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Street Fighter X Tekken becomes Servbot X Tron Bonne?! Amazing fan mod shows everybody's favourite robot pilot cross the line

Posted by Nicholas 'MajinTenshinhan' Taylor • July 15, 2014 at 2:50 p.m. PDT

If you thought that Tron Bonne was relegated to Marvel vs. Capcom titles for fighting game appearances, think again. Thanks to the ever-amazing Street Fighter X Tekken modding community, Tron Bonne and Servbot can now both be played in the PC version of Street Fighter X Tekken.

This also uses a character addition function to expand the roster in the game, letting you add more character slots onto the game. For more details, you can check the source for the new characters at the bbbSFXT DeviantArt page.

For the video showing the lady in action, look no further than right below.

Video courtesy of PC Best Mods.

Thanks to siegfried1 for sending this in.

Comments

ThaBigDaddyCMaster said on July 15, 2014 at 2:54 p.m.

Very nice work.

#1
HmpLghtng said on July 15, 2014 at 2:56 p.m.

Did anyone else notice P2 Tron run through the floor? Scared the hell out of me.

Great mod nonetheless

#2
Doopliss said on July 15, 2014 at 2:56 p.m.

Just looks like Pac-Man and Kuro reskins to me. Cool nontheless.

#3
snakebelmont said on July 15, 2014 at 2:57 p.m.

Isn't that just reskinned pac-man and kuro?

#4
Vergil9229 said on July 15, 2014 at 2:59 p.m.

This is just a pac-man, kuro reskin. Still really cool that there is so much detail.

#5
Memanruler said on July 15, 2014 at 2:59 p.m.

I don't know about anyone else, but all I saw was a reskin of Pac-Man and Kuro.

Am I missing something?

#6
J said on July 15, 2014 at 3:02 p.m.

Got my hopes up when I read that it's not a reskin.
Turns out it's actually a reskin. gg

#7
MajinTenshinhan said on July 15, 2014 at 3:03 p.m.

Sorry, my wording was terrible. I've revised it.

#8
Dracos_Wrath said on July 15, 2014 at 3:05 p.m.

They are nice mods, but like others said, still reskins. And the character expansion isn't something really new in SFxT. Evil Ryu, Morrigan and Unknown, to name a few, got their own place in the character select screen.

#9
RnK_Ichigo said on July 15, 2014 at 3:08 p.m.

Dat Budokai 3 music. <3

#10
RandomSelectMaster said on July 15, 2014 at 3:20 p.m.

I actually thought she would have her own moves, but it's Pac Man. Cool though. If they were able to get real moves in, I would love to see Vergil or Dante in this game with their own moves. Now that would be cool to see.

#11
rocorolly said on July 15, 2014 at 3:23 p.m.

"everybody's favorite robot pilot"

BLOOOOODIA!!!

Sorry Tron, Jin Saotome for life.

#12
Taizuku said on July 15, 2014 at 3:24 p.m.

Jin Saotome is too real

#13
RandomJohn said on July 15, 2014 at 3:24 p.m.

I was surprised SFxT was a side tourney at Evo. I thought, for sure, this game was DEAD

#14
Clamper said on July 15, 2014 at 3:33 p.m.

"shows everybody's favourite robot pilot cross the line"

When's Asuka <Kappa>

#15
Dracos_Wrath said on July 15, 2014 at 3:53 p.m.

Jeez guys, every damn game is dead for you!

#16
Wintry said on July 15, 2014 at 4:23 p.m.

We are Brodias for life.

#17
himura said on July 15, 2014 at 4:32 p.m.

yeah several things....

Reskin means change the textures and shaders....so basically export the char with its UWVs and repaint those textures again, then build the shader accordingly with its diffuse, normal, specular and bumps.... Note that if you want to create new normals u are going to need to sculpt those in any sculpting software such as Zbrush, mudbox or any subaplication from other softwares like C4d, modo, maya etc etc etc....

some of those masters will even include extra pieces of geo to the model...that means, model them, create the maps and then bind them to the rig.

