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Also, some materials are called weird, like material_13 for example
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02-20-2020, 10:24 AM
(This post was last modified: 02-20-2020, 10:37 AM by TripKing.
Edit Reason: Took out a step which errorously said pak
)
(02-20-2020, 05:47 AM)porkyBot Wrote: Hey Guys, how is it going?
I am trying to get into modding SFV but honestly haven't made a dent. Will try to explain.
Been looking for tutorials and I always find bits and pieces but never really made it work.
Right now I just want as a starting point to edit a mesh, just to get started. I remove Ibuki's skirt from the model and import it to UE4 and pack it into a Pak and never displays correctly in game. Sometimes it even crashes the game haha.
What have I tried?
I tried using blender and importing a PSK model, exporting it into UE4 and packing it and that's when sometimes crashes the game.
I downloaded BrutalAce's resource's and when I import it to UE4 and run the game does not crash, but I think the character might be oversised and scrambled as sometimes I see just random polygons and the camera is high up on the stage.
Tried watching Uncle Fester's but seems to be too much for what I am looking for for now. I am actually wanting to edit textures and all that, but first I want to make sure that I can successfully pack a model into the game before going all in.
So what should I do to try this?
This is what I think:
Import FBX from Brutal Ace's resources into blender
Edit it into blender
Import the new FBX into UE4
Do I need to create the folder structure? (Chara, CMN, IBK, SkelMesh, Mesh, Material, Textures)? Do I need to put the textures in there?
And cook the model
Pack the cooked model?
Also I imported it to blender and exported it, imported it into UE3, only shows 3 elements for textures:
Element 0 to 3.
All the tutorials show an element for all the different materials, so Don't know what am I doing wrong
@"porkyBot"
First off which Ibuki mod are you using? Could you give a link
In my experience, when you don't have all the materials files (in the mod folder) and export it as an fbx file, then blender just freaks out, and just gives materials generic names. You could also just rename them if you don't want to go thru the following steps. The only other way I know how to fix it is
1) to go get all the files from the game for that character slot
2) put them in the mod folder
3) run Umodel export to get .psk
4) Convert .psk (using 3DS max)
Note: I heard that there is a plug in for blender to import .psk but I haven't used it, so it's possible to forgo 3DS max. I just don't know how.
You do need to create that folder structure, but you don't need the texture folder. Just the mesh and the Material, (And the skeleton in CMN) This isn't always true, but since all your doing is editing the mesh, it's true in this case.
You need to use Material instances, not the materials itself in unreal engine. When you link the material instances to the mesh, the mesh will be grey. That's normal. Mesh just need the references not a copy of the materials themselves in unreal. Using actual materials often crashes the game.
You need to go to the cooked folder and get your mesh not the uncooked folder, and only get the mesh, not the material, or textures, just the cooked mesh file. Use that one as a full on replacement in the mod folder and repack. You only need the Mesh file since that's the only one changing.
Hope that helps a bit.
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02-21-2020, 01:31 AM
(This post was last modified: 02-21-2020, 01:46 AM by porkyBot.)
(02-20-2020, 10:24 AM)TripKing Wrote: (02-20-2020, 05:47 AM)porkyBot Wrote: Hey Guys, how is it going?
I am trying to get into modding SFV but honestly haven't made a dent. Will try to explain.
Been looking for tutorials and I always find bits and pieces but never really made it work.
Right now I just want as a starting point to edit a mesh, just to get started. I remove Ibuki's skirt from the model and import it to UE4 and pack it into a Pak and never displays correctly in game. Sometimes it even crashes the game haha.
What have I tried?
I tried using blender and importing a PSK model, exporting it into UE4 and packing it and that's when sometimes crashes the game.
I downloaded BrutalAce's resource's and when I import it to UE4 and run the game does not crash, but I think the character might be oversised and scrambled as sometimes I see just random polygons and the camera is high up on the stage.
