Re: Mortal Kombat 11
Posted: Sun Dec 06, 2020 5:15 am
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.
Is there a rule or list order to know what color in ID map file represent every color in CPT file?.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
The .materials text file exported with the model might answer your question. Can't say for sure.Delbozkester wrote: ↑Mon Jan 04, 2021 11:50 pmIs there a rule or list order to know what color in ID map file represent every color in CPT file?.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
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.
Can you provide more info on how to do it?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
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 wrote: ↑Fri Apr 23, 2021 2:53 amcutscenes are pre-rendered vids, so there's zilch chance of finding the story-cinematic versions of the shokan and tarkatan models i'm afraid.
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 wrote: ↑Fri Apr 23, 2021 11:13 amSo 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 wrote: ↑Fri Apr 23, 2021 2:53 amcutscenes are pre-rendered vids, so there's zilch chance of finding the story-cinematic versions of the shokan and tarkatan models i'm afraid.
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.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
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.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