But in this case is an implementation of Tron from MVC3 to SFXT.......

this takes work, a lot of work and is not just a Reskin of an existing char, they are using everything from the original model, rig included.

so lets show a lil bit of respect, this guys putted a lot of effort on it, because means that u need to have some degree of understanding about Capcom's MT Framework.

#18
himura said on July 15, 2014 at 4:44 p.m.

forgot to mention....the proper term will be Character swap, not Re-skin......

and again, the model comes from a different game....

#19
DarkSamus said on July 15, 2014 at 4:46 p.m.

No it isn't, the characters still retain "Pacman" and "Kuro"'s moves.

This is a "model import" as the removes remain unchanged.

#20
Dracos_Wrath said on July 15, 2014 at 4:49 p.m.

@himura The original post made it look like it was an all new character with new animations, moves and things like that, that's why people were a bit WTF since it's a reskin. I think that none of the "just a reskin" comments were meant to be offensive.

#21
himura said on July 15, 2014 at 4:58 p.m.

exactly is a model import that is use for the char swap, you are swapping the moves from one model to another

Skin is a term used to name a change in appearance through textures or geometry (when is added to the original mesh)

this is a completely different piece of geometry as is a completely new model

#21
it is not a Re-skin as i explained before.....i dont think they are trying to be offensive, but the "meh" attitude is kind of lame since those guys are doing a pretty good job on this

#22
chipndip said on July 15, 2014 at 5:17 p.m.

If this is all it's gonna be, can we stop with SF X TKN news? This is just depressing to see. It basically says "This game's so garbage that all you need to see are aesthetic mods". No one's interested in the game itself, so if we need to see mods, why not look at SFIV mods?

If the game's gonna be dead, we could at least respect the dead.

#23
himura said on July 15, 2014 at 5:46 p.m.

if there is a mode community that means that the game is not dead.....is a pretty underrated game TBH, is really fun to play and looks great.....

it didnt survive for other reasons that the game being trash, which is not BTW.....

TVC was an amazing game, really fun and gorgeous looking and no one plays it anymore....less now that u cant play online anymore

#24
Xykes said on July 15, 2014 at 5:50 p.m.

Dude stop.

Lots of people still play SFxT.

There was just a side tourney at EVO that pretty much NOBODY new about, yet still managed to attract 40+ players: http://www.twitch.tv/psychoblue9/prof...

#25
HyperViperNZ said on July 15, 2014 at 5:52 p.m.

Yeah but it's not dead...

#26
SmokeRulz said on July 15, 2014 at 6:07 p.m.

Hahaha this is awesome.

#27
Xykes said on July 15, 2014 at 7:37 p.m.

BTW, PSN SFxT online has been hoppin' tonight. Lots of lobbies running, lots of people in ranked.

Get on and play.

#28
Sasuga said on July 15, 2014 at 11:28 p.m.

How is the original rig included? Pretty sure they are using the SFxT skeletons and this is just a reskin.

#29
himura said on July 16, 2014 at 1:37 a.m.

easy....diferent proportions need a different rig....

First question for you will be.....

do you know how a rig works??

the rig is bind to the geo through the weight map, wich basically tell the joints/bones where they can flex when the model is organic or if the model is made of separate parts of geo wich ones they rotate and which ones are stationary when the rig is moving....

so basically what u do is retarget the animations to a new rig....

if you do it the opposite way wich is bind the geo of tron to the skeleton of pacman you are going to need to change the size of certain Joints/bones and the repaint the weight/vertex maps which is, let me tell u, a pain in the ass as u will encounter problems like the geo not deforming properly and deal with all the intricates of recalibrate certain modifiers like antirolls and such.....

at a very basic level this is how it works in pretty much any production, u just export the animation data and that is retargeted to the new rig....

is the fastest and easiest way to do it, and as such, workflow standard in videogames and CG movies....done it a bunch of times in Motion builder

#30
Sasuga said on July 16, 2014 at 2:02 a.m.

