• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Modding Tool: SkullMod

...no lighting on the back of the stage... <-- The next sentence is about the back of the stage aka "not the characters"
...lighting effects...varying light intensity (over time)... (this is about the back of the stage, which is not lit) --> "The lighting code in the shader for the bgs is commented out"
I'm gonna shut up about dev stuff.

...possible to export non-char animations (block sprite, reset flash, etc.) ...
I have it working on my local version for ages (in sprConv "Debug Menu"-> convert spr to png), before the stream there will be a release anyway.
 
An updated version of sprConv is attached (needs installed Java 7). It can split images by color channel. And split .spr.msb into their frames.
When splitting the character select images into their channels there is a line, a paletteized and a shader layer.
 

Attachments

  • sprConv.zip
    258.1 KB · Views: 657
Last edited:
  • Like
Reactions: southpawper
I dunno if I'm doing something wrong, but is there a way to make the dds files transparent when I extract them using gfsEdit? For example, some character art used in story cut scenes. When I extract them, the characters have solid black backdrops.
 
I dunno if I'm doing something wrong, but is there a way to make the dds files transparent when I extract them using gfsEdit? For example, some character art used in story cut scenes. When I extract them, the characters have solid black backdrops.
What are you opening the DDS files with?
 
No, I use that too, for work, and as far as I know it just does that. Use somethin' else if you want transparency.
 
  • Like
Reactions: Cellsai
SkullMod
Consists of gfsEdit, lvlEdit and sprConv and is a collection of modding tools for Skullgirls on the PC.

For news, help and reporting bugs see the next post below.

Windows version does not need Java to be installed
Universal version needs Java 7 or newer

Get it here: Download (Windows / Linux)
You can download the source at the link too
_______________
gfsEdit
A tool to pack and unpack .gfs files used in the PC Version of SkullGirls

Want to see it in action?
(enable captions on those videos!)
Youtube video Pack and unpack textures of levels
Youtube video Change background music of levels

Be aware: Not all files can be modded because some are checked for integrity.
Rule of thumb: If the file is bigger than 100 Megabytes it can be modded safely.
Make a backup of your files before you try to tinker with them!
_______________
lvlEdit
A tool to edit and create levels for the PC version of Skullgirls

_______________
sprConv
View spr.msb files and convert them to png chains
_______________
PalEd / Tool for editing protected files
Status:
Will not be developed, ever.
I accepted that a few parts of the game are off limits and will not try to get into them because the Skullgirls team is making money off them. (Palettes etc.) Also not to make cheating easier.
_______________
Attachements (Part of this thread)
convert_background_music.zip
Additional files needed to change the background music


Need help... i open the gfsedit but it opens for 1 second them it closes
 
Means don't mod. Skullgirls is secretly running in the background and it's telling you not to fuck with it.
 
Hey, can you change character select portraits?
 
Hi, I run the convert file but it doesn't work as I don't get any converted sound file. This is not due to the file extension.
What can I do?
 
Can this extract character assets or just background stuff?

I see on page 2 the OP says he doesn't want to/can't get into that stuff, then a few posts below that I see frame extraction and some character sprites, so i'm not sure what the answer is.

Various other things i'd like to know if this can extract:
- 3d background stuff (models/textures)
- full res stage backgrounds (I see some screenshots on google that are ~3000 pixels wide
- Main menu effects assets / text / stuff ( the film rolls, the lights on the bottom, and if the fonts for menu items can be extracted or if custom texts can be made -
- Art gallery stuff

Also, I just want to say how cool it is that you are participating in this discussion mike. Both in that it's neat to see how you think about this as a developer of the game, and that you are willing to do so vs publicly pretending you don't know about it or trying to shut it down.

I dunno if I'm doing something wrong, but is there a way to make the dds files transparent when I extract them using gfsEdit? For example, some character art used in story cut scenes. When I extract them, the characters have solid black backdrops.
Whenever I mess with extracted dds files I use GIMP with an extension/plugin for it, which keeps the transparency, though I think ifranview keeps the transparency as well, it just doesn't display it because infranview can't display transparency as a separate color from the background color in the options, which is one of the reasons I stopped using infranview a while back and just loaded everything in gimp even when I just want to view the images.

That said, it may vary on the exact file or the source of it, I know from experience that the DDS files from X game import differently then from Y game likely due to different mipmap and other stuff. It's been a while since I've done any modding or asset extraction of any kind for games so I honestly don't remember that much other then it tends to vary from being super easy to ridiculously frustrating, sometimes even for games that are intended to be modded. COUGHciv5COUGH
 
Last edited:
Is it just me or am I the only one who thinks that someone will make nude mods or other hilariously obscene things with it?
I dare anyone to make a nude mod.
Not because I want to see it but because of the great deal of time and effort it would to do a complete and convincing nude mod up to the games animation standards.
 
should have been using Fukua.
Oh man, please somebody make a space jam remix of the music used for that effect so I can do this with that.
 
Did you use the tool in the first post to add that in?
I used Skullmod to replace the file that would normally be the double snap song with my own file.
 
