Title: MK9 Post by: D2rnattakorn on March 12, 2011, 18:04 Hello people.
I know this for some time now that the new MK9 is using Unreal. I saw that there are files from PS3 Demo posted in XeNTaX and I want to repost his files here. CHAR_SUBZERO.XXX: http://www.megaupload.com/?d=4LXAAOA2 FATALITYART.XXX: http://www.megaupload.com/?d=RJAPAEV4 I try with the new UE Viewer but nothing work. So please take a look at this Thank You Title: Re: MK9 Post by: Gildor on March 12, 2011, 18:07 http://www.gildor.org/smf/index.php/topic,770.0.html
This game will not be supported until release. Title: Re: MK9 Post by: D2rnattakorn on March 12, 2011, 20:08 Ops..Sorry about that, I did not see that post but thank you for your reply.
I will wait until the game release. Thank Title: Re: MK9 Post by: ][UNREAL][ on April 11, 2011, 00:42 http://www.gildor.org/smf/index.php/topic,770.0.html This game will not be supported until release. But the oficial demo cannot be a "release"? ??? Title: Re: MK9 Post by: Gildor on April 11, 2011, 00:44 No.
Title: Re: MK9 Post by: Mysterio on April 15, 2011, 20:47 Kratos from God Of War.
http://www.gotps3.ru/post/6547/ Gildor, when are you planning to add support for PS3 version in umodel? Title: Re: MK9 Post by: Gildor on April 16, 2011, 00:12 1. game is not released yet
2. ps3 version is not suitable for reversing Title: Re: MK9 Post by: Gildor on April 16, 2011, 00:40 Most probably ps3 version will be compatible with xbox360. But I think animations will not be supported.
P.S. "God of War" is one of my favorite games ;) Title: Re: MK9 Post by: Roamin on April 16, 2011, 04:45 Hi,
Here are some .xxx from both ps3 and 360 retail version of mk9. I have included the files from scorpion from both formats, and also the kratos files from ps3. The headers of the files seem similar , but the ps3 version seem to be compressed, Gildor would be God-Like if he would help us convert the ps3 files to the exact same format as 360, so we can enjoy Kratos on 360. I'm sure by adding the lines referring to the kratos files in the Coalesced.ini , and having the kratos .xxx files in the same format, would allow us to play kratos on 360. .xxx : http://www.megaupload.com/?d=F763II09 .ini : http://www.megaupload.com/?d=9XHTNOH6 Title: Re: MK9 Post by: Gildor on April 16, 2011, 11:30 Here are some .xxx from both ps3 and 360 retail version of mk9. I have included the files from scorpion from both formats, and also the kratos files from ps3. I will not check this game until it will be officially released on 19 April. Would you like umodel to support pre-release and will not work with the release version of the game?Quote Gildor would be God-Like if he would help us convert the ps3 files to the exact same format as 360, so we can enjoy Kratos on 360. I will not be "God-Like" :)Title: Re: MK9 Post by: Ize on April 16, 2011, 14:57 Here are some files from the FINAL Xbox360 Version of the Game:
http://www.multiupload.com/UPC5HEFRYE I have included:
Title: Re: MK9 Post by: Gildor on April 16, 2011, 15:00 The final game will be after 19 April.
Title: Re: MK9 Post by: interloko on April 18, 2011, 03:57 the final game is in the street since almost a week.
official release date is 19 but there were a lot of shops that broke release date and a lot of ppl get the game early. you just need to look in youtube or any mk forum.. almost every secret was dicovered :P also there isn't a demo for xbox yet, the files are from final game. anyway, it's your decision and we must accept it :P Title: Re: MK9 Post by: NexusElite on April 18, 2011, 21:49 Doesn't matter if it was early release else where. Just deal with it and wait.
Title: Re: MK9 Post by: interloko on April 18, 2011, 22:07 Doesn't matter if it was early release else where. Just deal with it and wait. read my message man, i can wait, i just want to clarify that the files are from final gameTitle: Re: MK9 Post by: sn00p on April 19, 2011, 17:50 Any news? :o
Title: Re: MK9 Post by: logansan25 on April 20, 2011, 00:28 Oh my God! Today is a 19 april!!!!!!!
For Spartaaaaaaaaaaa!!!!!!!!!!! Title: Re: MK9 Post by: Gildor on April 20, 2011, 00:53 I have spent a lot of time today with reversing this game. There is a good news: textures are supported now! ;D
Bad news: nothing else is supported. I have completely reversed the SkeletalMesh format (it was significantly changed since the previous MK part) but have no more time to implement it. Slightly later. Also it is possible that skeletal mesh will not be supported - there are so much changes in it and I'm not sure that umodel will be able to work with this game. But I'll try. Animations will not be supported - they are evolution of "MK vs DC" animations, which are completely custom. StaticMeshes are not checked, cannot say anything particular here. Title: Re: MK9 Post by: sn00p on April 20, 2011, 01:02 Ok now I'm worried :'( :'( Hope you'll manage to get atleast SkeletalMesh and Textures support :-\
Title: Re: MK9 Post by: logansan25 on April 20, 2011, 03:08 Gildor praise!