Tried watching Uncle Fester's but seems to be too much for what I am looking for for now. I am actually wanting to edit textures and all that, but first I want to make sure that I can successfully pack a model into the game before going all in.
So what should I do to try this?
This is what I think:
Import FBX from Brutal Ace's resources into blender
Edit it into blender
Import the new FBX into UE4
Do I need to create the folder structure? (Chara, CMN, IBK, SkelMesh, Mesh, Material, Textures)? Do I need to put the textures in there?
And cook the model
Pack the cooked model?
Also I imported it to blender and exported it, imported it into UE3, only shows 3 elements for textures:
Element 0 to 3.
All the tutorials show an element for all the different materials, so Don't know what am I doing wrong
@"porkyBot"
First off which Ibuki mod are you using? Could you give a link
In my experience, when you don't have all the materials files (in the mod folder) and export it as an fbx file, then blender just freaks out, and just gives materials generic names. You could also just rename them if you don't want to go thru the following steps. The only other way I know how to fix it is
1) to go get all the files from the game for that character slot
2) put them in the mod folder
3) run Umodel export to get .psk
4) Convert .psk (using 3DS max)
Note: I heard that there is a plug in for blender to import .psk but I haven't used it, so it's possible to forgo 3DS max. I just don't know how.
You do need to create that folder structure, but you don't need the texture folder. Just the mesh and the Material, (And the skeleton in CMN) This isn't always true, but since all your doing is editing the mesh, it's true in this case.
You need to use Material instances, not the materials itself in unreal engine. When you link the material instances to the mesh, the mesh will be grey. That's normal. Mesh just need the references not a copy of the materials themselves in unreal. Using actual materials often crashes the game.
You need to go to the cooked folder and get your mesh not the uncooked folder, and only get the mesh, not the material, or textures, just the cooked mesh file. Use that one as a full on replacement in the mod folder and repack. You only need the Mesh file since that's the only one changing.
Hope that helps a bit. @"TripKing"
Ok, I will put two posts detailing what have I tried. Here is my try to get Ibuki's default costume edited, just removing the skirt for testing purposes:
Show ContentSpoiler:
I am using @"BrutalAce" resource pack:
Then go to Ibuki's default costume:
Import it to Blender:
(Excuse the watermark, keep forgeting to pay for W10 haha)
Now on the material side, I have this:
Don't know what material is that, but it seems to be Ibuki's parachute thing. Using Uncle Fester's export tools, I see this:
So I am guessing maybe is the IBK_Common_Nuno?
And one seems to be CM_Z12_EyeLens_Common
So Anyways, let's remove Ibuki's skirt:
Now export.
Selected the Armature and the Mesh:
Export it using these settings:
Import it to UE and when I open the mesh, the LOD section just looks like this:
Just three LODs, not for all the different textures.
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02-21-2020, 01:47 AM
(This post was last modified: 02-21-2020, 01:48 AM by Leonaura.)
@"porkyBot"
Hi!
Well, all those steps are correct, but:
1.- You have to change all those BAE_01 to IBK_01, because the BAE codes for Ibuki are outdated. And yes about your question: that material is IBK_Common_Nuno, located in the Common folder (remember to replicate that folder structure on UE4). Between CM_IBK_01_Eye and CM_IBK_01_Skin1, you should have the eyelens material (CM_Z12_EyeLens_Common).
2.- As @"Monkeygigabuster" said on this thread, you should rename all the materials that ends in a number (Cloth2 or Skin1, for example, with ClothX or SkinZ, whatever). That way, your problem with the LODs should be solved. You can rename later those materials with their original names.
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02-21-2020, 01:59 AM
(This post was last modified: 02-21-2020, 02:36 AM by porkyBot.)
(02-21-2020, 01:47 AM)Leonaura Wrote: @"porkyBot"
Hi!
