I'm working on accessing the files on the 360 version... but they're in container files in .awb format... anyone familiar with this? Noesis doesn't seem to be able to recognize it.
edit- .awb seems to be the format for the sound files... while the models, etc seem to be in one large 2 gig file called CMN.eaf
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Street Fighter x Tekken
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Re: Street Fighter x Tekken
so from my research I apparently need Kensou's tool to dump the aef file... but so far I can't find a working link... does anyone have one?
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Re: Street Fighter x Tekken
Try this.ShiroiKaze wrote:so from my research I apparently need Kensou's tool to dump the aef file... but so far I can't find a working link... does anyone have one?
Code: Select all
# SSFIV .eaf archives (script 0.3)
# script for QuickBMS http://aluigi.org/papers.htm#quickbms
endian big
comtype deflate
idstring "#EAF"
# 0x4 may be file name length
goto 0x10
get file_count long
set idxpos = 0x80
for i = 0 < file_count
goto idxpos
get name string
math idxpos + 0x100
goto idxpos
get dummy long
get offset long
get size long
goto offset
get id long
if id == 0x23454D5A
endian little
get crc long
get uncompsize long
get blah long
endian big
savepos cdatapos
math size - 0x10
clog name cdatapos size uncompsize
else
log name offset size
endif
math idxpos + 0x20
next i
https://skydrive.live.com/?cid=C59EA3C9 ... 49FCBE!177
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Re: Street Fighter x Tekken
No, the structure is the same and those files are multichannel mask textures. After seeing the texture, the red channel is a gray diffuse texture and the other 3 channels (blue,green and alpha channels) are masks controling muliply color layer limits.dj082502 wrote:
Emb texture file is somewhat different.
So basically, youll have to edit your texture in photohop like scVI-V textures.
Also, there's just one emb per emo object.
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Re: Street Fighter x Tekken
yup I already managed to rip all the models including alt costumes and the 12 vita fighters... but the texture files are funky colors... almost like a normal map
edit- Oh I see the deal with the texture files... any easy way to convert them?
edit- Oh I see the deal with the texture files... any easy way to convert them?
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Re: Street Fighter x Tekken
It's easy to edit textures, but need some work and patience.ShiroiKaze wrote:yup I already managed to rip all the models including alt costumes and the 12 vita fighters... but the texture files are funky colors... almost like a normal map
edit- Oh I see the deal with the texture files... any easy way to convert them?
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Re: Street Fighter x Tekken
What does that mean? And if the red channel is just gray, wouldn't that make it difficult to compute the correct color with only the blue, green, and alpha?No, the structure is the same and those files are multichannel mask textures. After seeing the texture, the red channel is a gray diffuse texture and the other 3 channels (blue,green and alpha channels) are masks controling muliply color layer limits.
More importantly, how does game use that to properly compute the colors?
What is the procedure to editing the textures, and what makes it difficult to automate it given the information provided?
Last edited by finale00 on Sun Mar 04, 2012 5:48 am, edited 1 time in total.
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Re: Street Fighter x Tekken
I can see them as separate channels in photoshop... just not sure what to do to fix them. Each character also has a "pandora mode" texture added in the file that also jumbles things up a bit
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Re: Street Fighter x Tekken
Just one question. Is there any difference between the model use in SF4 and SFxT? Like for example, the Ryu model?
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Re: Street Fighter x Tekken
Besides different texture formats when you try to play animation via the SF4 Assets Explorer you get a lot of vertices that flip out... even on characters that were in SF4. The geometry on the models look identical though.emankcin700jp wrote:Just one question. Is there any difference between the model use in SF4 and SFxT? Like for example, the Ryu model?
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Re: Street Fighter x Tekken
Have you edited SCIV-V textures by yourself?? It's the same process.finale00 wrote:What does that mean? And if the red channel is just gray, wouldn't that make it difficult to compute the correct color with only the blue, green, and alpha?No, the structure is the same and those files are multichannel mask textures. After seeing the texture, the red channel is a gray diffuse texture and the other 3 channels (blue,green and alpha channels) are masks controling muliply color layer limits.
More importantly, how does game use that to properly compute the colors?
What is the procedure to editing the textures, and what makes it difficult to automate it given the information provided?
This is how it works:
http://www.youtube.com/watch?v=ZA0tTKvX ... d7OBi5Uz26
Thanks Mario for the video.
Edit. it's faster to do that in photosop.