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Killer Instinct .kimesh / .kihkx

Post questions about game models here, or help out others!
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zaramot
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Re: Killer Instinct .kimesh / .kihkx

Post by zaramot »

Okay, thanks a lot for great pack of models. I have tried a lot of them and they imported fine. So, here's my "alpha" script which imports GEOMETRY only, no bones and weights yet, static models - not rigged. I'm going to implement rig soon, though if anyone would like to import and "play" with models a bit here you go xD

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Last edited by zaramot on Tue Apr 19, 2016 8:05 am, edited 1 time in total.
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Re: Killer Instinct .kimesh / .kihkx

Post by abcdefgh »

--redacted--
Last edited by abcdefgh on Mon Jun 13, 2022 1:44 am, edited 1 time in total.
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Re: Killer Instinct .kimesh / .kihkx

Post by zaramot »

Here's my beta Noesis plugin for textures .kitex. You could try it out! I've had only textures for character "orchid", so other may not work xD but they should, I hope
Last edited by zaramot on Tue Apr 19, 2016 4:45 pm, edited 3 times in total.
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Re: Killer Instinct .kimesh / .kihkx

Post by abcdefgh »

--redacted--
Last edited by abcdefgh on Mon Jun 13, 2022 1:44 am, edited 1 time in total.
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Re: Killer Instinct .kimesh / .kihkx

Post by abcdefgh »

--redacted--
Last edited by abcdefgh on Mon Jun 13, 2022 1:44 am, edited 1 time in total.
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Re: Killer Instinct .kimesh / .kihkx

Post by shakotay2 »

UVB size is 24 for Aria:
ariaTex.jpg
(2nd submesh)

UVB size is 11th entry in the lines of Mariusz' vertex stream infolist (16 or 8 for orchid.kimesh)

-- infolist of vertice streams

offset 14452 (20-stride, 0-first vertex offset in vertex stream, 0, 0, 0, 0, 0, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0)
offset 14532 (20, 9000, 0, 0, 0, 0, 0, 0, 0, 0, 16, 7200, 0, 0, 0, 0, 0, 0, 0, 0)
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Killer Instinct .kimesh / .kihkx

Post by zaramot »

Yup, I know about this:) I fixed this in new tiny update, was going to post it later with some tests. Though, if you want those models very bad, you can try it out (I'm looking at the skeleton now) BTW, what about textures there? You able to convert them with Noesis plugin?
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Re: Killer Instinct .kimesh / .kihkx

Post by SpookyMajora »

zaramot wrote:Yup, I know about this:) I fixed this in new tiny update, was going to post it later with some tests. Though, if you want those models very bad, you can try it out (I'm looking at the skeleton now) BTW, what about textures there? You able to convert them with Noesis plugin?
I've noticed that some of the textures for Arbiter's Retro skins are corrupted, most of them being normal maps.
Not sure about the other characters though.
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Re: Killer Instinct .kimesh / .kihkx

Post by abcdefgh »

--redacted--
Last edited by abcdefgh on Mon Jun 13, 2022 1:44 am, edited 1 time in total.
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Re: Killer Instinct .kimesh / .kihkx

Post by zaramot »

Image

P.S. BTW, I wanted to ask you to pack some character's .kihkx, in order to verify my findings
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Re: Killer Instinct .kimesh / .kihkx

Post by abcdefgh »

--redacted--
Last edited by abcdefgh on Mon Jun 13, 2022 1:44 am, edited 1 time in total.
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Re: Killer Instinct .kimesh / .kihkx

Post by SpookyMajora »

TFA wrote:All character-related HKX files: https://feen.us/6fub9wjyk75fw4a016y8.zip

Edit: It seems that in 3ds max 2012, it isn't grabbing all of the submeshes? Up until now, I've been having a friend send files from their copy of max. What version should I ideally be using?
I've been using 2015 and 16, and it's grabbed the meshes just fine.
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Re: Killer Instinct .kimesh / .kihkx

Post by zaramot »

TFA wrote:All character-related HKX files: https://feen.us/6fub9wjyk75fw4a016y8.zip

Edit: It seems that in 3ds max 2012, it isn't grabbing all of the submeshes? Up until now, I've been having a friend send files from their copy of max. What version should I ideally be using?
Thanks a lot again for great pack of .kihkx:) If everyone could provide such great samples when requested xD I'm using 3ds max 2009-2011, so in those ones everything should work fine for sure

EDIT: Bones and weights are working now, so I think I'm going to share maxscript today, maybe tomorrow.

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Re: Killer Instinct .kimesh / .kihkx

Post by shakotay2 »

TFA wrote:Edit: It seems that in 3ds max 2012, it isn't grabbing all of the submeshes?
talking about Sadira's missing head? Couldn't find it so far in the kimesh - it might be in a separate one.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Killer Instinct .kimesh / .kihkx

Post by abcdefgh »

--redacted--
Last edited by abcdefgh on Mon Jun 13, 2022 1:45 am, edited 1 time in total.
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