Important information: this site is currently scheduled to go offline indefinitely by end of the year.

Mortal Kombat 11

Post questions about game models here, or help out others!
Straight Edge
advanced
Posts: 50
Joined: Sun Oct 05, 2014 5:15 pm
Has thanked: 24 times
Been thanked: 7 times

Re: Mortal Kombat 11

Post by Straight Edge »

Does anyone happen to know what containers the brutality models are kept? One of Shao Kahn's brutals has a shadow priest model i'm searching for.
Delbozkester
n00b
Posts: 10
Joined: Wed Aug 17, 2011 2:29 pm
Has thanked: 6 times

Re: Mortal Kombat 11

Post by Delbozkester »

Über Winfrey wrote: Wed Feb 05, 2020 3:30 pm If anyone is curious about the color palette for the alt skins, they are found in the textures with CPT in the name, they are small gradient colors that are used for the ID color masks, I put together a shader for unity where you can input your own colors, still testing it on other models, it's only been tested on Joker
Image
Is there a rule or list order to know what color in ID map file represent every color in CPT file?.

I may be wrong, but I understand that if I add the Color texture file to the Id mask file pre-processed with the CPT file it will make the final texture.
Straight Edge
advanced
Posts: 50
Joined: Sun Oct 05, 2014 5:15 pm
Has thanked: 24 times
Been thanked: 7 times

Re: Mortal Kombat 11

Post by Straight Edge »

Delbozkester wrote: Mon Jan 04, 2021 11:50 pm
Über Winfrey wrote: Wed Feb 05, 2020 3:30 pm If anyone is curious about the color palette for the alt skins, they are found in the textures with CPT in the name, they are small gradient colors that are used for the ID color masks, I put together a shader for unity where you can input your own colors, still testing it on other models, it's only been tested on Joker
Image
Is there a rule or list order to know what color in ID map file represent every color in CPT file?.

I may be wrong, but I understand that if I add the Color texture file to the Id mask file pre-processed with the CPT file it will make the final texture.
The .materials text file exported with the model might answer your question. Can't say for sure.
mk11fan
ultra-n00b
Posts: 7
Joined: Thu Sep 17, 2020 11:32 pm
Has thanked: 15 times

Re: Mortal Kombat 11

Post by mk11fan »

Dimipron wrote: Sun Nov 01, 2020 1:30 am 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
Can you provide more info on how to do it?
photojoe
beginner
Posts: 23
Joined: Tue Jan 26, 2016 11:49 pm
Has thanked: 5 times
Been thanked: 1 time

Re: Mortal Kombat 11

Post by photojoe »

Does anyone know in what .XXX the cinematic Shokan and Tarkatan that show up in the cut scenes are located?

Thanks.
Straight Edge
advanced
Posts: 50
Joined: Sun Oct 05, 2014 5:15 pm
Has thanked: 24 times
Been thanked: 7 times

Re: Mortal Kombat 11

Post by Straight Edge »

photojoe wrote: Thu Apr 22, 2021 11:48 am Does anyone know in what .XXX the cinematic Shokan and Tarkatan that show up in the cut scenes are located?

Thanks.
cutscenes are pre-rendered vids, so there's zilch chance of finding the story-cinematic versions of the shokan and tarkatan models i'm afraid.
Sharppy
mega-veteran
mega-veteran
Posts: 163
Joined: Thu Jun 07, 2018 8:09 am
Has thanked: 83 times
Been thanked: 66 times

Re: Mortal Kombat 11

Post by Sharppy »

Not sure of these characters but some are here just labeled funny.
Image
Image
photojoe
beginner
Posts: 23
Joined: Tue Jan 26, 2016 11:49 pm
Has thanked: 5 times
Been thanked: 1 time

Re: Mortal Kombat 11

Post by photojoe »

Straight Edge wrote: Fri Apr 23, 2021 2:53 am
photojoe wrote: Thu Apr 22, 2021 11:48 am Does anyone know in what .XXX the cinematic Shokan and Tarkatan that show up in the cut scenes are located?

