara\CNL

place the skelmesh folder in there then drag the top folder into PMM to create the pak


RE: Modding Discussion Thread - Talion7x - 03-10-2019

(03-09-2019, 08:23 PM)The Nibbler Wrote: You could just put the file in the appropriate folder structure then drag the whole thing into Pak Mod manager and it will create a .pak for you.

Folder structure is StreetFighter\Content\Chara\CNL

place the skelmesh folder in there then drag the top folder into PMM to create the pak

problem is i don't have Char folder Undecided ?!


RE: Modding Discussion Thread - The Nibbler - 03-10-2019

Hmm, well you only needed to make those folders and rename them to create the missing structure.

However, I ave just downloaded and checked out the file and it is outdated. You need to check out the guides here for using a hex editor to change the uasset file from pointing to C91 to CNL (the format of the game files is different then when this mod was made)
It isn't very difficult tbh
If you read the guides and see how to amend the entries within the file then just create the file structure (create new folders nested within one another and rename them appropriately) StreetFighter\Content\Chara\CNL\SkelMesh\03\Material
and place your edited file in there and drag it into pak mod manager to create the pak file


RE: Modding Discussion Thread - Talion7x - 03-10-2019

(03-10-2019, 03:53 PM)The Nibbler Wrote: Hmm, well you only needed to make those folders and rename them to create the missing structure.

However, I ave just downloaded and checked out the file and it is outdated. You need to check out the guides here for using a hex editor to change the uasset file from pointing to C91 to CNL (the format of the game files is different then when this mod was made)
It isn't very difficult tbh
If you read the guides and see how to amend the entries within the file then just create the file structure (create new folders nested within one another and rename them appropriately) StreetFighter\Content\Chara\CNL\SkelMesh\03\Material
and place your edited file in there and drag it into pak mod manager to create the pak file

thanks so much m8, btw have used cheat engine scripts before for character poses ? i can't get this one to work for some reason can u test it please  Smile
here is the post http://modderbase.com/showthread.php?tid=89

thanks in advance Cool


RE: Modding Discussion Thread - The Nibbler - 03-10-2019

I am sorry, no i haven't tried using the cheat engine (thought about it for posing characters but never gotten round to it).


RE: Modding Discussion Thread - BrutalAce - 04-12-2019

I recently bought Topaz Gigapixel A.I which as the name suggests is an A.I based image scaling and enhancing software. I did few experiments with it and they turned out surprisingly good. The software not only scale the image perfectly but it can also enhance the details while removing noise and compression artifacts. No wonder how those modders get great results with old game textures making high quality texture mod packs. Here is one example, the left side (A) is up scaled using Photoshop and I used their latest Preserve Details 2.0 re-sampling method while the right side (B) is up-scaled using Gigapixel A.I. Both images were scaled to 2x but Gigapixel can scale them much higher while maintaining this quality.

This is going to be very interesting for mods or old XNALara models.

[Image: XNEamHR.jpg]


RE: Modding Discussion Thread - sleepy_scrub - 04-12-2019

(04-12-2019, 07:02 AM)BrutalAce Wrote: I recently bought Topaz Gigapixel A.I which as the name suggests is an A.I based image scaling and enhancing software.
@BrutalAce
I had read some stories about that, I've heard people are using AI scalers to redo the textures for entire games.
Have you tried "Let's Enhance" at all? It's free, I've been meaning to try it provided I find the right project to work on.


RE: Modding Discussion Thread - BrutalAce - 04-12-2019

@sleepy_scrub

Yes I also heard that the technique is being used quite frequently in HD Texture projects. I heard about Lets Enhance as well but never tried it, I kind of don't like those online tools because they always impose restrictions like for example you cannot go over 15 megs of image which is pretty easy to achieve if you're working on textures and pick PNG to work with and that is what you should use anyway with texture projects due to lossless nature of format, JPG is a bad choice for textures.

I used Waifu2xCaffe which is free opensource tool but it's hard to use with some confusing options and I think it can only go as high as 2x while Gigapixel can go as high as 6x the original size but of course it's a paid software so it has better options. It also supports both PNG and TIFF formats so it's good for texture projects, some of the images I tried to up scale ended up resulting in 48 megs with TIFF format so it's really demanding when it comes to space requirements but the results were really good.

The good thing I noticed about these programs is that they don't just try to remove blur by sharpening the image which can result in noise but they actually resample the image after removing noise and add extra details to edges and colors which can be really useful for low res textures. I do have some mods to make using old XNALara models, old Mortal Kombat and Tekken models really have bad textures so use this to enhance those will be interesting.


RE: Modding Discussion Thread - gluteus - 05-02-2019

I've been putting together a customized remesh of chun-li's battle outfit. But the flappy things at the bottom weren't playing too nicely with Unreal's physics asset; so I decided to rip it out and give APEX cloth another try. After figurative smacking my head against my monitor for several days I eventually figured out how to get Maya, Physx, Unreal, and SF5 to play together without killing each other. While I believe I've made significant progress, it is still far from perfect. Gentlemen, I present to you my dilemma.

