About this mod
F.A.N.G from Street Fighter V, ported over to Jamie as a SF6 mod.
- Permissions and credits
- Mirrors
- Donations
Use the latest Mod Manager to install these mods: https://fluffyquack.com/tools/modmanager.zip
Ok! I finally converted these mods for the full release version. I know people aren’t going to care because it’s F.A.N.G, but this is a very special mod for me. It's not perfect, but I did put a lot of work to it.
This includes:
- Two Versions: Default and Nguuhao
- Renamed bones
- Fully rigged face
- Moved bone locations
- Edited SFV textures (albd, NRRC, ATOS, C-MASK) to comply with SF6 RE engine
- Edited and included Sweat and Face Battle damage to fit FANG’s face
- Made custom-made Battle damage for clothes and hands
- Made custom RE Chain physics for the sleeves and front/back cloth. Long hair for Nguuhao version.
- Drunken state cosmetically made to look like FANG’s V-Trigger 2 from SFV (old). UPDATE since 10/2/23: Unless it's a Costume 2 slot mod, these mods no longer use mdf2 files because I don't want to keep on updating broken mods. That means this mod won't have any glowing hands during the drunk state. But at least everything else is fine.
- Edited Materials and changed texture references in the MDF2 file via 010 Hex Editor (old).
- Edited .scn.20 file for Costume 2 slot version so a different head, hair, and chain physics file can be used.
- Costume 2 slot will at first have funky colors on select screen. Hover over Costume 2, go back to Costume 1, and then go back to Costume 2. Now it turns normal.
- Costume 2 slot may not work properly in World Tour mode. To fix this, have the same version of the costume in both slot 1 and 2.
Truth be told, I learned RE Engine modding because I just wanted to put F.A.N.G into SF6. Knowing a lot of people who are disappointed that their faves didn't make it in, you either build them in World Tour Mode or you can mod them in. I did both.
I also made a swap of him over A.K.I. : F.A.N.G over A.K.I. at Street Fighter 6 Nexus - Mods and community (nexusmods.com)
Learn how to mod SF6 here: http://modderbase.com/showthread.php?tid=2902
Texture Guide: Texture Guide for SF6 (modderbase.com)
Color Editing Guide: Color Slot Modding Guide (modderbase.com)
Material MDF2 Guide: Material Editing Tutorial Guide for SF6 (modderbase.com)
Physics Guide: How to Create Custom Physics Mods Tutorial Guide -- Street Fighter 6 (modderbase.com)
Character Swap Guide: Character Swaps Tutorial Guide for SF6 (modderbase.com)
Sound Modding Guide: SF6 Music Modding (modderbase.com)
Creating New Costume Slots: Creating new costume slots (modderbase.com)
Making these character ports is more or less the same as making costume mods for your characters, but of course there are a couple of differences. If you need instructions on how to use the bone renamer script, here it is (mind you, the script is not perfect and it applies only for SFV in-game models) :
Bone SFV to SF6 script (originally by AnnaDem, edited by me to go from SFV to SF6) : https://www.mediafire.com/file/81h4ae39om7wifo/SFV+to+SF6+FACE+-+Bone+renamer.py/file
- Open Blender and import the non-SF6 model.
- Select all the model’s the meshes and Armature skeleton and go to Scripting tab near the top-right of the screen.
- OPEN bone renamer script
- Text —> Run Script
- Most of the bones are now renamed.
- Some bones will not be renamed due to number of supporting bones. Those parts have to be manually weight painted to correct those areas.
- Make sure to have UV Maps named the same way as the SF6 model (DiffuseUV)
- Join the non-SF6 mesh with the root armature Skeleton of the SF6 character.
- Move some of the SF6 bones to a location that matches the mesh parts. Especially the fingers, eyes, eyelids, eyebrows, mouth, lips, teeth, tongue.
IN CASE OF BROKEN MODS AFTER AN MAJOR UPDATE:
NGL, it is quite an ordeal to update these mods. Because I'd like to move on to other projects and I don't have all the time in the world, here's some instructions on what to do when a mod breaks after an update: http://modderbase.com/showthread.php?tid=2902&pid=34325#pid34325
For this mod specifically, only the Costume 2 slots use mdf2 files, so they're probably gonna break on the next update. Here's what to do:
- Retrieve the newly updated mdf2 files from Jamie (esf021). There's probably an updated mdf2 file pack in the link above regarding about mod breaks. Files ending with 00 are usually heads, 01 for bodies, 02 for hair.
They are: esf021_000_00_v00.mdf2, esf021_001_01_v00.mdf2, esf021_000_02_v00.mdf2 . Rename esf021_001_01_v00.mdf2 into esf021_002_01_v00.mdf2. Put esf021_000_00_v00.mdf2 into esf021/020/00, esf021_002_01_v00.mdf2 into esf021/002/01, and esf021_000_02_v00.mdf2 into esf021/020/02. We are replacing the old mdf2 files for these new ones.
- Open the mdf2 files via 010 Editor.
- Ctrl + R to replace.
- Type /001/01 in Find. Then type /002/01 in Replace. Hit Replace All. Both must be in Unicode.
- Clear the field boxes. Completely.
- Type /000/ in Find.Then type /020/ in Replace. Hit Replace All. Both must be in Unicode.
- Save the MDF2 file.
- Do this for the other MDf2 files for this mod.
- Finished.
More Modding tutorials: Learn how to make swap mods here: Character Swaps Tutorial Guide for SF6 (modderbase.com)