Thanks.
cutscenes are pre-rendered vids, so there's zilch chance of finding the story-cinematic versions of the shokan and tarkatan models i'm afraid.
So where are the character meshes assets or files names, since so far I found Shang Tsung Shokan disguise. I went after Sheeva's files, but got a friendship and objects, an arrow, table, a chalice, and a spear. Are there any "non-combatant character meshes" because I'd love to grab the generic male and female of the Shokan and Tarkatan as a base mesh.
Straight Edge
advanced
Posts: 50
Joined: Sun Oct 05, 2014 5:15 pm
Has thanked: 24 times
Been thanked: 7 times

Re: Mortal Kombat 11

Post by Straight Edge »

photojoe wrote: Fri Apr 23, 2021 11:13 am
Straight Edge wrote: Fri Apr 23, 2021 2:53 am
photojoe wrote: Thu Apr 22, 2021 11:48 am Does anyone know in what .XXX the cinematic Shokan and Tarkatan that show up in the cut scenes are located?

Thanks.
cutscenes are pre-rendered vids, so there's zilch chance of finding the story-cinematic versions of the shokan and tarkatan models i'm afraid.
So where are the character meshes assets or files names, since so far I found Shang Tsung Shokan disguise. I went after Sheeva's files, but got a friendship and objects, an arrow, table, a chalice, and a spear. Are there any "non-combatant character meshes" because I'd love to grab the generic male and female of the Shokan and Tarkatan as a base mesh.
There's a generic shokan male in Sheeva's intro files. There's some Tarkatans in the Tarkatan War Camp Map package. Since they're NPCs, they either have minimal rigging or low-res textures though.
photojoe
beginner
Posts: 23
Joined: Tue Jan 26, 2016 11:49 pm
Has thanked: 5 times
Been thanked: 1 time

Re: Mortal Kombat 11

Post by photojoe »

Because I've run across the use of all 4 channels in other games since starting to do rip models, are there any maps that use channels differently say for roughness, specular, metallic maps?

Is there like information in a post that tells us which layer for which map goes where?

Thanks
Straight Edge
advanced
Posts: 50
Joined: Sun Oct 05, 2014 5:15 pm
Has thanked: 24 times
Been thanked: 7 times

Re: Mortal Kombat 11

Post by Straight Edge »

photojoe wrote: Sun May 02, 2021 12:23 am Because I've run across the use of all 4 channels in other games since starting to do rip models, are there any maps that use channels differently say for roughness, specular, metallic maps?

Is there like information in a post that tells us which layer for which map goes where?

Thanks
As far as I can tell, the RMAO texture is used for (R channel) R=Roughness, (G channel )M=Metal, (Blue channel) AO=Ambientocclusion. The roughness can also be found on the alpha channel of a normal map.
NorseInMyBlood
ultra-n00b
Posts: 2
Joined: Sun Jun 07, 2020 9:35 pm
Has thanked: 1 time

Re: Mortal Kombat 11

Post by NorseInMyBlood »

Figured I’d try my luck and ask here, does anyone know which CPT Texture Klassic Spawn uses? I can’t seem to find it. If any of you all know, thanks in advance.
Azula1122
ultra-n00b
Posts: 1
Joined: Wed Apr 28, 2021 11:41 pm
Has thanked: 1 time

Re: Mortal Kombat 11

Post by Azula1122 »

Hello guys
I wanna know that is there any mk11 discord channel for 3d stuffs?
If so can you give me the link to it
I really appreciate it 🙏🙏🙏🙏🙏
twitkiss
beginner
Posts: 35
Joined: Mon Apr 02, 2018 3:33 pm
Has thanked: 13 times
Been thanked: 4 times

Re: Mortal Kombat 11

Post by twitkiss »

Hoping someone can help. I was looking for a clean texture of Jade but all the textures files I've extracted look a mess. I'm not sure what's going on but hoping someone here can identify the problem and give me some guidance. Thanks in advance!

Screenshot 2021-06-10 141423.png
You do not have the required permissions to view the files attached to this post.
Straight Edge
advanced
Posts: 50
Joined: Sun Oct 05, 2014 5:15 pm
Has thanked: 24 times
Been thanked: 7 times

Re: Mortal Kombat 11

Post by Straight Edge »

twitkiss wrote: Thu Jun 10, 2021 9:23 pm Hoping someone can help. I was looking for a clean texture of Jade but all the textures files I've extracted look a mess. I'm not sure what's going on but hoping someone here can identify the problem and give me some guidance. Thanks in advance!


Screenshot 2021-06-10 141423.png
Depends on what you mean by "clean texture", if you mean the character model textures, they're labeled as JAD_SKIN_A, JAD_SKIN_B, etc. Her face is JAD_FACE_A,etc.
Post Reply