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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Killer Instinct .kimesh / .kihkx
- zaramot
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Re: Killer Instinct .kimesh / .kihkx
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Last edited by zaramot on Tue Apr 19, 2016 8:05 am, edited 1 time in total.
Making model-import scripts, PM
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Re: Killer Instinct .kimesh / .kihkx
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.
Making model-import scripts, PM
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Re: Killer Instinct .kimesh / .kihkx
UVB size is 24 for Aria:
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)
(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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Last edited by shakotay2 on Sat Sep 23, 2017 8:21 am, edited 1 time in total.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Killer Instinct .kimesh / .kihkx
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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Making model-import scripts, PM
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Re: Killer Instinct .kimesh / .kihkx
I've noticed that some of the textures for Arbiter's Retro skins are corrupted, most of them being normal maps.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?
Not sure about the other characters though.
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Re: Killer Instinct .kimesh / .kihkx
P.S. BTW, I wanted to ask you to pack some character's .kihkx, in order to verify my findings
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Making model-import scripts, PM
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Re: Killer Instinct .kimesh / .kihkx
I've been using 2015 and 16, and it's grabbed the meshes just fine.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?
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Re: Killer Instinct .kimesh / .kihkx
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 sureTFA 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?
EDIT: Bones and weights are working now, so I think I'm going to share maxscript today, maybe tomorrow.
Making model-import scripts, PM
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Re: Killer Instinct .kimesh / .kihkx
talking about Sadira's missing head? Couldn't find it so far in the kimesh - it might be in a separate one.TFA wrote:Edit: It seems that in 3ds max 2012, it isn't grabbing all of the submeshes?
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"