Hi, I run the convert file but it doesn't work as I don't get any converted sound file. This is not due to the file extension.
What can I do?
having the same problem
apparently, the file "ffmpeg.exe" is missing or something
 
I finally managed to get it working. After downloading everything needed, you have to copy/paste all required files (those you see in the tutorial video) in the same folder. One is not an .exe file unlike in the video but the name is the same.
 
Oh, thanks. I didn't pay enough attention to it.
 
I have two questions 1. I have a MP3 file named "input.mp3", but it no WAV file appears when I use "Convert". 2. Can I just manually change the MP3 into a WAV file, then put it in the game? (P.S. How do I make a song loop?)
 
I have two questions 1. I have a MP3 file named "input.mp3", but it no WAV file appears when I use "Convert". 2. Can I just manually change the MP3 into a WAV file, then put it in the game? (P.S. How do I make a song loop?)

The song should automatically loop.

If you're trying to change an audio file's format, if you're using Audacity, you're going to want to export it as a .wav file.
 
The song should automatically loop.

If you're trying to change an audio file's format, if you're using Audacity, you're going to want to export it as a .wav file.
Well, I did exactly as in the video tutorial. But the song was the same. I replaced Nightmare Crest's music with "All Fukua'd Up", but after the intro, the original song still played
 
If you replaced the old file with your new modified one, did you make sure to pack it afterward?

Assuming you followed the video correctly it SHOULD work. I'm not really the expert with this but if the regular music is still playing it would mean that either you didn't replace the thing you intended to replace or you just didn't re-pack the files into the .gfs
 
Can this extract character assets or just background stuff?

I see on page 2 the OP says he doesn't want to/can't get into that stuff, then a few posts below that I see frame extraction and some character sprites, so i'm not sure what the answer is.

Various other things i'd like to know if this can extract:
- 3d background stuff (models/textures)
- full res stage backgrounds (I see some screenshots on google that are ~3000 pixels wide
- Main menu effects assets / text / stuff ( the film rolls, the lights on the bottom, and if the fonts for menu items can be extracted or if custom texts can be made -
- Art gallery stuff

I haven't messed around with lvlEdit much yet so I can't vouch for background geometry.

You can extract the 2D versions of the stages with gfsEdit, which are about 3000px across, but I've had issues with this. As a way of saving space, the blue channels have been removed from the files and then reassembled within the game, so I'm looking into how to reconstruct these in Photoshop.

Yes, all the main menu and art gallery assets can be extracted with gfsEdit. The menu stuff is all scattered around between the character select and main menu. The art gallery is a regular source of desktop wallpapers for me.

The menu fonts are stored as textures so you can't just extract them for regular use too easily. However, you can just download the already existing fonts, minus the gradients/shading etc: http://askminette.tumblr.com/post/32527441461/skullgirls-fonts
*Stuff about Transparency*

Cheers dude! Turned out I was just being silly. I'd never used DDS's before and hadn't realized they had an alpha layer built in. I was able to use that to make them as transparent as I needed.
Be aware: Not all files can be modded because some are checked for integrity.
Rule of thumb: If the file is bigger than 100 Megabytes it can be modded safely.
Make a backup of your files before you try to tinker with them!

Is there any way to bypass this integrity check issue? I've been swapping out art files fine, but then I've sarted editing some text strings in the UI Lua files (namely the attract mode text), but after I repack it all the text has vanished and finally the game will crash when it hits the main menu.
 
  • Like
Reactions: FirstNameBasis
Was talking with owellgi in the chat. He realized that the color channels have actually been jiggled around a bit is all.

In Photoshop or what have you, you need copy the contents of each Channel in this order:
Green -> Blue
Red -> Green
Alpha 1 -> Red

(This means copy the contents of the Green Channel into the Blue Channel, etc.)
 
Hey mang I keep gettin an error when converting the input.mp3. Apparently an error with Adpcmencode.exe, saying is not a valid win32 application. what should I do?
 
Cheers dude! Turned out I was just being silly. I'd never used DDS's before and hadn't realized they had an alpha layer built in. I was able to use that to make them as transparent as I needed.

Ah, cool. Yeah, DDS files can be a little funny to work with if you are used to just using jpgs and pngs and gifs. Anyways, thank you for your answers to my questions.
 
I've made my own version.
Question: is the music file for the poccola effect a seperate file from the main intro music, or is it the same file?
 
This is the Poccola effect. The file is sg_poccola_1.wav or something like this. Also, the regular Under The Bridge song is running normally while the Poccola Effect is not triggered.
When I want to substitute a whole stage music, I put a soundless 1 second as intro and put the whole music after as loop.
 
They can, but they're in a dumb file type.

Edit: to be more helpful and less vague they're in characters-win.gfs

I say the file format is dumb because it's not something you can open in normal audio editing programs. At least in the short amount of time I spent trying to fiddle with them I wasn't able to get it. Although there just happens to be a person that did do it here.

There a sound file for each character and that includes every sound effect associated with the character all in one long file.

I'm not sure if its possible to edit the sound files but I would be super happy if someone figured out how.
 
Last edited: