Page 2 of 2

Re: Mortal Kombat 9 uModel

Posted: Mon May 02, 2011 3:17 pm
by Nobby
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.

Re: Mortal Kombat 9 uModel

Posted: Mon May 02, 2011 11:32 pm
by Alexis
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.
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.

Re: Mortal Kombat 9 uModel

Posted: Tue May 03, 2011 2:08 am
by Nobby
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.
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.

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

Re: Mortal Kombat 9 uModel

Posted: Tue May 03, 2011 2:48 am
by Alexis
Nobby wrote:
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.
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.

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
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.

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

Re: Mortal Kombat 9 uModel

Posted: Tue May 03, 2011 5:32 pm
by Nobby
Liking the picture, very swish :) :up:
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.

Re: Mortal Kombat 9 uModel

Posted: Fri Nov 11, 2011 1:21 am
by XLAX
is there any easier way to import the textures in 3dsmax rather then doing it manually?

Re: Mortal Kombat 9 uModel

Posted: Sat Nov 12, 2011 2:19 am
by Darko
XLAX wrote:is there any easier way to import the textures in 3dsmax rather then doing it manually?
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.

Re: Mortal Kombat 9 uModel

Posted: Sat Nov 12, 2011 5:20 am
by XLAX
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.

Re: Mortal Kombat 9 uModel

Posted: Mon Nov 14, 2011 2:34 pm
by Darko
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.
Yep, MK9 materials are not fully supported by umodel.