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 Post subject: Mortal Kombat 11
PostPosted: Wed May 01, 2019 7:00 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 901
Mortal Kombat 11 tool

Drop XXX file onto EXE, and it will export all skeletal and static models and textures.
oo2core_5_win64.dll from the game must be in the same dir.
If XXX package has corresponding PSF file, it must be in the same dir.

Image


Attachments:
mk11_model.rar [17.29 KiB]
Downloaded 248 times


Last edited by id-daemon on Fri May 03, 2019 3:25 pm, edited 1 time in total.
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 Post subject: Re: Mortal Kombat 11
PostPosted: Wed May 01, 2019 7:38 am 

Joined: Tue Sep 30, 2014 5:59 pm
Posts: 150
id-daemon

Um ... Could you make an extractor for this game? and reverse import!


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 Post subject: Re: Mortal Kombat 11
PostPosted: Wed May 01, 2019 8:38 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 901
I could probably. But why?


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 Post subject: Re: Mortal Kombat 11
PostPosted: Wed May 01, 2019 9:06 am 

Joined: Tue Sep 30, 2014 5:59 pm
Posts: 150
id-daemon wrote:
I could probably. But why?


Since you are engaged in modeling in games, and you shouldn’t have much trouble to make a good tool.


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 Post subject: Re: Mortal Kombat 11
PostPosted: Wed May 01, 2019 9:42 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 901
I mean why anyone need such a tool?


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 Post subject: Re: Mortal Kombat 11
PostPosted: Wed May 01, 2019 11:07 am 

Joined: Tue Sep 30, 2014 5:59 pm
Posts: 150
id-daemon wrote:
I mean why anyone need such a tool?


For example, in my case, to try to make a complete Russian localization


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 Post subject: Re: Mortal Kombat 11
PostPosted: Sat May 11, 2019 8:26 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 901
New test version:
- face morphs exported
- skeletal models mirrored

Image


Attachments:
mk11_model_morph_mirror.rar [17.66 KiB]
Downloaded 98 times
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 Post subject: Re: Mortal Kombat 11
PostPosted: Sun May 12, 2019 10:43 am 

Joined: Fri Dec 11, 2015 3:38 pm
Posts: 33
id-daemon wrote:
I mean why anyone need such a tool?


It would be extremely helpful for modding the game.


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 Post subject: Re: Mortal Kombat 11
PostPosted: Sun May 12, 2019 10:48 am 

Joined: Tue Jan 26, 2016 10:34 pm
Posts: 10
Yes please, we'd love a reimporter for modding purposes. Just imagine being able to have different characters look differently. It'll be super awesome!


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 Post subject: Re: Mortal Kombat 11
PostPosted: Wed May 22, 2019 8:31 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 901
A new test version which also outputs material information in separate text file. This file will include all material constants and templates, also texture/detailtexture arrays.


Attachments:
mk11_model_morph_mirror.rar [18.67 KiB]
Downloaded 118 times
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 Post subject: Re: Mortal Kombat 11
PostPosted: Wed Aug 21, 2019 1:43 am 
User avatar

Joined: Wed Aug 21, 2019 1:33 am
Posts: 1
please forgive me for asking this ( I didn't see .mesh.ascii file format before I have no idea about it :( ) I couldn't find anything yet for importing .mesh.ascii to my 3ds max 2020 I can import .smd files but that .mesh.ascii confusing me also when I import to .smd faces bones won't pose face just some bones rigged to mesh but not all I gues I am doing something or forgeting something or .mesh.ascii do something about it. Again sorry for this noob question but how can I get correctly import them also face flexs are so awesome to have I really want to import them but for now I just can't understand it :( :oops: :oops:

-------------------------
hmm I found one script for 3ds max from mariokart64n XnaLara Converter but its giving error -- Unable to convert: undefined to type: Float But I can import other models with this sciript same type .mesh.ascii . Also I tried johnzero7 plunig for blender 2.80 its importing .mesh.ascii of yours files. Now my head confused :oops:

--------------------- secound edit

Well now I found script for 3ds max and working yay thx for your tool ^ ^


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 Post subject: Re: Mortal Kombat 11
PostPosted: Thu Jan 09, 2020 6:10 am 

Joined: Thu Jan 09, 2020 6:07 am
Posts: 4
Hi, im new here. Does anyone can help me with this tool?
I downloaded this tool and downloaded for example Scarlet model (xnlara) with .mesh and .ascii. I drop in the same folder tool, model, and oo2core_5_win64.dll from the game. Then I Droping those files on mk11_model.exe and it's runs but nothing happens. Where is my mistake?


