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piecemontee's SF4 Assets Explorer Sourceforge Project

Post questions about game models here, or help out others!
piecemontee
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piecemontee's SF4 Assets Explorer Sourceforge Project

Post by piecemontee » Tue Aug 04, 2009 11:47 pm

Hello every one, I had little time at first but now I have no time at all, so I decided to release the sources.
So I uploaded my whole Hg repository on source forge:
http://sf4viewer.sourceforge.net/

Feel free to contact me to get a developper membership!

Warning: This was coded in short bursts and everything was done in header files since this is very small code base, so it may look weird

OLD post:

See screenshots page 2

DONE:
- EMZ decompression (compressed file backup to NAME.compressed)
- model display
- textures display
- Character Sub model toggle (thanks LouNGeR)
- DDS texture extraction/injection (with file backup)
- fixed 100%CPU usage
- textured character models (open .cos and .col and select #EMO or #EMG)
- file drag and drop
- simple geometry extraction/injection[/b] (vertex inject only available #EMG)fixed vertex count detection
- skeletton display
- EMM materials browsing (no edition yet)
- rendering option toolbar: skeleton, wireframe, ....
- advanced models shading (bump map & correct ink shader)
- fixed normals and face orientation OBJ export (EMO/EMG) Again!
- animation names listing (#EMA)

TODO:
- EMM materials edition
- resized asset injector
- full model extraction/injection (#EMO)


MORE TODO:
- EMZ recompression
- skeletton skinning & animation display
- Readme/Manual

Thanks :
- LouNGeR for model on/off,
- magnum@Xentax for skeletton&texture assignment ids.
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Last edited by piecemontee on Wed Aug 11, 2010 11:23 pm, edited 15 times in total.

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chrrox
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Re: SF4 Asset explorer

Post by chrrox » Wed Aug 05, 2009 1:21 am

This is the greatest thanks so much :)

I hope you eventually release the source code as I love to see how all these different model viewers are made and like to learn from them.

Keep up the great work.

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Re: SF4 Asset explorer

Post by AceAngel » Wed Aug 05, 2009 12:55 pm

THHHHAAAAANNNNK YOOOOOOUUUUU!

Thank you!

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Re: SF4 Asset explorer

Post by CMihai » Wed Aug 05, 2009 9:01 pm

Nice :D But how we can extract the char's and others ? cause " Extract files " it's not highlighted

Edit: Ah just read the whole Todo list ... :S

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piecemontee's SF4 Assets Explorer [ALPHA RELEASE] CPU FIXED

Post by piecemontee » Wed Aug 05, 2009 11:47 pm

Hi folks! :)

Here is the second alpha release.
http://www.gamevixenzone.com/gvz/viewto ... w=viewpoll

Alternate download

DONE:
- Character model display
- fixed "simple" models display (stages, character shadow simple model...) (no need to vote for this anymore)
- textures display
- Character Sub model toggle (thanks LounGer)
- DDS texture extraction/injection (with file backup)
- on the fly EMZ decompression (with compressed file backup)
- fixed 100%CPU usage

:write: TODO:
- textured models
- geometry extraction/injection
- shadered models
- resized asset injector
- EMZ recompression (2011)
- skeletton skinning & animation display (2012)
- Readme/Manual (2013)

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chrrox
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Re: SF4 Asset explorer

Post by chrrox » Thu Aug 06, 2009 12:49 am

magnum created an sf4 smd exporter script in pearl I hope this can help you map out the file format quickly.
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Last edited by chrrox on Thu Aug 06, 2009 1:38 am, edited 1 time in total.

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Re: SF4 Asset explorer

Post by YourPackage » Thu Aug 06, 2009 1:18 am

excellent work :)

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Re: SF4 Asset explorer

Post by magnum » Thu Aug 06, 2009 1:19 am

The EMO script (which btw is in Perl, not Python) spits out a *_data.txt file that shows almost the entire data dump for the file. There's 7 numbers that I can't figure out what are for, and is holding back model importing (from what I remember, when I tried modifying them, it crashed the game). It's the 3 unknown floats and the 4 chars (3 of which seems to always have the same value, and the 4th which is always 255).

An interesting thing to note is that the first 3 floats all change in increments of 1/255 (and range from -1 to 1), so I wonder if they're some how related to the chars.

I'll have to double check the crashing part, because I tried that in my early days of trying to modify the files, and maybe the crash was actually due to something else...

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Re: SF4 Asset explorer

Post by chrrox » Thu Aug 06, 2009 1:39 am

If you want to re compress the data the game will read plain zlib compressed files also if that makes it easier to re compress them.

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Re: SF4 Asset explorer

Post by piecemontee » Thu Aug 06, 2009 7:10 am

magnum wrote:The EMO script (which btw is in Perl, not Python) spits out a *_data.txt file that shows almost the entire data dump for the file. There's 7 numbers that I can't figure out what are for, and is holding back model importing (from what I remember, when I tried modifying them, it crashed the game). It's the 3 unknown floats and the 4 chars (3 of which seems to always have the same value, and the 4th which is always 255).

An interesting thing to note is that the first 3 floats all change in increments of 1/255 (and range from -1 to 1), so I wonder if they're some how related to the chars.

I'll have to double check the crashing part, because I tried that in my early days of trying to modify the files, and maybe the crash was actually due to something else...
Great!
Thank you for the information :) , I'll tell you if I find the remaining values meaning

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Re: SF4 Asset explorer

Post by Darkfox » Thu Aug 06, 2009 9:49 pm

Oh this is most excellent! I was wondering when an explorer for this format would be made, and you made it, thank you for this, I look forward to it's development! We are a few steps closer to further SF4 modding.

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Re: SF4 Asset editor

Post by piecemontee » Sat Aug 08, 2009 1:30 am

I added preliminary vertex import/export support:

The workflow will be the same as DDS :
export EMG in obj format
edit (I used misfit3D for my tests)
inject back at the same location in the cos file

Normat/tex coords are locked to the original value for now bu I am working on it.
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Re: SF4 Asset editor

Post by chrrox » Sat Aug 08, 2009 1:34 am

Very nice. Here is the link to the new release.
http://www.gamevixenzone.com/gvz/downlo ... p?id=10612

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Re: SF4 Asset editor

Post by piecemontee » Sat Aug 08, 2009 1:54 am

chrrox wrote:Very nice. Here is the link to the new release.
http://www.gamevixenzone.com/gvz/downlo ... p?id=10612
Sorry I quick fixed the exe, U're link is not valid anymore:
http://www.gamevixenzone.com/gvz/viewto ... 298#p27298

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Re: SF4 Asset editor

Post by chrrox » Sat Aug 08, 2009 2:05 am

How does the obj export and import work isn't the weighting information needed to avoid some weird side effects?

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