ZenHAX
https://zenhax.com/

Mortal Kombat 11
https://zenhax.com/viewtopic.php?f=5&t=11359
Page 1 of 1

Author:  id-daemon [ Wed May 01, 2019 7:00 am ]
Post subject:  Mortal Kombat 11

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 136 times

Author:  ponaromixxx [ Wed May 01, 2019 7:38 am ]
Post subject:  Re: Mortal Kombat 11

id-daemon

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

Author:  id-daemon [ Wed May 01, 2019 8:38 am ]
Post subject:  Re: Mortal Kombat 11

I could probably. But why?

Author:  ponaromixxx [ Wed May 01, 2019 9:06 am ]
Post subject:  Re: Mortal Kombat 11

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.

Author:  id-daemon [ Wed May 01, 2019 9:42 am ]
Post subject:  Re: Mortal Kombat 11

I mean why anyone need such a tool?

Author:  ponaromixxx [ Wed May 01, 2019 11:07 am ]
Post subject:  Re: Mortal Kombat 11

id-daemon wrote:
I mean why anyone need such a tool?


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

Author:  id-daemon [ Sat May 11, 2019 8:26 am ]
Post subject:  Re: Mortal Kombat 11

New test version:
- face morphs exported
- skeletal models mirrored

Image

Attachments:
mk11_model_morph_mirror.rar [17.66 KiB]
Downloaded 45 times

Author:  UncleFestor [ Sun May 12, 2019 10:43 am ]
Post subject:  Re: Mortal Kombat 11

id-daemon wrote:
I mean why anyone need such a tool?


It would be extremely helpful for modding the game.

Author:  thethiny [ Sun May 12, 2019 10:48 am ]
Post subject:  Re: Mortal Kombat 11

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!

Author:  id-daemon [ Wed May 22, 2019 8:31 am ]
Post subject:  Re: Mortal Kombat 11

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 63 times

Author:  B_CANSIN [ Wed Aug 21, 2019 1:43 am ]
Post subject:  Re: Mortal Kombat 11

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 ^ ^

Page 1 of 1 All times are UTC
Powered by phpBB® Forum Software © phpBB Limited
https://www.phpbb.com/