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Street Fighter x Tekken
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- M-M-M-Monster veteran
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Re: Street Fighter x Tekken
What doesn't make sense is that even the skin uses those "masks" It's really weird.Darko wrote: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.
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Re: Street Fighter x Tekken
Judging by how they look, yes and no. Some parts use it for the Pandora markings, others use it for transparency.ShiroiKaze wrote:I think the transparency masks on the skin are for pandora mode
Not that I noticed. Other than the fact that the PS3 textures needed to have their DDS headers fixed, both the models and textures appear to be the exact same. At least, from the files I've compared.iK1L73r wrote:is there any diference between ps3 and x360 files?
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Re: Street Fighter x Tekken
Oh, thanks! PS3 textures worked perfectlyNot that I noticed. Other than the fact that the PS3 textures needed to have their DDS headers fixed, both the models and textures appear to be the exact same. At least, from the files I've compared.
- plodtrew
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Re: Street Fighter x Tekken
The bms script doesnt work for me, I get an error stating that the there is an invalid datatype on line 14.
I have managed to extract the files manually using a hex editor though. I'm thinking about adding support in my x-packer application to extract and inject files into the eaf archive. Has anyone succeeded in adding modified files to the archive?
I have managed to extract the files manually using a hex editor though. I'm thinking about adding support in my x-packer application to extract and inject files into the eaf archive. Has anyone succeeded in adding modified files to the archive?
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Re: Street Fighter x Tekken
I think the reason for the funky colors on the textures in both this game and the Soul Calibur games has to do with that each game has custom colors for every character. There must be some file that adjusts the hues... but the base textures are these funky cyan tones. Anyway I'm just hand coloring the textures in photoshop like suggested... I'm putting together a SFxT parody animation... here's my first test render with Poison's alt costume http://youtu.be/3IYERjtc4rI
Re: Street Fighter x Tekken
Anyone get the .emz files working for like backgrounds and stuff? I've been trying to convert the store background with the SF4 tools, but it's not going so well.
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Re: Street Fighter x Tekken
the backgrounds don't use .emz files... they're controlled by a series of .lua files in the script folder... as far as I know there's no way to view or extract them properly... I've been trying to get Kunimitsu out of the Mishima background myself
Re: Street Fighter x Tekken
Go to the UI folder, then store, then bg. It's an .emz file.ShiroiKaze wrote:the backgrounds don't use .emz files... they're controlled by a series of .lua files in the script folder... as far as I know there's no way to view or extract them properly... I've been trying to get Kunimitsu out of the Mishima background myself
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Re: Street Fighter x Tekken
JohnGrimm wrote:Go to the UI folder, then store, then bg. It's an .emz file.ShiroiKaze wrote:the backgrounds don't use .emz files... they're controlled by a series of .lua files in the script folder... as far as I know there's no way to view or extract them properly... I've been trying to get Kunimitsu out of the Mishima background myself
UI= User Interface... that has nothing to do with the stages. That emz file you're looking for is the background for the dlc store. The stages are in the field folder... each stage has it's own subfolder there. In the subfolders you'll see the vfx folder that does have some emz files... but all vfx are is stuff like smoke and effects in the background. Like I said, the stages are controlled by the .lua files in the script subfolder in each field folder.
Re: Street Fighter x Tekken
I never said anything about the stages. If I meant the stages I would have said stages. Clearly the stages would be 3D models anyways and not an .emz file. In fact, if you look at the first post I made, I even said I was trying to get the background for the store.ShiroiKaze wrote:JohnGrimm wrote:Go to the UI folder, then store, then bg. It's an .emz file.ShiroiKaze wrote:the backgrounds don't use .emz files... they're controlled by a series of .lua files in the script folder... as far as I know there's no way to view or extract them properly... I've been trying to get Kunimitsu out of the Mishima background myself
UI= User Interface... that has nothing to do with the stages. That emz file you're looking for is the background for the dlc store. The stages are in the field folder... each stage has it's own subfolder there. In the subfolders you'll see the vfx folder that does have some emz files... but all vfx are is stuff like smoke and effects in the background. Like I said, the stages are controlled by the .lua files in the script subfolder in each field folder.
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Re: Street Fighter x Tekken
works fine for me
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Re: Street Fighter x Tekken
What did you use for it? I've been trying BMS scripts all over the place and haven't found one that worked.ShiroiKaze wrote:works fine for me