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Post by TungstenViper on Aug 21, 2017 8:50:06 GMT
Thank you very much!
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Post by cybuster on Aug 21, 2017 20:42:26 GMT
So when you're done building your mod (new mesh and texture maps), do you have to reskin it to the rig and delete the old mesh and shader files from the old? That part forward has me kind of stuck.
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Post by The Coin Op. Kid on Aug 22, 2017 5:09:21 GMT
Hello, I was just wondering about something that I haven't seen anyone talk about yet. While I like I'm sure many of you have been playing Street Fighter for years now, a lot of my friends aren't as frequent on the game series. So when they try to play it they tend to lose miserably and have a horrible time. On top of that, I haven't personally ever liked playing charge characters, so I was curious as to whether there is a way to change the input commands in the game? I'm aiming for all charge, half circle, and full circle moves to be changed to quarter circle and shoryuken style forward/backward + down + diagonal down inputs. I would still want things to fit the characters, spinning bird kick should still be performed with a kick button prompt, but say it's the shoryuken input command instead of the charge it normally is. I also want to update my in game command lists to reflect this so anyone could jump in on a character that they think looks interesting and see what moves apply. I'd personally love to play as Chun-Li now that her combos are more fluid and fun without ever having to put up with charging to do a special. I never play online, so I wouldn't ever use this for more nefarious means, and I figure I'm not the only person to have ever thought about this. Is this something that's possible, and if so what can I use to do it?
Thank you.
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Post by sleepyscrub on Aug 22, 2017 19:39:18 GMT
cybuster : You cook everything through Unreal Engine and if your files match the file/naming structure of SF5 (and if your UVs are set up properly), it should work. Again, I would point you here, Uncle Festor's tutorials do a good job of walking you through Unreal engine. @the Coin Op. Kid Hmmm.... out of my wheelhouse, though somebody more advanced might know. These fine folks working on the Mysterious Mod seem to be the furthest along in terms of modding actual gameplay. Perhaps they would be the people to ask? THEJAMK : rocklee89 I have struggled mightily on the Juggernaut front but I've hit a dead end I think. I might as well share my findings since I'm finally stuck. Parenting Abigail's faceroot to a different bone stops the head bobbing while keeping his facial expressions (sort of) intact. BUT whatever bone you parent to seems to distort his face/animations depending on how far away the new parent is from the original bone (b_c_Head) I've got it almost working parented to one of the head helper bones but it completely spazzes out during certain animations (Abagail Punch ->Super creates issues, idle taunt, various other things). So the key would be to find a bone near b_c_Head that doesn't move during most/all of Abigail's animations. I'm not sure if he has one. There's a bone underneath b_c_head, (g_c_head) that almost worked but it completely spazzes during V-Trigger and Super. So I dunno if it can be done flawlessly while keeping Abigail's head animations. It's probably the lesser of two evils to just lock his head in place and lose the facial animations all together....
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Post by cybuster on Aug 23, 2017 0:05:44 GMT
sleepyscrub I tried watching it a while back but that guys voice gives me such a headache because of how distorted it is. I tried scrubbing through his tutorial but I think I need the volume on in order to follow, idk... EDIT: Tried to rewatch it with youtube subtitles and it went on to him talking about caesar water and how to dip it xD
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Post by saturnfrost on Aug 23, 2017 6:25:49 GMT
some progress on Lucky Mika Mod (my latest wip) ^_^
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Post by cybuster on Aug 23, 2017 19:00:46 GMT
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