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 Post subject: Re: Mortal Kombat 11
PostPosted: Thu Jan 09, 2020 3:19 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 901
you already have a model
what do you want from the tool?


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 Post subject: Re: Mortal Kombat 11
PostPosted: Thu Jan 09, 2020 6:39 pm 

Joined: Thu Jan 09, 2020 6:07 am
Posts: 4
id-daemon wrote:
you already have a model
what do you want from the tool?

Oh, seems I got you. :D Sorry, I thought It will make some changes for import to blender. But how did you receive those shape keys for your Kitana model? I have vertex groups for Skarlet in my model but don't have a shape keys.


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 Post subject: Re: Mortal Kombat 11
PostPosted: Fri Jan 10, 2020 3:45 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 901
the tool exports all morphs as separate meshes, you can make your shape keys from them


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 Post subject: Re: Mortal Kombat 11
PostPosted: Fri Jan 10, 2020 4:08 pm 

Joined: Thu Jan 09, 2020 6:07 am
Posts: 4
id-daemon wrote:
the tool exports all morphs as separate meshes, you can make your shape keys from them

I will be greateful if you show me the way how to do it. Maybe you know some video tutorial? Because I checked your youtube channel, but there only video with Kitana where you showing her face morphs. Thx.


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 Post subject: Re: Mortal Kombat 11
PostPosted: Sat Jan 11, 2020 6:19 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 901
google blender shape keys, there are many tutorials i think


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 Post subject: Re: Mortal Kombat 11
PostPosted: Sat Jan 11, 2020 10:18 am 

Joined: Thu Jan 09, 2020 6:07 am
Posts: 4
id-daemon wrote:
google blender shape keys, there are many tutorials i think

What a funny and clever answer. Aren't you a comedian by chance? I hope you're not, because you're really bad. And it's hard for you to explain I see, and as was hard to write before a bigger description to your tool. Many questions would disappear in new people and they wouldn’t ask questions like me. But you're was (and still) so stupid to make it, and still didn't get it that many people still are newbee in blender. And instead of not giving stinging comments you could easily help them. You could even make a short video on your youtube channel with explanation, but you did only useless video where you just showing a small parts of face morphs. Useless video as all other useless videos there. And the fact that you do not respond to the comments there doesn't make you smarter, it's only makes you dumber. Your tool will be useless if only you can use it. P.s. Don't reply to this comment save your energy.


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 Post subject: Re: Mortal Kombat 11
PostPosted: Sat Jan 11, 2020 10:55 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 901
hidan20 wrote:
id-daemon wrote:
google blender shape keys, there are many tutorials i think

What a funny and clever answer. Aren't you a comedian by chance? I hope you're not, because you're really bad. And it's hard for you to explain I see, and as was hard to write before a bigger description to your tool. Many questions would disappear in new people and they wouldn’t ask questions like me. But you're was (and still) so stupid to make it, and still didn't get it that many people still are newbee in blender. And instead of not giving stinging comments you could easily help them. You could even make a short video on your youtube channel with explanation, but you did only useless video where you just showing a small parts of face morphs. Useless video as all other useless videos there. And the fact that you do not respond to the comments there doesn't make you smarter, it's only makes you dumber. Your tool will be useless if only you can use it. P.s. Don't reply to this comment save your energy.

ok


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 Post subject: Re: Mortal Kombat 11
PostPosted: Sat Jan 11, 2020 11:59 am 

Joined: Fri Jun 03, 2016 5:24 pm
Posts: 38
hidan20 wrote:
id-daemon wrote:
google blender shape keys, there are many tutorials i think

What a funny and clever answer. Aren't you a comedian by chance? I hope you're not, because you're really bad. And it's hard for you to explain I see, and as was hard to write before a bigger description to your tool. Many questions would disappear in new people and they wouldn’t ask questions like me. But you're was (and still) so stupid to make it, and still didn't get it that many people still are newbee in blender. And instead of not giving stinging comments you could easily help them. You could even make a short video on your youtube channel with explanation, but you did only useless video where you just showing a small parts of face morphs. Useless video as all other useless videos there. And the fact that you do not respond to the comments there doesn't make you smarter, it's only makes you dumber. Your tool will be useless if only you can use it. P.s. Don't reply to this comment save your energy.


Jesus Christ:


https://www.youtube.com/watch?v=OITWiN8Dplo


If you don't even know how to use a program, what are you doig here??.


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