Chun-Li Power Ranger Costume Mod




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To install the mod, use Fluffy Mod Manager.  Put rar file into modmanager\Games\SF6\Mods , install mod via Mod Manager, and then launch game.




Programs I used to make this mod:  RE Tool, Noesis (with SF6 plugin), Blender 3.0, GIMP, Paint.NET, 010 Hex Editor, Notepad (for assigning costume slot)






Chun-Li Power Ranger mesh mod.  I wasn't going to make this mod because I got tired after making the Ryu Power Ranger mod.  But due to the positive responses for the Ryu one, I went on to make this one.  I'll say, this was actually easier to make than the previous one lol. Tinkered with the MDF file to make certain parts of the costume shiny and made my own CMask textures so that alt colors can be made. 

Breakdown on what's included:
- Has Default Slot version
- Has Custom Slot version
- Has it's own 11 Colors (both for Default and Custom slot)
- Has No Helmet Version (both Default and Custom Slot)


The XNALara model came from datkofguy ( https://www.deviantart.com/datkofguy/art/PRLW-ChunLiRanger-820378480 )

















USEFUL TUTORIALS for those who want to get into SF6 modding:



---Character Model Swapping---
http://modderbase.com/showthread.php?tid=2909




---Beginners Guide to Modding---
http://modderbase.com/showthread.php?tid=2902




---Creating New Costume Slots---
http://modderbase.com/showthread.php?tid=2910




---Adding Physics---
RE Chain Editor Blender Plugin:  https://github.com/alphazolam/RE-Chain-Editor
RE Chain Editor Blender Plugin Tutorial:  https://github.com/mhvuze/MonsterHunterRiseModding/wiki/Editing-Chains-with-RE-Chain-Editor




---Face Rigging in Blender---
http://modderbase.com/showthread.php?tid=1228




---010 Hex Editor Templates (all made by alphaZomega) ---

DOWNLOAD 010 Hex Editor:  https://www.sweetscape.com/010editor/

For editing scn.20, pfb.17, user.2 and motfsm2.43 prefab files (Also good for COLOR EDITING) :  https://github.com/alphazolam/RE_RSZ
For Editing MDF Material Files:  https://cdn.discordapp.com/attachments/982716505533841498/1039088595161591819/RE_Engine_MDF.bt
For Editing Chain Physics files:  https://cdn.discordapp.com/attachments/718252742358859777/1028480288860409896/REE_Chain.bt

Something for your 010 Hex Editor when you need it:  
https://cdn.discordapp.com/attachments/982716505533841498/1028631061724414002/010_Editor_Expired_30_days_Fix.reg








More USEFUL TIPS:



BLENDER AND MATERIALS

- You can use any version of BLender 3D.

-  If the mesh is only 1-sided, you can make it thicker by using the Solidify Modifier on the right-hand side where you see the ranch.  Just click Add Modifier --> Solidify.  Another way to do this is to go to Edit mode, click "Face" at the top, and solidify Faces.

- Before transferring weights from one mesh to another, delete all vertex groups from the receiving mesh by clicking on receiving mesh, go the to upside-down green triangle near the bottom right (Vertex) stuff, hit the down arrow at the right, and then Delete All Groups.

-  When transferring weights from one mesh to another, make sure they align with each other in the same exact position and spots.  Weight transferring is meant to transfer the vertex/bone information from donor mesh to the receiving mesh.  Hence the receiving mesh will have the same or similar vertex/bone assignments as the donor mesh.  

-  When you really want to attach two different models and would like to avoid the "floating" item during in-game, you can attach/merge specific vertices between the two models in Edit Mode (they must be under the same Armature in order to do this).  When selecting those particular vertices, right-click --> go to merge verices --> center.  This must be done a few vertices at a time (3 or 4 at the most) for best results.

-  Sometimes the mesh might look as if they have obvious separations (a line at the hand to wrist/arm area).  This can be corrected.  At the top center click on the 'magnet' sign which is Snap, and then click Vertex from it's dropdown button.  Somewhere near the right (below the rendering circle viewing options) there's the Tool tab, Options --> Auto Merge.  And then go into Edit mode, selecting those particular vertices that made the mesh look separated, hit G and then the vertices will automatically connect each other depending on the direction of your mouse, and then left-click.  Now those vertices are merged.

-  UV Mapping might get lost when joining with another mesh.  In order to fix this, check on the UV Channels in the Vertex section in Blender 3D (the upside-down green triangle).  Click on the UV Channel that looks "about right" for the UV Mapping, and then rename it to DiffuseUV .


-  Be mindful that the amount of Materials in your mod is the same amount of Materials in the original character's costume Material folder.  If it's less, then it's OK.  If it's more, there "might" be problems.  But for best results, keep the same amount of Materials as the original in-game model and they must be at the same order as well.  

- If some mesh/material parts look like they're "see through" or inverted when porting into Unreal Engine 4, go back to Blender, go to Edit mode, select the vertices of those "inverted" areas, click Mesh section near the top of the user interface, and then click "Flip Normals."  After that, export your mod to a FBX file.

- Have at least 1 face vertices be assigned to each material in the mesh.  You can assign faces/vertices onto a Material in Edit Mode.





When importing a character model from another game (use Blender 3D) :

Set the Rest Pose of the model to be similar as the SF6 character’s Rest Pose.  The size of the character must be similar to that of the SF6 character. (Tutorial on how to make Rest Pose in Blender:  https://blender.stackexchange.com/questions/49768/can-i-set-my-pose-position-like-the-new-rest-position)

Rename the bones on the non-SF6 model so that the bone names are the same as SF6 character bones.  This will change the vertex groups' names but will also maintain the original weights of the non-SF6 character.  You just need to rename the bones.  By doing that you don't have to rename of the vertex group names.  Another way is to weight transfer, but it can be messy.

Ctrl+J (merge) that model’s mesh to SF6 character mesh.  Delete all the SF6 character’s vertices in Edit mode.  Separate some of the necessary bones from original model’s armature in Edit Mode and hit P (Seperate selection).  In Object mode,  have the separated bones join with SF6 character’s armature.  Back to Edit mode, have those necessary bones being parented to the appropriate parent bone from the SF6 character armature.  To do this, select the 1st bone from necessary bones and then select the parent bone from the SF6 armature and hit Ctrl + P, select Keep Offset. After that, you can delete the previous skeleton of the model because now the model is part of the SF6 character skeleton.  You can check with the way it moves by selecting the skeleton and going into Pose Mode.

For the face, repainting the weight paint on their faces and trying to match the face structure with that of the SF6 character might be the most accurate approach.  But if all else fails, you can just disable bones by misnaming them on Blender or Hex Editor. 















Chun-Li, Street Fighter (c) Capcom