You can!!!!!!!!!! Title: Re: MK9 Post by: bm on April 20, 2011, 20:19 great work! hope you keep it going :)
can you post the actual texture extractor version please? Title: Re: MK9 Post by: Gildor on April 21, 2011, 11:22 As a result of two sleepless nights Kortal Kombat is supported now (/node/125).
Animations are not supported. Also, PS3 SkeletalMesh is not supported. Title: Re: MK9 Post by: sn00p on April 21, 2011, 12:38 Dude, YOU ROCK :o, Thanks for your time and making this possible :D
Title: Re: MK9 Post by: logansan25 on April 21, 2011, 16:01 As a result of two sleepless nights Kortal Kombat is supported now (/node/125). Animations are not supported. Also, PS3 SkeletalMesh is not supported. Kratos!!!????? Nooooooooooooooooo!!!!!!!!!!!!! I tried to extract only the textures, but I get this error: ******** CHAR_KRATOS.xxx ******** ERROR: assertion failed: size >= 0 && size < (256<<20) appMalloc:size=-312876408 <- TArray::Serialize:0/1571503185 <- FStaticLODModel3<< <- TArray::Serialize:0/1 <- USkeletalMesh::SerializeSkelMesh3 <- USkeletalMesh::Serialize <- LoadObject:SkeletalMesh'CHAR_KRATOS.KR_Button_Circle_Sk', pos=B517A1, ver=472/46, game=8103 <- UObject::EndLoad <- UnPackage::CreateExport:CHAR_KRATOS.XXX:3588 <- LoadWholePackage <- Main I used this : umodel -noanim -nostat -export CHAR_Flash.xxx whats wrong? Title: Re: MK9 Post by: Gildor on April 21, 2011, 16:36 Add "-nomesh" switch.
Title: Re: MK9 Post by: logansan25 on April 21, 2011, 17:23 Add "-nomesh" switch. Thanks! But look this texture extract of kratos: (http://s2.subirimagenes.com/privadas/previo/thump_1454798fgheadkratos.jpg) And this error: ******** CHAR_KRATOS.XXX ******** ERROR UTexture2D::DecompressXBox360: Texture2D'KR_Ramp_Pmsk' (PF_DXT1=5): bytesPerBlock: got 0.5, need 8 ERROR UTexture2D::DecompressXBox360: Texture2D'KR_Ramp_Diff' (PF_DXT1=5): bytesPerBlock: got 0.5, need 8 ERROR UTexture2D::DecompressXBox360: Texture2D'FX_GradientPulse_Pmsk' (PF_DXT1=5): bytesPerBlock: got 0.5, need 8 ERROR UTexture2D::DecompressXBox360: Texture2D'fg_head_kratos_f_lr' (PF_DXT5=7): bytesPerBlock: got 8, need 16 ERROR UTexture2D::DecompressXBox360: Texture2D'fg_head_kratos_lr' (PF_DXT5=7): bytesPerBlock: got 8, need 16 Title: Re: MK9 Post by: Gildor on April 21, 2011, 17:26 For PS3 you should also add "-ps3" switch, otherwise umodel will think of this data as of XBox360 data.
So, all required switches are "-ps3 -nomesh -noanim". Some packages may also require "-lzo" option. For Xbox360 only "-noanim" is required. Title: Re: MK9 Post by: logansan25 on April 21, 2011, 17:42 For PS3 you should also add "-ps3" switch, otherwise umodel will think of this data as of XBox360 data. So, all required switches are "-ps3 -nomesh -noanim". Some packages may also require "-lzo" option. For Xbox360 only "-noanim" is required. Thanks Gildor! (http://s2.subirimagenes.com/privadas/previo/thump_1454822kratosdiff.jpg ;D) Title: Re: MK9 Post by: Mysterio on April 21, 2011, 19:53 gildor
Startup.xxx from PS3 is not supported. Code: D:\umodel_win32>umodel.exe -export -ps3 -path="D:\umodel_win32" STARTUP.XXX How to extract textures from startup.xxx ?? Title: Re: MK9 Post by: Gildor on April 21, 2011, 19:57 Startup.xxx from PS3 is not supported Read my previous post!Title: Re: MK9 Post by: Mysterio on April 21, 2011, 20:09 gildor
thank you :) Title: Re: MK9 Post by: Roamin on April 21, 2011, 20:17 Thanks a tons gildor! So i am wondering, are there major differences between the ps3 and 360 version? Most of the files i extract are all identical. How hard would it be to convert from ps3 to 360 ? (Yes this is still about Kratos ;) ) If I could just the get .xxx in the same format , i'm pretty sure i could get kratos back on 360. I understand you are busy and all, but would you be willing to share the information you gathered on both formats, so that maybe someone else can pick up your work?
