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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: 876
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


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: 134
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: 876
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: 134
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: 876
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: 134
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: 876
New test version:
- face morphs exported
- skeletal models mirrored

Image


Attachments:
mk11_model_morph_mirror.rar [17.66 KiB]
Downloaded 45 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: 876
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
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 Post subject: Re: Mortal Kombat 11
PostPosted: Wed Aug 21, 2019 1:43 am 
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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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