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Modding Tool: SkullMod

I have both ffmpeg and adpcmencode in the same folder in the Skullmod folder. I did what you said an I got an error saying that ffmpeg could not be read as a executable file or extension. And then I remembered that on the ffmpeg folder there isn't a exe file at all.
http://ffmpeg.zeranoe.com/builds/
This is where I got the ffmpeg file. After downloading the version suited for you, look in the bin folder. There should be a exe file for ffmpeg.
 
SkullMod 0.7

Changelog:
First version of the Blender plugin included, just dumps the models in the scene for now (no export, missing orientation and textures as well, guide on how to use it somewhere along the road)
Added .bat for character_select spr unpacking, drop the spr file on it and it asks for the palette name
Small steps towards spr packing

Download at the usual place
 
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A little progress update on the import plugin:

Textures work (but no UV's ==> no mapping)
Materials work (filtering and all that jazz so it looks like in the game)
Scale/Rotation/Position is correct for things that are NOT animated
No coordinate system change is required (all the faces face the right direction) ==> no work

bath_correct.png


Things that are missing:

UVs (Blender wants its faces special, only allows per face UVs)
Camera
Vertex colors
Normals (although Blender calculates them anyway)
and animations

If you want to try it out, it's in the repo
 
Working with the Blender API is like doing a heart transplantation with a butter knife,
a really effective butter knife I might add.

New things:
No more blender lighting
Textures with alpha
Camera like in the game

Next up: animations

color_camera_skg_bl.jpg
 
It's beautiful. Can't wait to see the final results!
 
The Blender plugin can export any static geometry (minus the vertex color) now.
So everything is on track for a first release of Anna Killer Diner before the 24th

A simple example:
first_stage.JPG

The plugin will be updated soon along with a simple guide on how to add new objects to stages.
Be aware: Exporting from Blender is currently missing: vertex color, uv animation and bone animation so anything that is imported will loose all animation data
 
Dude, I want to say thank you for making this blessing so we can see things like this. I can't wait to see the Anna Killer diner.
 
Something about this seems familiar.
Sorry I dn't mod much and I just wanted to listen to the new voice lines.
EDIT: Also, since im hopeless with technology, is there anything I can use to play the SND-WAV files?
 
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Sorry I dn't mod much and I just wanted to listen to the new voice lines.
EDIT: Also, since im hopeless with technology, is there anything I can use to play the SND-WAV files?

If you just want to rip wav files out of any binary file (assuming it's not encrypted/protected/xor etc. which gfs/snd-wav files aren't)
just use the HyperRipper feature from Dragon Unpacker, it scans a file for known file signatures and rips them. (supports bmp/mp3/... files too)
Works with many games. Should work with Skullgirls.

You just don't get the file names.

Little disclaimer: I used it a few years ago, but the Hyperripper feature is still in there.
http://www.elberethzone.net/dup-news.html

Use said feature on the snd-wav files, get .wav files

Files (.wav) can be played with Foobar2000, VLC seems to be off pitch
Windows Media Player may work as well (considering it's MS-ADPCM)
 
Use said feature on the snd-wav files, get .wav files

Files (.wav) can be played with Foobar2000, VLC seems to be off pitch
Windows Media Player may work as well (considering it's MS-ADPCM)
Yeah, I tried that but I honestly couldn't figure it out, thanks for the suggestions though!
 
Yeah, I tried that but I honestly couldn't figure it out, thanks for the suggestions though!
Alright, I guess I'll finally post the thing I made that does this. No one seems to try/want to figure out HyperRipper. I originally avoided posting it because it's sort of sloppy and I didn't really intend to do more. But since no one else has offered a specific thing and it's just been sitting on my hard drive for more than a year anyway...

Basic use is rename the file input.snd-wav and place it in the same directory as SND-WAV Dump.exe. Then, double click SND-WAV Dump.exe. It will create a folder called WAVs in the same directory with all the WAVs in the file numbered. It will also create a file called log.txt that will yell at you if you didn't name the file properly, or list the offsets of each wav if you did.

It doesn't support drag and drop/argv/argc, so you can only do one file at a time and must rename them.

A couple of caveats.
1. It probably doesn't get the very last WAV in the file. (I'll check/maybe fix this if I have some time.) Edit2: Actually it does seem to rip the last file but adds two extra zeroes at the end? That's certainly odd...
2. It dumps some metadata unrelated to the wave to the end of the file, which may make some media players complain? I dunno.

I've verified it works in fukua.snd-wav from the beta before the very latest, but that's it.

Edit: Someone should use this, realize how bad it is and write a better tool. *hint, hint* Also, wow, didn't think it was nearly a year since I made this post...
 

