|
Post by eacab on Jul 7, 2015 2:25:30 GMT
ive found a tool for sf4 called piecemontee's SF4 Assets Explorer that works on many of xenoverses files especially those involved in skills, it can be found Here ive played with it a bit and discovered that it can edit emo files which also helped me discover that .emos contain a skills 3d model like emperors death beam here. Im making this thread to ask everyone to help contribute and learn more about this tool because i only know a few things and i dont know anything about skill .emms which this program can open and libxenoverse cannot, so please let me know if you find anything. heres an example of one of super galick guns .emms so far we have only been able to model swap or recolor skills so help with this is much appreciated.
|
|
Cription
Saiyan
The Prince of Sands
Posts: 91
|
Post by Cription on Jul 7, 2015 2:40:08 GMT
Nice find.
|
|
|
Post by hirumaberserker on Jul 7, 2015 13:53:12 GMT
Hopefully those .emo files don't "cut" themselves on our PC. Get the joke?
|
|
|
Post by Rai on Jul 7, 2015 17:15:05 GMT
Well I can say it seems extracting the models through this program, and then injecting them in works, however there's a limitation we need to get around. We can't have more vertices than the original model. Also when I reimported the model, from what I can see, the model has rotated 90 degrees. There's possibly an option in 3DS Max that I need to toggle on in obj exporting, but hey, It works at least. Somewhat.
|
|
|
Post by eacab on Jul 7, 2015 17:18:29 GMT
hmmm interesting, ill edit one in blender and see how it goes Edit:just tested it and sure enough it worked i sucessfully made burning spin's model different. also this is a programing issue most likely an easy one considering theres probably just one line that checks how many vertices you have,so Shenron i know you have alot on your plate but help is very appreciated
|
|
|
Post by Shenron on Jul 7, 2015 21:43:14 GMT
hmmm interesting, ill edit one in blender and see how it goes Edit:just tested it and sure enough it worked i sucessfully made burning spin's model different. also this is a programing issue most likely an easy one considering theres probably just one line that checks how many vertices you have,so Shenron i know you have alot on your plate but help is very appreciated I'll admit, this is an interesting one! I'm wondering if it's actually a vertex limitation or perhaps just some weighting issues? I can't test this myself, but what happens if you, say, delete a portion of 12 verts and add in a brand new cube (8 verts) in its place? If it is just a single value though it should be easy enough to write a quick fbxemo converter I think? Maybe?
|
|
|
Post by eacab on Jul 7, 2015 21:48:19 GMT
oh rai misread the error it says we must have exactly the same amount of vertices as original, so deleting 12 and adding 8 wont work
|
|
|
Post by Rai on Jul 7, 2015 23:42:41 GMT
It could be something to do with pointers in the .emo file.
If someone makes a new program for this, they could add in a function to automatically adjust the pointers, so we can add in more complex models without the limitations of the existing program.
Just an idea though.
|
|
t_aires
Saiyan
A power beyond Super Saiyan God!!!!
Posts: 61
|
Post by t_aires on Jul 8, 2015 10:51:17 GMT
Wow great discovery, well about the skills I dont know anything about skill modding but I will give an example just to see if it is possible:for instance in the original game there are 2 ids for the skill "ENERGY ZONE" (towa's ultimate) however one works in game and the other doesnt do a thing. Is it possible for instance to make the one that doesnt work a new working skill with this method, even if it is similiar to the original one?
|
|
|
Post by eacab on Jul 8, 2015 11:22:48 GMT
Wow great discovery, well about the skills I dont know anything about skill modding but I will give an example just to see if it is possible:for instance in the original game there are 2 ids for the skill "ENERGY ZONE" (towa's ultimate) however one works in game and the other doesnt do a thing. Is it possible for instance to make the one that doesnt work a new working skill with this method, even if it is similiar to the original one? i dont know about new skills but every ULT in dataap2 has 2 folders if im not mistaken right? to make a whole new skill its probably something along the lines of bac/bsa editing those duplicate skills.
|
|
|
Post by eacab on Jul 8, 2015 11:59:18 GMT
this isnt about skill modding, but i think its worth mentioning that stages and auras have .emo files as well
|
|
|
Post by Flevir on Jul 23, 2015 5:18:11 GMT
On this topic, I've found that skills that use a weapon such as Burning Slash or Shining Slash use both a .emo file for the 3D model and a .emb for the designs on the 3D model. I've successfully changed the designs on the weapons, but it does not seem possible to make the designs any larger than they already are.
|
|
|
Post by Flevir on Jul 23, 2015 5:29:45 GMT
On this topic, I've found that skills that use a weapon such as Burning Slash or Shining Slash use both a .emo file for the 3D model and a .emb for the designs on the 3D model. I've successfully changed the designs on the weapons, but it does not seem possible to make the designs any larger than they already are. Therefore, to completely mod a skill I believe you must change both the 3D model's shape, and also the 2D textures to fit each other.
|
|