Thanx for all your work so far. Roamin Title: Re: MK9 Post by: Gildor on April 21, 2011, 20:30 Meshes should be identical between both game versions. At least mesh data are identical in most places (I have a few files with identical contents for both platforms).
But geometry data is missing in PS3 version, and instead of vertex and index buffers there is a strange encrypted or compressed block, possibly containing geometry data for PS3. Umodel cannot handle that data, that's why SkeletalMesh on PS3 is not supported. Interesting that StaticMesh do not use that "strange" data format. Title: Re: MK9 Post by: Ize on April 21, 2011, 20:51 Hey gildor, thanks for the awesome work you've done once again. :)
Title: Re: MK9 Post by: Darko on April 21, 2011, 21:03 Meshes should be identical between both game versions. At least mesh data are identical in most places (I have a few files with identical contents for both platforms). But geometry data is missing in PS3 version, and instead of vertex and index buffers there is a strange encrypted or compressed block, possibly containing geometry data for PS3. Umodel cannot handle that data, that's why SkeletalMesh on PS3 is not supported. Interesting that StaticMesh do not use that "strange" data format. Is skeletal mesh in 360 game already supported by Umodel?? If That's right thanks a lot for your work :P Title: Re: MK9 Post by: NexusElite on April 21, 2011, 21:26 360 yes, ps3 no.
Title: Re: MK9 Post by: bm on April 21, 2011, 23:03 amazing work gildor, thank you!
i tested characters and babalitys. the characters looks great but the normal map have a problem with the RGB channel. also i checked the babality of sindel and the body have the correct texture but looks like the face is missing the texture or the UV is in differet place. bones have the right bind and this part work perfect :) pics. (http://img.photobucket.com/albums/v734/RatonMalo/guard.png) (http://img.photobucket.com/albums/v734/RatonMalo/bones.png) (http://img.photobucket.com/albums/v734/RatonMalo/baby.png) Title: Re: MK9 Post by: Alexis on April 22, 2011, 04:15 I am having an issue... When I try to extract the .xxx Files... I am given an error.
******** CHAR_Ermac_B ******** ERROR: Wrong tag in package: F3D80BFC FPackageFileSummary<<:Ver=0/0 <- UnPackage::UnPackage:CHAR_Ermac_B.xxx, game=0 <- UnPackage::LoadPackage:CHAR_Ermac_B <- Main Oddly enough, I can extract any of the sample packages in this topic (Char_Jade.xxx). Am I missing something, Are the files needing to be decompressed before running through uModel? Title: Re: MK9 Post by: Gildor on April 22, 2011, 08:08 You have not specified, but probably you've trying to extract PS3 files. I think these files are encrypted and require decryption before use.
Title: Re: MK9 Post by: Alexis on April 22, 2011, 08:39 You have not specified, but probably you've trying to extract PS3 files. I think these files are encrypted and require decryption before use. Sorry for not being specific... They are 360 files... No luck whatsoever. Title: Re: MK9 Post by: Gildor on April 22, 2011, 09:21 You are trying to extract garbage. May be your ISO is damaged, or you have extracted it using a wrong tool.
Title: Re: MK9 Post by: bm on April 22, 2011, 10:21 Hi, about the baby face texture, it's not in the baby model file. it's in startup.xxx file
so it works great! how can i fix the normal map files ? checking in in photoshop i found that the "B Channel" is empty but have a alpha channel with a texture. anybody have any info of this? maybe copy the R channel to the B Channel and move the Alpha channel to the R channel? this is correct? thanks Title: Re: MK9 Post by: Alexis on April 22, 2011, 16:10 You are trying to extract garbage. May be your ISO is damaged, or you have extracted it using a wrong tool. I am using schrtom'sXtractor to get the files from the iso. The files are the correct sizes Title: Re: MK9 Post by: Gildor on April 22, 2011, 16:14 But your file has wrong contents ("wrong tag in package"). This is not umodel error.
Title: Re: MK9 Post by: Alexis on April 22, 2011, 17:05 But your file has wrong contents ("wrong tag in package"). This is not umodel error. Girl can't catch a break... Any suggestions... I don't have a way to dump my own disc... Unless there are ways that don't require modded hardware.. :( Title: Re: MK9 Post by: Gildor on April 22, 2011, 17:10 I cannot suggest you anything. I have no XBox360 and have never extracted XBox iso's.
Check the forum, there was a few tutorials dedicated to XBox iso extraction. Probably in "documentation" area. Title: Re: MK9 Post by: Warlord on April 23, 2011, 01:10 Hi Gildor
Thank you so much for your work on the Mortal KOmbat titles! I have noticed that some files included with MK9 seem to have a higher level of security? When I try extract files from KRYPTART1.XXX - KRYPTART6.XXX and a few other files like UI_PS_VS_JPEGS_PS3.XXX you get this message: Found 1 game files (1589 skipped) Loading package: UI_PS_VS_JPEGS_PS3.XXX Ver: 472/46 Engine: 2605 Names: 116 Expo rts: 98 Imports: 6 Game: 8103 Package "ui_ps_vs_jpegs_ps3.xxx" has no supported objects I tried a few differant options, like -notgacomp -all -lzo / -zlib ect... but couldn't get umodel to export the JPEG files. If you do a -list, Umodel identifies the contents as TextureJPEG am I doing something wrong? Found 1 game files (1589 skipped) Loading package: UI_PS_VS_JPEGS_PS3.XXX Ver: 472/46 Engine: 2605 Names: 116 Expo 64 617756 88 TextureJPEG BD_baraka 65 6177DE 88 TextureJPEG BD_cyberzero 66 617866 88 TextureJPEG BD_cyrax 67 6178EE 88 TextureJPEG BD_dlc 68 617976 88 TextureJPEG BD_ermac 69 6179FE 88 TextureJPEG BD_jade 70 617A86 88 TextureJPEG BD_jax 71 617B0E 88 TextureJPEG BD_jax_f 72 617B96 88 TextureJPEG BD_johnnycage 73 617C1E 88 TextureJPEG BD_johnnycage_f 74 617CA6 88 TextureJPEG BD_kabal 75 617D2E 88 TextureJPEG BD_kano 76 617DB6 88 TextureJPEG BD_kitana 77 617E3E 88 TextureJPEG BD_kratos 78 617EC6 88 TextureJPEG BD_kratos_f 79 617F4E 88 TextureJPEG BD_kunglao 80 617FD6 88 TextureJPEG BD_liukang 81 61805E 88 TextureJPEG BD_mileena 82 6180E6 88 TextureJPEG BD_nightwolf 83 61816E 88 TextureJPEG BD_noob 84 6181F6 88 TextureJPEG BD_quanchi 85 61827E 88 TextureJPEG BD_raiden 86 618306 88 TextureJPEG BD_reptile 87 61838E 88 TextureJPEG BD_scorpion 88 618416 88 TextureJPEG BD_sektor 89 61849E 88 TextureJPEG BD_shangtsung 90 618526 88 TextureJPEG BD_sheeva 91 6185AE 88 TextureJPEG BD_sindel 92 618636 88 TextureJPEG BD_smoke 93 6186BE 88 TextureJPEG BD_sonya 94 618746 88 TextureJPEG BD_stryker 95 6187CE 88 TextureJPEG BD_stryker_f 96 618856 88 TextureJPEG BD_subzero 97 6188DE 1A8 ObjectReferencer CombinedReferencer Thanks keep up the great work! Title: Re: MK9 Post by: Gildor on April 23, 2011, 01:13 There is nothing wrong in your actions. TextureJPEG is an unknown object type, umodel can export Texture2D objects only.
Quote I have noticed that some files included with MK9 seem to have a higher level of security? Most probably this is not a security, this is a ps3-specific optimizations. I've heard about other non-unreal ps3 games which has similar data structures inside skeletal meshes.Title: Re: MK9 Post by: Warlord on April 23, 2011, 01:23 Well these textures are just flat jpegs (like the Krypt, those contain all sorts of images) and the JPEGS like are the VS renders from the game. I know someone hacked this file from the demo before the full version came out but no idea how they did it, (i thought someone may of modified your source code) is there anyway to get umodel to dump the contents its finds at each offset?
http://images2.wikia.nocookie.net/__cb20110328172628/mk/images/thumb/4/4b/24433_BD_cyberzero_color_122_375lo.jpg/490px-24433_BD_cyberzero_color_122_375lo.jpg Title: Re: MK9 Post by: Gildor on April 23, 2011, 01:37 I have quickly checked TextureJPEG class and found the following:
What I can suggest you to do
I cannot test this by myself because I have no sample packages. Title: Re: MK9 Post by: Warlord on April 23, 2011, 01:54 Thanks! Your "Unreal Package Extractor" worked a treat, it dumps 3 files per entry, a jpeg file (RGB), a mask file (Alpha) and some data file (BinaryBlob Header), like you said just rename the BinaryBlobJpeg file to .jpeg and you have it! :)
I uploaded the packages anyway if you want to play around with them, they are from the PS3 version. https://www.yousendit.com/download/VnByQ1Z0NmN6NE0wTVE9PQ Title: Re: MK9 Post by: Darko on April 23, 2011, 04:56 mmm... Im having problems wiht hair uv's
(http://img848.imageshack.us/img848/1503/31400291.jpg) Title: Re: MK9 Post by: Andersen on April 23, 2011, 11:43 Forget about that model anyway its not the ingame model as you can clearly see;)
Title: Re: MK9 Post by: Darko on April 23, 2011, 20:11 Nope, It's a low poly model used for reflections, but It has the same UV problem's that the ingame model, because Umodel doesn't load maps in iungame model.
Title: Re: MK9 Post by: oriolgs58 on April 24, 2011, 10:58 What about the mk 2011 soudns' I just downloaded the ps3 version and I'd love to get the sounds/music from it. It's one of the games that has the best fighting sounds ever.
Title: Re: MK9 Post by: oriolgs58 on April 24, 2011, 16:45 Here's an example of sound XXX file
http://dl.dropbox.com/u/2142080/SND_FIGHTFX1.XXX Title: Re: MK9 Post by: oriolgs58 on April 24, 2011, 17:56 I tried using the extract tool but I got a bunch of files ending in weird extensions like FmodEventFile and FmodDesigner.
Any ideas on how I can convert those? Title: Re: MK9 Post by: Gildor on April 24, 2011, 18:02 FMod sounds are not supported.
There is one game: "Batman Arkham Asylum". It uses FMod, but data inside sound objects has MP3 format (at least for PC version of the game). Title: Re: MK9 Post by: oriolgs58 on April 24, 2011, 18:11 Do you think they will be supported in the future?
Title: Re: MK9 Post by: Gildor on April 24, 2011, 18:12 Umodel will not support FMod. It is rarely-used.
Title: Re: MK9 Post by: bm on April 24, 2011, 19:32 Hi, gildor. first off thanks for make support to MK9.
i have a question about the models. 1. The skeleton mesh in exported to 1 only mesh. like it is a combine of a lot of mesh. Is the only way to import it to max? now looks like 1 mesh have 50 shading attached. 2. I can't import the models with texutres in max. i follow the data in this forum but looks like don't work with this game or i doing stg wrong. can you tell me if is working the importer with textures support for MK9 please? thanks Title: Re: MK9 Post by: Gildor on April 24, 2011, 19:37 1. The skeleton mesh in exported to 1 only mesh. like it is a combine of a lot of mesh. Mesh is exported "as is", without any combine operations.Is the only way to import it to max? now looks like 1 mesh have 50 shading attached. Quote 2. I can't import the models with texutres in max. i follow the data in this forum but looks like don't work with this game or i doing stg wrong. MK mesh should be imported into Max like for any other game.Quote can you tell me if is working the importer with textures support for MK9 please? it should workTitle: Re: MK9 Post by: Ize on April 24, 2011, 21:33 I have imported MK9 Models just fine with the latest Umodel & the latest Maxscript...
I deleted all texturegroups except the first and slapped on the defuse material... worked fine :) Title: Re: MK9 Post by: Nobby76 on April 25, 2011, 01:47 Just wanted to say, i did my first MK extraction tests today, first one didn't work, then i realised i hadn't actually updated UE viewer to include the MK extraction yet :P
after i updated it worked first go, tested it on the first file i found which was the file AVA_wireframe looked like a standard xbox avatar model. everything seemed to import ok. so that was cool. now to start ripping apart all the models ;D Once again guys you outdid yourselves, awesome job on getting MK working. Nobby76 Title: Re: MK9 Post by: bm on April 25, 2011, 04:24 Thanks Gildor. i found the error.
In the Importer you don't have to select the material folder. you have to select the Extracted Package folder :) All is coming with textures now and reimporting in maya wth fbx format. thanks and again. Title: Re: MK9 Post by: Gildor on April 25, 2011, 09:01 Thanks Gildor. i found the error. That's not an error. You've just discovered how to use importer in a right way :)In the Importer you don't have to select the material folder. you have to select the Extracted Package folder :) There may be a lot of material folders and a lot of texture folders, so for automatic texturing you should select parent of all these folders (usually it is a directory where you've exported assets), and enable "recurse" checkbox. Title: Re: MK9 Post by: bm on April 25, 2011, 17:50 yes, you are right, it's not a error, the error is in me :P
sorry for ask you a lot about this this game but i really want those models with the correct textures. i tested CHAR_Jade_B.xxx file, also in the umodel viewer the model don't show the textures in the mesh. only colors. I tested the imported lining the material folder to the assets folder and CHAR_Jade_B folder but the shaders lost the link of the textures. btw i checked the "recurse" checkbox. I know that you haven't a lot of time for all this but if you are able to make it can you test it please? here is the file. https://rapidshare.com/files/459108779/CHAR_Jade_B.zip (https://rapidshare.com/files/459108779/CHAR_Jade_B.zip) i extracted it from my original MK9 Kollector game (xbox360) thanks for your work and time. Title: Re: MK9 Post by: Gildor on April 25, 2011, 18:17 This package (and some other MK packages) has 2 meshes inside: one is low-poly and well textured, another one is hi-poly and it has "strange" texturing. Hi-poly mesh has 2-pass texturing: the 1st pass maps mesh material, the 2nd pass (I think) adds some additional effects like pain skins etc (I haven't seen the game so I can suppose only). In the umodel viewer 2nd pass overrides mesh texture and mesh appeared on the screen with "default material", i.e. untextured. There is no way to remove 2nd pass, it's too MK-specific.