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http://ffmpeg.zeranoe.com/builds/
This is where I got the ffmpeg file. After downloading the version suited for you, look in the bin folder. There should be a exe file for ffmpeg.
Thanks to You I finally figure out the problem I needed the ffmpeg.exe. ^^
 
I am glad that I was able to help out. Hope you enjoy SkullMod! :)
 
If you want to make your own stage:

The "How to make a simple stage"-stream

For more details look here:
http://skullheart.com/index.php?threads/modding-the-how-to-make-a-simple-stage-stream.7449/

Work-Along stream on how to make a stage on
2015-05-30: 6pm, PDT (UTC-7) (from start to finish)
2015-05-31: 6pm, PDT (UTC-7) (the same as the day before but with prepared art assets)

Blender plugin update:
Updated the Blender plugin to support vertex colors (water reflections in bathhouse stage, shadows for characters)


Get it here


Anna killer stage release: after the stream (31st), don't tell anybody
 
Small update for the Blender plugin:
-Textures are now loaded from the unpacked levels-textures directory (the textures directory doesn't have to be copied to the level data anymore)
-Added warning if a model is not triangulated along with better error descriptions during export

Get it here


First part of the tutorial series is online

Playlist

I'll upload one part each day till it's finished
 
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does anyone know where I could find the location of the adpcmencoder executable? Would I have to download the 8.1k SDK to get it, or would it be easier to just look for it on a random dropbox?
 
does anyone know where I could find the location of the adpcmencoder executable? Would I have to download the 8.1k SDK to get it, or would it be easier to just look for it on a random dropbox?
Attachement in the first post of this thread
 
Man.... this is kind of late, but thanks a ton for the awesome video tutorials and the tools you made to make it possible.
 
Hey, maybe i'm doing something wrong, but when I try to unpack a .spr file(using the normal or character_select bat), i get the error "NoneType object has no attribute animation.name". Looks like the animations array is empty.
 
There was an update somewhere along the line that changed spr files a tiny bit (or simplified someting, don't remember)
But since afaik nobody used the spr converter and the blending was slightly wrong anyway (for the palettized character_select ones) I never fixed it.
I think the change was even mentioned in the patch notes for some reason.

In the totally unlikely event *wink* *wink* that Indivisible has the same formats I will fix it
But any update to SkullMod or Lantern has to wait at least after the IGG reaches its goal because reasons
:PUJNA:
 
In the totally unlikely event *wink* *wink* that Indivisible has the same formats I will fix it
But any update to SkullMod or Lantern has to wait at least after the IGG reaches its goal because reasons
:PUJNA:
Attaboy!
 
First of all, great work on Skullmod, it's amazing how much work you have put into this.

It looks like the only animation now listed in the character_select spr.msb files is the idle animation. Is that correct? Are the animations no longer stored in any of the files unpackable with Skullmod? I just want to know if i'm searching for the unobtainable.

I'm looking for a list of all the animations so I can create a ton of generated artificial skullgirls images that I can use as training data for a machine learning/computer vision project I am working on. I suppose I could go through each character/palette/move and create the basic images myself, but that sounds very tedious.

Edit: Does it only lists the idle animation because character_select is just for the animations during character_select. Is there somewhere else where all the attack animations are stored.
 
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It looks like the only animation now listed in the character_select spr.msb files is the idle animation. Is that correct? Are the animations no longer stored in any of the files unpackable with Skullmod? I just want to know if i'm searching for the unobtainable.
Skullmod doesn't contain anything that could be used to get gameplay releveant animations/frame data/palettes in or out
Things you can do with Skullmod+any graphic application are: Change music/sound effects/stages/ui/ui animations
.spr files are only used for "particles" like dust/blocking/..., (some) animated ui elements, character select and some stuff for Marie (giant double shadow thing for example)

Edit: Does it only lists the idle animation because character_select is just for the animations during character_select. Is there somewhere else where all the attack animations are stored.
Correct, this was always the case
foit/art/art-pt, but in a proprietary format that I didn't bother with (and afaik Lab Zero doesn't want you to tinker with)
 
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Alright, thank you very much.
 
Sprites and Palettes are hard to edit because they are protected.

Music and Stage assets aren't... are voices difficult to edit?

Is it hypothetically possible to rip the JP voices off the physical release disk for 2nd Encore in JP and replace all the voice acting for English PC users?
 
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Is it hypothetically possible to rip the JP voices off the physical release disk for 2nd Encore in JP and replace all the voice acting for English PC users?
If you want to figure out two encrypted PS4 package formats, a proprietary PS4 audio format, our sound file format, and rename every single file (of thousands in the entire audio tree) by hand because they intentionally do not match, in different ways? Sure. Anything is POSSIBLE.
 
If you want to figure out two encrypted PS4 package formats, a proprietary PS4 audio format, our sound file format, and rename every single file (of thousands in the entire audio tree) by hand because they intentionally do not match, in different ways? Sure. Anything is POSSIBLE.
I was just asking if they were protected like sprites or packed similar to the other things people edit already.
 
well i found a music park that works. so i try to add some of my own with Audacity. since that like the best program i can use with audio. but it still doesnt work.
 
yeah, just replacing the songs with new ones with the same names isn't going to work. You need to convert the audio files using ffmpeg.

This guide by flotilla can be of use to you, it might be a little old but it'll still work. http://steamcommunity.com/sharedfiles/filedetails/?id=329234833

also this guide by 0xfail if you prefer a video

Edit: Even if you're using a song that works beforehand, you still have to convert it again after editing it.
 
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yeah, just replacing the songs with new ones with the same names isn't going to work. You need to convert the audio files using ffmpeg.

This guide by flotilla can be of use to you, it might be a little old but it'll still work. http://steamcommunity.com/sharedfiles/filedetails/?id=329234833

also this guide by 0xfail if you prefer a video

Edit: Even if you're using a song that works beforehand, you still have to convert it again after editing it.
Well i did what are in those videos and stuff but still it didnt work. so im seeing if some could do those for me or just help me.