Thanks for your answer.

Yeah, I know how rigging works from a programmers perspective. I have no skinning experience converting one model to another animation set tho so I wouldn't know the implications when binding geo to another set of bones or what techniques can be used to do that, which is why I asked.

I seemed to me you can bind every vertex to a (couple of) bone(s) and set their weight appropriately regardless of how it was mapped to their original skeleton. That would indeed be a pain it the ass to get right.

So you remap the skin to the new model and the original rig is converted. It's no longer a part of the model, that is what I meant.

#31
danny2times said on July 16, 2014 at 9:05 a.m.

I mod. I can tell you for certain this is a reskin.

I compared the skeletons of both tronne and pacman nearly identical.

It's not easy to do granted. But the weight won't work here as marvel has a different weight system or algorithm than cross. Imagine your launcher in marvel now do that in cross tekken, character glitches into the "void". Sry not trying to be rude but you're misinformed.

A tell tale sign of the reskin is the clipping in tronnes entrance as mentioned above.

I've tried to implement some of the physics from marvel into cross tekken and that my friend is a nightmare. Ask blacktooth about that, it's a long and very difficult process of trial and error.
Either way it looks great without the marvel shaders which has always been a huge issue when doing this kind of thing.

#32
metaf4 said on July 16, 2014 at 10:36 a.m.

These mod guys are making Capcom look stupid. These guys do better mods than the actual creators themselves!

Don't get me started on Decapre..

Here's another great mod...Capcom needs to step their game up!
http://youtu.be/qWIlUYTmC9M

#33
himura said on July 16, 2014 at 3:56 p.m.

ok buddy lets do this in an easy way.

There is not such "algorythm difference" between SFxT and Marvel as both run under MT framework....going to tell u more...u dont paint the weight maps inside the engine, the weight map is painted in 3ds max, maya or your 3d application of choice...... as models and rigs are normally exported from other applications and not built inside the engine with the exception of enviroments which in some cases like cryengine, UDK snowflake and such....come with libraries of models of vegetation, walls weapons and even prerigged models with animation sets already implemented.....

in the case of MT framework, everything is imported into the engine and adjustments can be done afterwards, but the weight painting, rigging and texturing (among other things) is done in other applications and after imported into the engine...

an animation can be imported into a different game since is the same engine, actually u can export those animations and load them inside any other 3d software.

sorry dont want to be rude but you are misinformed....actually i dont think you mod, or have any idea of what are you talking about......

i love how you throw technical terms such algorithm and weight system when im pretty sure u havent weight a mesh yet.....

and BTW...the launcher in UMVC3 is just an animation, if you can import the data from it it will totally work....the action related to the collision to that launcher is a completely different thing...

so bring it on bud, ive been working in videogames for 7 years, use 3d software (Maya, softimage, motion builder, c4d, zbrush...) regularly......so i dont think u are going to fool me saying a couple incoherent things....

i would love to see a picture of tron and pacman rig with the comparison of length of the bones and the weight maps if you really compared those too.....

also what totally tells me that u have no idea of what are u talking about is that diferent models need different weights, and u cant copy paste a weight from one model to another as it wont work for a simple reason....is a different mesh, needs completely new weight maps...

OH and BTW....if you are going to show that picture of the rig comparison, please make sure both models are in the same screen, show me the weight maps and dont do some crappy photoshop edit because im seeing that coming.....

#34
mouse501 said on July 16, 2014 at 7:33 p.m.

iam so down to pick this game back up now

#35
himura said on July 17, 2014 at 12:30 a.m.

wooooo i just realized......u think that the weight maps are actually related to the actual "weight" of the character!!! lol

dude, at least google it before talking about it, dont u think???

#36


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