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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 »

Well, can't check this ATM, though I don't think something is missing, just those parts are somewhere else. But I will check, anyway as I said script, that YOU have is in "alpha" stage, new one I have differs much from it xD
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Re: Killer Instinct .kimesh / .kihkx

Post by shakotay2 »

TFA wrote:
shakotay2 wrote: When I try to import Aria myself, none of her limbs are there: https://feen.us/cyc2usogrem29mfhjykg.png.
As for her I can say that's what is in the aria.kimesh.
You can simply check that by using point clouds. From 0x93EDC up to end of file (more or less) there's the uv map.
AriaPtCld.jpg
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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 abcdefgh »

--redacted--
Last edited by abcdefgh on Mon Jun 13, 2022 1:45 am, edited 1 time in total.
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Re: Killer Instinct .kimesh / .kihkx

Post by beterthnyu »

Just to help.

If your character loads in without some pieces, its probably due to the fact that that part is customizable in game. I found that out when I started ripping them into Maya. So that mesh is in another folder, and not included with the character itself.

Don't expect all the pieces to be in one place with this game, its structure is a mess.

I ripped out all of the sounds and converted them to mp3, and they are in pieces the same way.
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Re: Killer Instinct .kimesh / .kihkx

Post by Lordryu »

I'm honestly glad there's some work being done on making the best out of these models; I'm hoping for KI models to be released for XNALara and Source Filmmaker for the community.
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Re: Killer Instinct .kimesh / .kihkx

Post by shakotay2 »

With Aganos it's a little bit tedious to load all those kimesh files. So I decided to make use of the load multiple files snippet:
(post as of Sun Sep 27, 2015 5:16 pm)
viewtopic.php?f=13&t=10744

Adding it to zaramot's script results in this (maybe not all 80 kimesh should be merged together like such, dunno):
Aganos-multipleKimesh-load.JPG
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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 »

For sure not all, I tried this spooky guy. And a lot of mesh parts are duplicated or better to say mirrored, and I guess there's some kind of customization system in this game? Like some variants of changing appearance?

BTW, here's script to import KI models with bones, first use script with word "bones", import skeleton of a character and then his models you would like to see xD Important thing, I haven't test it well because Battlefleet Gothic: Armada was released yesterday, and got all my attention :( So, test it, and report errors here

P.S. Shakotay, always wanted to ask you about your signature. You're from Microsoft? I mean you're working there? :)
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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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Re: Killer Instinct .kimesh / .kihkx

Post by zaramot »

Name of Aria's file? With her messed boots xD

EDIT: Though, stop - better find more messed models and different errors:) So, I can fix them all at once
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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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Re: Killer Instinct .kimesh / .kihkx

Post by shakotay2 »

zaramot wrote:P.S. Shakotay, always wanted to ask you about your signature. You're from Microsoft? I mean you're working there? :)
yep, I was assimilated in their early days just when I wanted to stick to Linux.

MS gave me a duster to push the dust from their lame pcs. Then I managed to escape into an abandoned room still hoping to be freed some day...but, attention, heard some suspicious noise out there - I've to interrupt the connection now!
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?"
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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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Re: Killer Instinct .kimesh / .kihkx

Post by shakotay2 »

aria_acc01_area_c.kimesh, mesh 1 is correct with zaramot's script -
but for mesh 2 (UVtype: 1648, Wstride: 16) shorts are to be read for the boots.
here's the parameters for mesh 0 (H2Os for mesh 1, mesh 2 below):
AriaBoots.jpg
mesh 1, uvs: float

0x16B4 14286
Vb1
20 99
0xBA9C 2922
020000
0x2058C 24

mesh 2, uvs: shorts

0x8650 3052
Vb1
20 99
0x19EE4 1154
020300
0x3177C 16

(I don't have a proper Wstride/UVtype arbitration in my ugly 'C' code, so I have to do the float/WordUV (short) selection manually.)
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Last edited by shakotay2 on Sat Apr 23, 2016 1:20 pm, 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
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Re: Killer Instinct .kimesh / .kihkx

Post by Manters »

I've been looking around, and there doesn't seem to be any mention of a way to read .kitex files (Only about them not being renamed .dds files), though I think there is a picture with proof of that. So, how do you read the texture files? (Or am I just so noob I missed it in the conversation?)
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Re: Killer Instinct .kimesh / .kihkx

Post by shakotay2 »

Read here, post as of Tue Apr 19, 2016 4:48 pm
(It's a python plugin for Noesis so you'll need to copy it into the noesis\plugins\python folder to make it work.)
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?"
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