Well, all those steps are correct, but:
1.- You have to change all those BAE_01 to IBK_01, because the BAE codes for Ibuki are outdated. And yes about your question: that material is IBK_Common_Nuno, located in the Common folder (remember to replicate that folder structure on UE4). Between CM_IBK_01_Eye and CM_IBK_01_Skin1, you should have the eyelens material (CM_Z12_EyeLens_Common).
2.- As @"Monkeygigabuster" said on this thread, you should rename all the materials that ends in a number (Cloth2 or Skin1, for example, with ClothX or SkinZ, whatever). That way, your problem with the LODs should be solved. You can rename later those materials with their original names.
Thanks!
Yeah I forgot to say that, I actually change all of these to IBK_01, let me post the other one that seems more "successful" but still not working :C bear with me.
So, this model, Costume 06 for Ibuki, let's try this:
Show ContentSpoiler:
Imported the model:
Check, now the materials. Extracting it with Uncle Fester's thingy I got this:
So, I go to the materials and I have this:
So... I think that I have to remove all the 001 to 003 from scarf, isn't it? As they are part of the same texture I believe.
Also, How do I know what is Material_0, 13 and 15?
I select 15 and is this:
So... is the same ones as the scarf? I extracted the textures and the one called scarf has that part of the mask on the DDS. So I tried this:
Here is an example of what I tried:
I renamed Material_15 to CM_Z12_06_E07_Scarf.
Now, I click material_0:
So, is it the other common?
So I renamed it to:
CM_Z12_EyeLens_Common
Now, I have this list:
Now, for testing purposes, let's remove I don't know, The Hair!
I removed the front part of Ibuki's hair. Now I export it.
Created this structure:
This one actually has all the LOD:
I assign all of them and now cook it.
This is what I did:
I went to the UE cooked folder (Unreal Projects -> StreetFighterV -> Saved -> Cooked -> WindowsNoEditor -> StreetFighterV -> Content -> Chara -> IBK -> 06 -> Mesh).
Took the Mesh .uasset
I created a folder structure as the original one ( StreetFighterV -> Content -> Chara -> IBK -> 06 ) and pasted the original 06 folder from the game (No modifications)
I replace on the 06 -> Mesh folder the original .uasset with the cooked one.
I run u4pak.exe "u4pak.exe pack test.pak StreetFighterV"
I have a Pak file.
The pack file contents is StreetFighterV -> Content -> Chara -> IBK -> 06 -> (Mesh and Materials)
I install it to my Pak Mod Manager
Run the game and Ibuki still have the whole hair :c
So yeah, don't know what am I missing :C
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02-21-2020, 03:12 AM
(This post was last modified: 02-21-2020, 03:14 AM by Leonaura.)
Ok, just a few things:
So... I think that I have to remove all the 001 to 003 from scarf, isn't it? As they are part of the same texture I believe.
Also, How do I know what is Material_0, 13 and 15?
Don't remove those materials. They're part of the same texture, but they are neccesary, and if you delete them, you will mess up the colours. When you import them to UE4, simply use the same material (CM_Z12_06_E07_Scarf) to all those slots.
And, there's only one way to know that: selecting them, as you did, but it isn't so intuitive in most of the cases. In this case, your assumption about the Material_0 is correct, and the same with her nuno (easy to see), but for the other material, you should take a look at Ibuki's original files. In the mesh, you'll find another material that is not part of her costume (CMI_CMN_Invisible), located in the CMN/BaseMaterial folder. That's the name you should use.
I created a folder structure as the original one ( StreetFighterV -> Content -> Chara -> IBK -> 06 ) and pasted the original 06 folder from the game (No modifications)
You missed something there. The structure should be StreetFighterV -> Content -> Chara -> IBK -> SkelMesh -> 06.
But don't worry, you're in the correct path
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02-21-2020, 03:32 AM
(This post was last modified: 02-21-2020, 03:42 AM by porkyBot.)
(02-21-2020, 03:12 AM)Leonaura Wrote: Ok, just a few things:
So... I think that I have to remove all the 001 to 003 from scarf, isn't it? As they are part of the same texture I believe.
