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Re: Mortal Kombat 11
Posted: Thu May 09, 2019 1:00 am
by Straight Edge
Story mode models aren't worth the trouble imo. They're lower poly and the face rigging is very sloppy. Will keep a look out for the textures though.
Re: Mortal Kombat 11
Posted: Thu May 09, 2019 1:12 am
by Farrarie
Straight Edge wrote: ↑Wed May 08, 2019 10:20 pm
Shao Kahn's models are stored in the "GEARASSETS_SHA_ScriptAssets.xxx" and "GEARASSETS_SHA_ScriptAssets.psf" containers.
I use the dropbox link
found GEARASSETS_SHA_ScriptAssets.xxx
but didnt find GEARASSETS_SHA_ScriptAssets.psf
can u plz share GEARASSETS_SHA_ScriptAssets.psf
Re: Mortal Kombat 11
Posted: Thu May 09, 2019 2:23 am
by BlackKaos
Straight Edge wrote: ↑Wed May 08, 2019 10:20 pm
Shao Kahn's models are stored in the "GEARASSETS_SHA_ScriptAssets.xxx" and "GEARASSETS_SHA_ScriptAssets.psf" containers.
I know where the models are stored. I'm saying that I don't have the GEARASSETS_SHA_ScriptAssests.psf or the .psf for Shang Tsung or Kano to get the models.
Re: Mortal Kombat 11
Posted: Thu May 09, 2019 2:32 am
by ghost777
Straight Edge wrote: ↑Thu May 09, 2019 1:00 am
Story mode models aren't worth the trouble imo. They're lower poly and the face rigging is very sloppy. Will keep a look out for the textures though.
Actually story models range in the 90 thousand polys, same as other full models, they just been broken up in a different way that's why the UV are different also. Its due to NRS outsourcing.
Re: Mortal Kombat 11
Posted: Thu May 09, 2019 2:39 am
by PrimeFIRE94
Hey guys, How do you merge armatures in blender? I'm not sure if that's a thing, but when I import different parts of the same character, it creates a new armature and I just want one whole armature if that makes sense.
Thanks!
Re: Mortal Kombat 11
Posted: Thu May 09, 2019 6:49 am
by fil1969
PrimeFIRE94 wrote: ↑Thu May 09, 2019 2:39 am
Hey guys, How do you merge armatures in blender? I'm not sure if that's a thing, but when I import different parts of the same character, it creates a new armature and I just want one whole armature if that makes sense.
Thanks!
I use more 3dmax, but i think you have to select all the armatures then press CTRL+J
Re: Mortal Kombat 11
Posted: Thu May 09, 2019 4:12 pm
by Sinnery32
Guys, and not could you tell me in what archive lies this model ?
Re: Mortal Kombat 11
Posted: Thu May 09, 2019 4:25 pm
by RedXenox311
Sinnery32 wrote: ↑Thu May 09, 2019 4:12 pm
Guys, and not could you tell me in what archive lies this model ?
look for BGND_CyberLinKueiAssembly.xxx I believe that's where it is.
Re: Mortal Kombat 11
Posted: Thu May 09, 2019 4:28 pm
by RedXenox311
Then import into your 3d model program CLK_AS_Cyborg_Sk.mesh.ascii.
Re: Mortal Kombat 11
Posted: Thu May 09, 2019 7:43 pm
by Farrarie
Guys, can anyone upload GEARASSETS_SHA_ScriptAssets.psf
Re: Mortal Kombat 11
Posted: Fri May 10, 2019 12:09 am
by Straight Edge
Farrarie wrote: ↑Thu May 09, 2019 7:43 pm
Guys, can anyone upload GEARASSETS_SHA_ScriptAssets.psf
https://www.mediafire.com/file/1detznj6jfriz9b/
Re: Mortal Kombat 11
Posted: Fri May 10, 2019 12:51 am
by Farrarie
GEARASSETS_SHA_ScriptAssets, not GEARASSETS_SKA_ScriptAssets XD
Re: Mortal Kombat 11
Posted: Fri May 10, 2019 1:26 am
by Farrarie
can someone share GEARASSETS_SHA_ScriptAssets.psf plz or atleast update the dropbox files
Re: Mortal Kombat 11
Posted: Fri May 10, 2019 2:06 am
by Straight Edge
Farrarie wrote: ↑Fri May 10, 2019 1:26 am
can someone share GEARASSETS_SHA_ScriptAssets.psf plz or atleast update the dropbox files
https://www.mediafire.com/file/3m5ifcl7d7um6s3/
Re: Mortal Kombat 11
Posted: Fri May 10, 2019 2:08 am
by Farrarie