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Re: Mortal Kombat 11

Posted: Sun Dec 06, 2020 5:15 am
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.

Re: Mortal Kombat 11

Posted: Mon Jan 04, 2021 11:50 pm
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.

Re: Mortal Kombat 11

Posted: Thu Jan 07, 2021 12:04 am
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.

Re: Mortal Kombat 11

Posted: Mon Feb 15, 2021 12:34 am
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?

Re: Mortal Kombat 11

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

Thanks.

Re: Mortal Kombat 11

Posted: Fri Apr 23, 2021 2:53 am
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.

Re: Mortal Kombat 11

Posted: Fri Apr 23, 2021 5:15 am
by Sharppy
Not sure of these characters but some are here just labeled funny.
Image
Image

Re: Mortal Kombat 11

Posted: Fri Apr 23, 2021 11:13 am
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.

Re: Mortal Kombat 11

Posted: Fri Apr 23, 2021 11:40 am
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.

Re: Mortal Kombat 11

Posted: Sun May 02, 2021 12:23 am
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

Re: Mortal Kombat 11

Posted: Tue May 04, 2021 9:47 pm
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.

Re: Mortal Kombat 11

Posted: Thu May 13, 2021 2:56 am
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.

Re: Mortal Kombat 11

Posted: Mon May 24, 2021 6:05 pm
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 🙏🙏🙏🙏🙏

Re: Mortal Kombat 11

Posted: Thu Jun 10, 2021 9:23 pm
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

Re: Mortal Kombat 11

Posted: Thu Jun 24, 2021 7:04 am
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.