Also, How do I know what is Material_0, 13 and 15?
Don't remove those materials. They're part of the same texture, but they are neccesary, and if you delete them, you will mess up the colours. When you import them to UE4, simply use the same material (CM_Z12_06_E07_Scarf) to all those slots.
And, there's only one way to know that: selecting them, as you did, but it isn't so intuitive in most of the cases. In this case, your assumption about the Material_0 is correct, and the same with her nuno (easy to see), but for the other material, you should take a look at Ibuki's original files. In the mesh, you'll find another material that is not part of her costume (CMI_CMN_Invisible), located in the CMN/BaseMaterial folder. That's the name you should use.
I created a folder structure as the original one ( StreetFighterV -> Content -> Chara -> IBK -> 06 ) and pasted the original 06 folder from the game (No modifications)
You missed something there. The structure should be StreetFighterV -> Content -> Chara -> IBK -> SkelMesh -> 06.
But don't worry, you're in the correct path
Omg omg omg, we're on the right path!
Now I don't know why I don't have textures :laugh:
@"Leonaura"
Ok, now this is spooky :S
What did I did wrong?
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02-21-2020, 03:45 AM
(This post was last modified: 02-21-2020, 03:46 AM by Leonaura.)
@"porkyBot"
Remember to put the Eyelens file in the correct folder (Common/Material). I think that's the error
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(02-21-2020, 03:45 AM)Leonaura Wrote: @"porkyBot"
Remember to put the Eyelens file in the correct folder (Common/Material). I think that's the error
WE GOT IT!
Thanks so muuuuch!
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(02-21-2020, 03:50 AM)porkyBot Wrote: (02-21-2020, 03:45 AM)Leonaura Wrote: @"porkyBot"
Remember to put the Eyelens file in the correct folder (Common/Material). I think that's the error
WE GOT IT!
Thanks so muuuuch!
Nice! Congrats for that!
Remember that folders structure are very important (pay attention because some folders could have other names, like Material s instead of Material or Texture s instead of Texture).
But you give me old vibes, and it's so nice to see you completing a modification Go ahead!
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There seems to be an issue with mesh modding seth. when copying attacks from big characters like abigail, she is supposed to get really muscular when doing the copied attack, but the opposite seems to happen and she gets skinnier.
Anyone know a way to fix this?
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@"Leonaura"
Thanks so much!
Now, how do I edit a texture? Haha time to figure it out!
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02-21-2020, 09:39 AM
(This post was last modified: 02-21-2020, 12:10 PM by sleepy_scrub.)
(02-21-2020, 04:17 AM)bbb Wrote: Anyone know a way to fix this?
@"bbb"
LUL, good thing that doesn't happen when I - WAIT
....fuck.
I see some references in the old mesh to "bodypump" that aren't in what I cooked? but not sure what would have to happen there.... also some morph target stuff ... hmm.
I mean my best guess would be to hex edit in all the bodypump stuff? But my current attempts have been crashing my game so I'm not sure how to do that.
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Anyone know if it is possible to mod the voices of a character. I have no idea how any of this works so any help would be real cool.
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(02-21-2020, 07:05 PM)YuzanYoshida Wrote: Anyone know if it is possible to mod the voices of a character. I have no idea how any of this works so any help would be real cool.
Yes. You have to edit the files located inside the Sound folder of each character (StreetFighterV/Content/Chara/XXX/Sound).
XXX_CV_E (english) and XXX_CV_J (japanese) are the main lines on each character. You'll find a tutorial here: http://modderbase.com/showthread.php?tid...8#pid21608 Still works
*replace the XXX with the character code
@"porkyBot"
To edit the textures, take a look at this tutorial: http://modderbase.com/showthread.php?tid=274
@"bbb" @"sleepy_scrub"
The same thing happens to all my Seth's mods I even didn't know that Seth became more muscular with those characters
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