I don't know whether 1st pass UV mapping is correct or not. MK has 2 UV channels for skeletal meshes, umodel has support for the 1st channel only. Title: Re: MK9 Post by: Nobby76 on April 25, 2011, 23:41 I think i understand what you mean gildor. i hope ;D
Some of the models i looked at, you have like.... The main character, then you have sections of the model which look like ripped clothes ( which is all combined into the main model ) it looks as if the first few material slots ( usually having main names like Eyes, or accessories ) are the main models materials and anything that is labeled up as Mat 4 mat 5 mat 6 etc are those little Damage areas, that will show as you get more beaten up. the models were very similar in MK Vs DCU they had a lot of damage areas too. As i dont really know how to use MAX very well ( i do all my 3d in lightwave ) im not sure how to select polygons just by material name, but in other editors ( or in max ) if you can select all the materials that have non standard names ( mat 4 mat 5 mat 6 etc ) and remove those parts from the mesh you should be left with just the basic character ( and his clothes or hat, they are part of accessories ) and you can just map the Diff textures to those parts and it should come out uv'd properly. ill give it a test later. Nobby. Title: Re: MK9 Post by: LordAbortion on April 26, 2011, 08:58 You have not specified, but probably you've trying to extract PS3 files. I think these files are encrypted and require decryption before use. How could one go about decrypting ps3 files? If I understand correctly, we can't get models from PS3 version, but hi-res textures are a possibility. If I'm correct, I'd love to find someone who's extracted the various CHAR files as I haven't been able to get any of my PS3 Kollector's files to work properly, I got a few messed up normals, but that's at least extracting something, I may not understand the process completely, but I will be paying close attention to everyone's posts to try to snag some info. Does anyone have CHAR_REPTILE_C while I'm taking up your time? Thanks for everything, especially Gildor!Title: Re: MK9 Post by: Warlord on April 26, 2011, 18:30 IF ITS PS3 YOU MUST USE THE -PS3 SWITCH!
It says it when you run UE, I saw it straight away I don't understand how people are missing this? Title: Re: MK9 Post by: LordAbortion on April 26, 2011, 22:37 IF ITS PS3 YOU MUST USE THE -PS3 SWITCH! It says it when you run UE, I saw it straight away I don't understand how people are missing this? Forgive me, I'm sorry that nobody made the correlation between the"-PS3" Switch and "Decryption," that's how it was missed. I'm sure you have a pressing thesis on quantum electrodynamics to be working on, so sorry to pull you away from your important work, Professor. Now that I'm done being a dick, the -PS3 switch seems to have no effect, I can extract the X360 packages, a user posted Jade a few posts back and that works fine, but even after decompression, it seems UE does not enjoy my rips, citing cannot find package as the error. I could probably just be patient, and wait for someone to upload additional characters, especially considering skeletal meshes from PS3 are ridiculous. Title: Re: MK9 Post by: Gildor on April 26, 2011, 22:54 I'm sure you have a pressing thesis on quantum electrodynamics to be working on, so sorry to pull you away from your important work, Professor. ;DQuote but even after decompression, it seems UE does not enjoy my rips, citing cannot find package as the error. That's a standard error when you're using umodel incorrectly. Post your command line here. (but most probably you've extracted packages somewhere where folder name has a spaces inside, and forgot to enclose filename into the double quotes)Quote especially considering skeletal meshes from PS3 are ridiculous. PS3 MK skeletal meshes are not supported.Title: Re: MK9 Post by: LordAbortion on April 27, 2011, 00:22 I'm sure you have a pressing thesis on quantum electrodynamics to be working on, so sorry to pull you away from your important