У меня есть Robocop.
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Mortal Kombat 11
Re: Mortal Kombat 11
Ok guys ! Im big new here ! And i don't know many stuff even how to use this forum. So sorry if im doing something wrong.
I know it's not sure to get answer but i still hope someone can answer me !
I use blender and im looking for mk 11 model !
Wicker witch Jade.
I succed to get model but textures look "destroyed". When i try to put color in model it still purple like blender cannot identify it.
I try to convert .dds on many website, every website cannot convert it too ! And when I "forced" to open .dds it doesnt look like usual texture at all.
Ok its the most important !
And my last question for user of blender. what mean each pic ? (i guess color = color, norm = normal map ... but others ?)
Thx!
EDIT : I tried to use .DDS of the Face and it work ! But clothes give a shit result like
Don't know how to fix it
I know it's not sure to get answer but i still hope someone can answer me !
I use blender and im looking for mk 11 model !
Wicker witch Jade.
I succed to get model but textures look "destroyed". When i try to put color in model it still purple like blender cannot identify it.
I try to convert .dds on many website, every website cannot convert it too ! And when I "forced" to open .dds it doesnt look like usual texture at all.
Ok its the most important !
And my last question for user of blender. what mean each pic ? (i guess color = color, norm = normal map ... but others ?)
Thx!
EDIT : I tried to use .DDS of the Face and it work ! But clothes give a shit result like
Don't know how to fix it
Last edited by Dimipron on Sat Oct 31, 2020 11:05 pm, edited 1 time in total.
-
- mega-veteran
- Posts: 257
- Joined: Fri Jan 20, 2012 5:43 pm
- Has thanked: 49 times
- Been thanked: 139 times
Re: Mortal Kombat 11
Use Noesis or another editor to convert textures to any common format (png, tif, tga).
The texture is fine. The color of the exposed parts of the body is correct, the color of the armor is determined by the mask. It looks like an ID0 texture.
Look at the skins. There are solid repaints. Keeping a different texture for everyone will take up a lot of space. And so you can store one mask and just change the color codes for each of the channels.
The texture is fine. The color of the exposed parts of the body is correct, the color of the armor is determined by the mask. It looks like an ID0 texture.
Look at the skins. There are solid repaints. Keeping a different texture for everyone will take up a lot of space. And so you can store one mask and just change the color codes for each of the channels.
Re: Mortal Kombat 11
Ok somes news !
Someone shared me Texture recolored !
It look like this
So it's great but this is my new problem
How to fix it ?
Someone shared me Texture recolored !
It look like this
So it's great but this is my new problem
How to fix it ?
Re: Mortal Kombat 11
oK GUYS I succed u must join everything in one object. Create only one node with your mesh combined.
Then you create another windows with uv map. You take your color texture image in uv map. Then u select all your mesh in edit mode. it gonna show u all verticle of your mesh in UV MAP. U just need to take a look if it fit or not. If it doesnt fit be carefull your image is maybe in wrong so u just need to moove all verticle mesh in good side to fit it.
I dont know if u understand well what i said. but it will give u nice information
Then you create another windows with uv map. You take your color texture image in uv map. Then u select all your mesh in edit mode. it gonna show u all verticle of your mesh in UV MAP. U just need to take a look if it fit or not. If it doesnt fit be carefull your image is maybe in wrong so u just need to moove all verticle mesh in good side to fit it.
I dont know if u understand well what i said. but it will give u nice information
-
- advanced
- Posts: 62
- Joined: Tue Sep 02, 2014 2:53 am
- Has thanked: 6 times
- Been thanked: 1 time
Re: Mortal Kombat 11
Is there an easier method for using CPTs besides eyeballing the right color and using the color picker? I know someone made a unity shader but is there anything like that for blender?
-
- advanced
- Posts: 50
- Joined: Sun Oct 05, 2014 5:15 pm
- Has thanked: 24 times
- Been thanked: 7 times
Re: Mortal Kombat 11
I also would like to know if there's a way. It can be very time-consuming to color all these textures manually through eyeball/guesswork.
-
- ultra-n00b
- Posts: 1
- Joined: Sun Oct 18, 2020 6:17 pm
Re: Mortal Kombat 11
I came here and was just about to ask the same thing, haha.
I have everything extracted but was hoping there was a way to either recolour / correct the textures automatically or quicker.
I felt scared to ask in case i was just being really daft and it was in fact simple.
I have everything extracted but was hoping there was a way to either recolour / correct the textures automatically or quicker.
I felt scared to ask in case i was just being really daft and it was in fact simple.
-
- ultra-n00b
- Posts: 2
- Joined: Sun Jun 07, 2020 9:35 pm
- Has thanked: 1 time
Re: Mortal Kombat 11
This is probably a dumb question, but what is the tone map? Is it a texture that can be utilized or is it akin to the ID texture where it only serves a purpose in the game engine? Other than that I've also been struggling to apply the textures optimally in Blender, I feel like I'm missing something. Thanks in advance for any help.
-
- advanced
- Posts: 50
- Joined: Sun Oct 05, 2014 5:15 pm
- Has thanked: 24 times
- Been thanked: 7 times
Re: Mortal Kombat 11
Tone map basically adds extra detail to the model. The green channel can act as a specular map or even an overlay for the diffuse/color texture. the blue can be used for adding dirt/grime or gloss to certain parts of the clothing.NorseInMyBlood wrote: ↑Thu Nov 05, 2020 5:36 pm This is probably a dumb question, but what is the tone map? Is it a texture that can be utilized or is it akin to the ID texture where it only serves a purpose in the game engine? Other than that I've also been struggling to apply the textures optimally in Blender, I feel like I'm missing something. Thanks in advance for any help.
-
- advanced
- Posts: 50
- Joined: Sun Oct 05, 2014 5:15 pm
- Has thanked: 24 times
- Been thanked: 7 times
Re: Mortal Kombat 11
Does anyone happen to know where the severed Warrior Shrine heads are in the game files? What container they're packed in?
You do not have the required permissions to view the files attached to this post.
Re: Mortal Kombat 11
Hi @daemon1,
Hope you are doing well.
Just wondering if you are still working on a map extractor like you did for injustice 2? I know you said that you were busy with other games, but I thought I'll ask if this is still something part of your plans.
Thank you for your amazing work!
Hope you are doing well.
Just wondering if you are still working on a map extractor like you did for injustice 2? I know you said that you were busy with other games, but I thought I'll ask if this is still something part of your plans.
Thank you for your amazing work!
-
- MEGAVETERAN
- Posts: 2647
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 65 times
- Been thanked: 2870 times
Re: Mortal Kombat 11
I'm not working on it.
Yes, its in my plan, but sometimes it can take years until i got to that part of a plan.
-
- advanced
- Posts: 50
- Joined: Sun Oct 05, 2014 5:15 pm
- Has thanked: 24 times
- Been thanked: 7 times
Re: Mortal Kombat 11
Well whenever you do work on it, we'll be waiting. MK maps are very popular in the 3d community and some people such as myself will still be eager for them down the line. Thanks again for your hard work.
Re: Mortal Kombat 11
Glad to know that this is still part of your plans.
Thank you for all your hard work on all this incredible tools!