i know this thread is slightly old now, so i apologise for bumping but i thought id speak up anyway.
The marvel groups dump of MK works perfectly fine with umodel. i also didn't use the -lzo tag either, the only tags i used was " -export -all -noanim " i copied the main texture archive to the same folder as umodel, then copied each .xxx file i wanted to extract to umodels folder also, then i ran umodel. It extracted first go perfectly.
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Mortal Kombat 9 uModel
-
- beginner
- Posts: 35
- Joined: Wed May 26, 2010 3:56 am
- Has thanked: 7 times
- Been thanked: 2 times
Re: Mortal Kombat 9 uModel
Strange! I just ended up using another dump.Nobby wrote:i know this thread is slightly old now, so i apologise for bumping but i thought id speak up anyway.
The marvel groups dump of MK works perfectly fine with umodel. i also didn't use the -lzo tag either, the only tags i used was " -export -all -noanim " i copied the main texture archive to the same folder as umodel, then copied each .xxx file i wanted to extract to umodels folder also, then i ran umodel. It extracted first go perfectly.
Any luck on how the textures are set up... Obviously you have the diffuse, spec and normals (DXT5)... but there are a few things that have me confuzzled.
The diffuse texture has an alpha channel. I am not sure what it's main use in engine is.. (Seems to be Color change mask).
The Specular color texture also has an alpha channel. It is hard to tell what it's exact purpose is. (Perhaps it is the overall specular mask, or gloss texture, inverted?).
On top of those, the Pmsk textures. They almost seem to mask off the detail bumps... I do know that the alpha is an AO.
-
- veteran
- Posts: 109
- Joined: Thu May 13, 2010 12:35 am
- Has thanked: 5 times
- Been thanked: 16 times
Re: Mortal Kombat 9 uModel
As far as i can tell the pmsk files are mixer maps. Ex, the red controls one thing, the blue controls another and same with the green. similar to what soul calibur has. not too sure about the alpha maps on the diffuse and spec, my best guess would be, they have transparent parts to the models ( such as hair or clothing ) To be honest i haven't looked into it much, i only extracted them a couple of days ago and haven't had much chance to play with them since.Alexis wrote: Strange! I just ended up using another dump.
Any luck on how the textures are set up... Obviously you have the diffuse, spec and normals (DXT5)... but there are a few things that have me confuzzled.
The diffuse texture has an alpha channel. I am not sure what it's main use in engine is.. (Seems to be Color change mask).
The Specular color texture also has an alpha channel. It is hard to tell what it's exact purpose is. (Perhaps it is the overall specular mask, or gloss texture, inverted?).
On top of those, the Pmsk textures. They almost seem to mask off the detail bumps... I do know that the alpha is an AO.
Have a look at THIS... It is a tutorial for texturing Soul Calibur4 models correctly ( which also uses mix maps ) it might explain it a little better than i can as far as i can tell it should be a fairly similar process.
Good luck..
Nobby
Yes! i know that's what i said... But its not what i meant.
-
- beginner
- Posts: 35
- Joined: Wed May 26, 2010 3:56 am
- Has thanked: 7 times
- Been thanked: 2 times
Re: Mortal Kombat 9 uModel
Thanks for the input. Only the hair and damage textures seem to use the alphas for opacity. I figured the pmsk were masks, but who knows for what.Nobby wrote:As far as i can tell the pmsk files are mixer maps. Ex, the red controls one thing, the blue controls another and same with the green. similar to what soul calibur has. not too sure about the alpha maps on the diffuse and spec, my best guess would be, they have transparent parts to the models ( such as hair or clothing ) To be honest i haven't looked into it much, i only extracted them a couple of days ago and haven't had much chance to play with them since.Alexis wrote: Strange! I just ended up using another dump.
Any luck on how the textures are set up... Obviously you have the diffuse, spec and normals (DXT5)... but there are a few things that have me confuzzled.
The diffuse texture has an alpha channel. I am not sure what it's main use in engine is.. (Seems to be Color change mask).
The Specular color texture also has an alpha channel. It is hard to tell what it's exact purpose is. (Perhaps it is the overall specular mask, or gloss texture, inverted?).
On top of those, the Pmsk textures. They almost seem to mask off the detail bumps... I do know that the alpha is an AO.
Have a look at THIS... It is a tutorial for texturing Soul Calibur4 models correctly ( which also uses mix maps ) it might explain it a little better than i can as far as i can tell it should be a fairly similar process.
Good luck..
Nobby
I have a half decent Kahn render from random fiddling, haha. The spec alpha seems to be an inverted reflection mask.
http://i1086.photobucket.com/albums/j45 ... nder-2.jpg
-
- veteran
- Posts: 109
- Joined: Thu May 13, 2010 12:35 am
- Has thanked: 5 times
- Been thanked: 16 times
Re: Mortal Kombat 9 uModel
Liking the picture, very swish
I really should get to work with setting up all the characters and playing arenas. but lazyness prevails hehe plus ive just got around to installing test drive unlimited 2 ( first game ive got legit in about 2 years ) so im gonna be hammering through that for the next few weeks.
I really should get to work with setting up all the characters and playing arenas. but lazyness prevails hehe plus ive just got around to installing test drive unlimited 2 ( first game ive got legit in about 2 years ) so im gonna be hammering through that for the next few weeks.
Yes! i know that's what i said... But its not what i meant.
Re: Mortal Kombat 9 uModel
is there any easier way to import the textures in 3dsmax rather then doing it manually?
-
- double-veteran
- Posts: 723
- Joined: Mon Jul 13, 2009 6:16 pm
- Has thanked: 72 times
- Been thanked: 138 times
Re: Mortal Kombat 9 uModel
Yep, just select the area you want to texture by selecting an alement of the mesh (editable mesh > element) and drag and drop the texture you want from windows explorer.XLAX wrote:is there any easier way to import the textures in 3dsmax rather then doing it manually?
Re: Mortal Kombat 9 uModel
so no matter what i do, importing mk9 models in max will never be like a typical ue3 game whereas all that would need to be done is to extract the mesh with ueviewer then import into max and the models would be textured and ready to go.
its pretty wierd when using the actorx importer in max.
when importing a character it will ask for over 100 materials(material_1,material_2,etc...).
as far as selecting an element on the mesh, if you export as an obj from noesis first then import into max the model will already be broken up by element so i guess it makes it a bit easier to texture from that standpoint.
its pretty wierd when using the actorx importer in max.
when importing a character it will ask for over 100 materials(material_1,material_2,etc...).
as far as selecting an element on the mesh, if you export as an obj from noesis first then import into max the model will already be broken up by element so i guess it makes it a bit easier to texture from that standpoint.
-
- double-veteran
- Posts: 723
- Joined: Mon Jul 13, 2009 6:16 pm
- Has thanked: 72 times
- Been thanked: 138 times
Re: Mortal Kombat 9 uModel
Yep, MK9 materials are not fully supported by umodel.XLAX wrote:so no matter what i do, importing mk9 models in max will never be like a typical ue3 game whereas all that would need to be done is to extract the mesh with ueviewer then import into max and the models would be textured and ready to go.
its pretty wierd when using the actorx importer in max.
when importing a character it will ask for over 100 materials(material_1,material_2,etc...).
as far as selecting an element on the mesh, if you export as an obj from noesis first then import into max the model will already be broken up by element so i guess it makes it a bit easier to texture from that standpoint.