work, Professor. Quote ;D Haha while I appreciate your sense of humor, that rather douchey remark was not directed at you, apologies Gildor!Quote That's a standard error when you're using umodel incorrectly. Post your command line here. (but most probably you've extracted packages somewhere where folder name has a spaces inside, and forgot to enclose filename into the double quotes) I think I got it right, I used cd c:\temp\unpacked umodel -export -ps3 -noanim -nomesh CHAR_SUBZERO_C.XXX, the nomesh was the most recent addition that I believe made it work. Quote PS3 MK skeletal meshes are not supported. PS3 does everything the lame way, while the superior hardware IMO, the coding and programming seem a bit silly in comparison to others. You're quite the badass for doing this well with it!Title: Re: MK9 Post by: Gildor on April 27, 2011, 09:35 Haha while I appreciate your sense of humor, that rather douchey remark was not directed at you, apologies Gildor! I know, I'm simply liked that joke.Quote I think I got it right, I used cd c:\temp\unpacked umodel -export -ps3 -noanim -nomesh CHAR_SUBZERO_C.XXX, the nomesh was the most recent addition that I believe made it work. Are both umodel and CHAR_SUBZERO_C.XXX placed in c:\temp\unpacked?Quote PS3 does everything the lame way, while the superior hardware IMO, the coding and programming seem a bit silly in comparison to others. You're quite the badass for doing this well with it! Only PC-compatible PS3 objects are supported. I cannot reverse PS3 executables, it's to hard for me to understand its code. Probably new IDA Pro would help, but it is not available, and it is too expensive to buy.Title: Re: MK9 Post by: LordAbortion on April 27, 2011, 20:54 Quote I know, I'm simply liked that joke. Well thank you sir, I too often, have to specify in actual conversation, so thanks for getting it.Quote Are both umodel and CHAR_SUBZERO_C.XXX placed in c:\temp\unpacked? Yes, I managed to get the textures out of it, I tried using the GUI, but negative on that, CL was the only way I got the texturesQuote Only PC-compatible PS3 objects are supported. I cannot reverse PS3 executables, it's to hard for me to understand its code. Probably new IDA Pro would help, but it is not available, and it is too expensive to buy. Have you thought of doing an AMA on Reddit? I'm sure there's somebody around that could be of assistance in the acquisition department! Not to mention we muster up some donations, I would love to donate but at the moment I'm an art student, and I guess nobody wants to hire a Network guy who isn't a CS major. As soon as I land a job and catch up some bills, I'll be sending my contribution, thanks for the good work.Title: Re: MK9 Post by: Gildor on April 27, 2011, 21:11 Have you thought of doing an AMA on Reddit? What are you talking about?Quote I'm sure there's somebody around that could be of assistance in the acquisition department! Not to mention we muster up some donations, I would love to donate but at the moment I'm an art student, and I guess nobody wants to hire a Network guy who isn't a CS major. As soon as I land a job and catch up some bills, I'll be sending my contribution, thanks for the good work. IDA costs too much for individuals, and it is impossible to gather such amount of money from donations even in a few years ... Plus, currently I'm using donations as help for my family (thanks for everybody who helping me!!), I cannot buy something "useless".There is only hope if somebody has this great tool and he can share it with me (of course, confidentially). There is no way to buy it. Title: Re: MK9 Post by: sn00p on April 28, 2011, 20:42 Any ideas where Skarlet files could be hidden? From 2 days I'm checking lot of files and still couldn't find her, now inb4 peps saying that she's not in game, Actually SHE IS, not her final files CHAR_ but it's there, without finishing moves/intro or any other animations, only basic. Still no idea where she can be...
Title: Re: MK9 Post by: bm on April 29, 2011, 19:03 skarlet is in kahn coliseum stage.