[Image: 0tZ4N9I.jpg]

Over the last few days my feelings of amusement and optimism gradually decayed into feelings of inadequacy and impotence as I came to the conclusion that I can not for the life of me figure out how to put an image on a blank polygon in street fighter 5. I scoured the forums looking for an answer on how to do this, but I'm not sure what techniques are outdated and which are still relevant. I saved an image as a set of targa files to use for texturing. Went into blender and assigned a material to the new polygon, lined up the surface, cooked the mesh up in unreal, then went into the material's hexadecimal values and redirected it to utilize the new targa files. But instead of being greeted with an image on a surface; it just comes out whiter than the US president (or as a mishmash of black and yellow if I stick with the default hex values in the material.) I feel like I'm trying to put together a puzzle without all the pieces, I probably won't be able to do this myself, even with the resources readily available. So I come to you: the handsomest most smartest people in the interwebs. I believe your combined brainpower will be enough to teach a plebeian such as myself how to put an image on a blank polygon in street fighter 5.

I'll even provide a prototype link in case anyone feels like reverse-engineering my project: https://mega.nz/#!300xjSRR!LEaffPxWt9rsLxP2Pa1WuTQ9rQ1d1buzloRxLxNJOR0


RE: Modding Discussion Thread - chronoxiong - 05-11-2019

I know you guys are not allowed to fix other modder's works but I noticed that a ton of terryxx's old mods from 2017 and his Sakura mods from last year dont seem to cooperate with the game now. I tried to use his Kolin Bunny mod and a lot of her body was looking greyed out. The Laura Orchid mod of his, her eyes are out of place with her body. And same for his Sakura mods from last year. The model looks great but her eyes are out of place. Is that an easy fix? I tried to contact him about it but I dont know if he will try to fix his old mods. Kinda sucks because he has some great mods too.


RE: Modding Discussion Thread - sleepy_scrub - 05-14-2019

@chronoxiong

I haven't read any rule about "not being allowed to fix mods", I think people are just busy working on their own stuff. And also I'm not necessarily going to know how to fix someone else's mod without figuring out how he/she set it up to begin with.

The thing with eyes popping out is a known issue, Capcom replaced a lot of the material instance files after the Cody patch. I will refer you to @BrutalAce 's solution here , so I'm not just repeating the same thing.

Stuff being greyed out usually means the game can't find the correct material file, I would bet the older mods with greyed out pieces are using the old costume codes for the materials.
Capcom changed all the character codes right after season 1 and that broke a bunch of stuff, check here for the correct codes, you'll have to hex edit all references to the old code in the mod with the new one to get it to work.


RE: Modding Discussion Thread - TaNooki - 05-15-2019

Hey guys, I've had some trouble making mods for Menat using parts from certain characters, so I want to put this out in case anyone has some tips. The outfit I want to make uses the pants and boots from Karin's sporty costume and at first everything looks alright, but during some animations (like crouching) you can see that the legs are offset somewhere. These are the original bones from Karin's model, I just attached them to Menat's armature at the spine and deleted the leg bones from Menat. What would be the best way to go about correcting this issue? Moving around the bones a bit more? Stretching the model? Weight transfers?

[Image: dd6xzr9-9dbebafa-6981-4392-a41a-ee1cb61d...1558158250]


RE: Modding Discussion Thread - sleepy_scrub - 05-15-2019

@TaNooki

Hmmm. Haven't worked a lot with Menat so I'm not sure.

I would try scaling the legs to be as close to Menat's as you can and then just copying the legs over without messing with the bones at all (most body bones share the same names with the exception of breasts and hair bones, so it should just copy over and work on Menat's armature fine).  Distance between bones can substantially alter how the armature works, if Karin's bones are setup even a little differently it's not going to behave the same.


RE: Modding Discussion Thread - chronoxiong - 05-17-2019

(05-14-2019, 08:00 AM)sleepy_scrub Wrote: @chronoxiong

I haven't read any rule about "not being allowed to fix mods", I think people are just busy working on their own stuff. And also I'm not necessarily going to know how to fix someone else's mod without figuring out how he/she set it up to begin with.

The thing with eyes popping out is a known issue, Capcom replaced a lot of the material instance files after the Cody patch. I will refer you to @BrutalAce 's solution here , so I'm not just repeating the same thing.

Stuff being greyed out usually means the game can't find the correct material file, I would bet the older mods with greyed out pieces are using the old costume codes for the materials.
Capcom changed all the character codes right after season 1 and that broke a bunch of stuff, check here for the correct codes, you'll have to hex edit all references to the old code in the mod with the new one to get it to work.

Oh ok then.  That will explain things.  I am aware of the links that you posted in that reply.  I have been following everything about SF V ever since the beginning of 2018.  terryxx finally messaged me back about possibly fixing his old mods.  He wrote to me that the eyes popping out is probably from the Cody patch.  And other mods that are greyed out, he needs to go back and fix those.  I will try to message him more and help him figure out which old mods need to be fixed.  There's such a huge library of SF V mods that even old mods can't be forgotten to use.  Thanks for replying bro!