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[Help!] King of Fighter XIV Model format and Noesis script?

Post questions about game models here, or help out others!
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killercracker
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Re: [Help!] King of Fighter XIV Model format and Noesis scri

Post by killercracker »

The weights imported with no issues. If you want to open the mouth without breaking the face you have to move both bones C_JawHalf_FbD and C_Jaw_FbD.
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Re: [Help!] King of Fighter XIV Model format and Noesis scri

Post by Darko »

killercracker wrote:The weights imported with no issues. If you want to open the mouth without breaking the face you have to move both bones C_JawHalf_FbD and C_Jaw_FbD.
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Re: [Help!] King of Fighter XIV Model format and Noesis scri

Post by artworkplay »

killercracker wrote:
The script's working but I'm having some issues with a few models pertaining to their mat ID's. I'm releasing the script anyway because this is something that could be manually fixed anyway. When the normals are applied the model's lighting looks weird too and I don't know how to subvert that. If you don't want to wait a decade for the model to load in max just comment out line 355.
Just curious... what version of Max does the script work on?
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Re: [Help!] King of Fighter XIV Model format and Noesis scri

Post by killercracker »

I believe it should run in at least for the 2011 version of max but I wrote the script for the 2015 version.
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Re: [Help!] King of Fighter XIV Model format and Noesis scri

Post by Darko »

Cracker, some models have problems with facial rig, even If I move both jaw bones. Whip has problems with a few fingers where a few vetices are assigned to another bone, those were easy to fix manually.

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Those are Whip and Kyo classic costume (GRN).
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Re: [Help!] King of Fighter XIV Model format and Noesis scri

Post by killercracker »

Apparently there are up to 8 bind weights per vertex instead of the traditional 4.
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Re: [Help!] King of Fighter XIV Model format and Noesis scri

Post by Darko »

killercracker wrote:Apparently there are up to 8 bind weights per vertex instead of the traditional 4.
Lol Thanks. I jope you can fix normals becuase is a pain to clean hair meshes and sometimes there are polygons that are not stcked togehter with a complete mesh.

Another question, are you gonna add stage mesh support??.
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Re: [Help!] King of Fighter XIV Model format and Noesis scri

Post by alvinagmn »

Something new with this, are you able to succesfully mod the 3D models?
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Re: [Help!] King of Fighter XIV Model format and Noesis scri

Post by artworkplay »

@killercracker Is there a UV map for decals/emblems? I noticed Terry's model has a patch on his cap, jacket's back and right arm but the their UV maps aren't there, only the jacket and cap.
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Re: [Help!] King of Fighter XIV Model format and Noesis scri

Post by Amaso »

@killercracker
Thank you for the ms script , wondering though , is it possible to us it export a model as .obac ?
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Re: [Help!] King of Fighter XIV Model format and Noesis scri

Post by Darko »

artworkplay wrote:@killercracker Is there a UV map for decals/emblems? I noticed Terry's model has a patch on his cap, jacket's back and right arm but the their UV maps aren't there, only the jacket and cap.
Set UVset to 2 in line 324 and you'll get the second uv layer for decals.
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Re: [Help!] King of Fighter XIV Model format and Noesis scri

Post by Shinteo »

Checking if there is something for importing the models into blender? Can't afford Max
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Re: [Help!] King of Fighter XIV Model format and Noesis scri

Post by jetremix »

I keep getting an error that just says Unable to convert: unidentified to type: Float
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Re: [Help!] King of Fighter XIV Model format and Noesis scri

Post by luiz7429 »

killercracker wrote:Apparently there are up to 8 bind weights per vertex instead of the traditional 4.
i have a error
i can open sylvie and sylvie dlc
our she's megaphone
you gona fix this right '^' ?
i use the studant ver off the 3d max
this make some...problam in the...script ?
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Re: [Help!] King of Fighter XIV Model format and Noesis scri

Post by abstrait »

Hey fellas, is there any way to import the animation files into max and add the animation to the rigged models ?
Last edited by abstrait on Sat Oct 27, 2018 12:51 pm, edited 1 time in total.
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