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Street Fighter x Tekken

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ShiroiKaze
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Street Fighter x Tekken

Post by ShiroiKaze » Sat Mar 03, 2012 11:17 pm

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

ShiroiKaze
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Re: Street Fighter x Tekken

Post by ShiroiKaze » Sat Mar 03, 2012 11:49 pm

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

Post by dj082502 » Sun Mar 04, 2012 12:50 am


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Re: Street Fighter x Tekken

Post by Darko » Sun Mar 04, 2012 12:54 am

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?
Try this.

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
If that thing doesn't work, then here you have, Kensou's tool:

https://skydrive.live.com/?cid=C59EA3C9 ... 49FCBE!177
Image

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dj082502
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Re: Street Fighter x Tekken

Post by dj082502 » Sun Mar 04, 2012 1:45 am

Image
Emb texture file is somewhat different.

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Re: Street Fighter x Tekken

Post by Darko » Sun Mar 04, 2012 2:01 am

so with kensou's tool + emo2smd we have already rigged models...

Yey :D
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Re: Street Fighter x Tekken

Post by Darko » Sun Mar 04, 2012 3:06 am

dj082502 wrote:Image
Emb texture file is somewhat different.
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.

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

Post by ShiroiKaze » Sun Mar 04, 2012 4:46 am

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

Post by Darko » Sun Mar 04, 2012 5:37 am

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?
It's easy to edit textures, but need some work and patience.
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Re: Street Fighter x Tekken

Post by finale00 » Sun Mar 04, 2012 5:44 am

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.
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?

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

Post by ShiroiKaze » Sun Mar 04, 2012 5:47 am

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

Post by Itze » Sun Mar 04, 2012 2:10 pm

Hmm interesting... anyone tried modifying the textures and injecting them back into the .EAF yet to set what happens?

I don't have the game yet so i can't try :O

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Re: Street Fighter x Tekken

Post by emankcin700jp » Mon Mar 05, 2012 11:33 am

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

Post by ShiroiKaze » Mon Mar 05, 2012 4:26 pm

emankcin700jp wrote:Just one question. Is there any difference between the model use in SF4 and SFxT? Like for example, the Ryu model?
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.

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Re: Street Fighter x Tekken

Post by Darko » Mon Mar 05, 2012 10:58 pm

finale00 wrote:
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.
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?

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?
Have you edited SCIV-V textures by yourself?? It's the same process.

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.
Image

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