thanks for the help gildor :) Title: Re: MK9 Post by: sn00p on April 29, 2011, 23:30 I have found that one, but I think the HQ model is somewhere tho
Title: Re: MK9 Post by: Alexis on April 30, 2011, 00:11 I have found that one, but I think the HQ model is somewhere tho She's not. any scenes with Skarlett, other than the colliseum are FMV. On that note, does anyone know where you can find Kahn's little slave girl that is in his victory pose? She isn't in the Colliseum or Character files. Title: Re: MK9 Post by: sn00p on April 30, 2011, 01:52 I have found that one, but I think the HQ model is somewhere tho She's not. any scenes with Skarlett, other than the colliseum are FMV. On that note, does anyone know where you can find Kahn's little slave girl that is in his victory pose? She isn't in the Colliseum or Character files. Take a look here http://www.youtube.com/watch?v=SDmTXprqXRY This is not FMV :) And from what I know her DLC wasn't released yet. I'm looking after that slave girl tho. Title: Re: MK9 Post by: Alexis on April 30, 2011, 01:59 I have found that one, but I think the HQ model is somewhere tho She's not. any scenes with Skarlett, other than the colliseum are FMV. On that note, does anyone know where you can find Kahn's little slave girl that is in his victory pose? She isn't in the Colliseum or Character files. Take a look here http://www.youtube.com/watch?v=SDmTXprqXRY This is not FMV :) And from what I know her DLC wasn't released yet. I'm looking after that slave girl tho. That footage is leaked partnernet gameplay. Her HQ models are NOT on the disc... Tear apart every file... She isn't there. The colliseum model is all that is on the dvd Title: Re: MK9 Post by: Warlord on April 30, 2011, 08:45 Forgive me, I'm sorry that nobody made the correlation between the"-PS3" Switch and "Decryption," that's how it was missed. I'm sure you have a pressing thesis on quantum electrodynamics to be working on, so sorry to pull you away from your important work, Professor. Now that I'm done being a dick, the -PS3 switch seems to have no effect, I can extract the X360 packages, a user posted Jade a few posts back and that works fine, but even after decompression, it seems UE does not enjoy my rips, citing cannot find package as the error. I could probably just be patient, and wait for someone to upload additional characters, especially considering skeletal meshes from PS3 are ridiculous. It seems the 360 version is alot easier to tear apart, even audio wise. I was able to rip all the music from the PS3 version but the sounds are not as reliable. Sometimes you rip out 100 sounds and only 10 are playable. But with the 360 bersion I have an MSX script that will try soon should do the trick. It seems that graphics and 3D in game models are easier to work with on 360. Signed, The Professor Title: Re: MK9 Post by: jason278 on May 01, 2011, 10:58 I have found that one, but I think the HQ model is somewhere tho She's not. any scenes with Skarlett, other than the colliseum are FMV. On that note, does anyone know where you can find Kahn's little slave girl that is in his victory pose? She isn't in the Colliseum or Character files. Slave girl is packaged in "ShaoKahn_Victory.XXX" Title: Re: MK9 Post by: Alexis on May 03, 2011, 03:37 I have found that one, but I think the HQ model is somewhere tho She's not. any scenes with Skarlett, other than the colliseum are FMV. On that note, does anyone know where you can find Kahn's little slave girl that is in his victory pose? She isn't in the Colliseum or Character files. Slave girl is packaged in "ShaoKahn_Victory.XXX" Awesome! Thank you... It never crossed my mind to check there... So, Has anyone figured out the purpose of each texture? -The Diffuse is Obvious... The Alpha seems to be a color change mask -The Spec Color is also obvious. I am unsure what the alpha is for... Reflection mask? -Pmsk seems to be some sort of detail mask or something. The alpha appears to be an AO map. I also noticed that most female hair has an unwrap that doesn't match the hair textures. It is extremely noticeable when using the alpha as an opacity. Title: Re: MK9 Post by: oriolgs58 on May 03, 2011, 21:45 How did you manage to rip the audio?
I just got the xBox version as well... and I don't get msx files with umodel. I'm still getting fmodEvent and FmodDesigner files. Forgive me, I'm sorry that nobody made the correlation between the"-PS3" Switch and "Decryption," that's how it was missed. I'm sure you have a pressing thesis on quantum electrodynamics to be working on, so sorry to pull you away from your important work, Professor. Now that I'm done being a dick, the -PS3 switch seems to have no effect, I can extract the X360 packages, a user posted Jade a few posts back and that works fine, but even after decompression, it seems UE does not enjoy my rips, citing cannot find package as the error. I could probably just be patient, and wait for someone to upload additional characters, especially considering skeletal meshes from PS3 are ridiculous. It seems the 360 version is alot easier to tear apart, even audio wise. I was able to rip all the music from the PS3 version but the sounds are not as reliable. Sometimes you rip out 100 sounds and only 10 are playable. But with the 360 bersion I have an MSX script that will try soon should do the trick. It seems that graphics and 3D in game models are easier to work with on 360. Signed, The Professor Title: Re: MK9 Post by: bm on May 04, 2011, 17:52 anybody know if the krypt lock renders are in the .xxx files? i can't found them :(
Title: Re: MK9 Post by: interloko on May 05, 2011, 01:41 i think you are talking about the kryptart"x".xxx files. extract method is the same as VS images (look here some pages ago)
Title: Re: MK9 Post by: LordAbortion on May 05, 2011, 13:05 Would anyone be willing to post some .XXX files from the 360 version?
Title: Re: MK9 Post by: oriolgs58 on May 06, 2011, 09:33 Here is a music file from the x360 version.
http://dl.dropbox.com/u/2142080/SND_MUS_GorosLair.xxx Title: Re: MK9 Post by: Warlord on May 07, 2011, 11:18 The Kryptart.xxx files and ui_ps_vs_jpeg_ps3.xxx renders use a differant method, use Gildors Unreal Extractor for those files. You will need a program to rename them .jpg, also if you just rename them they are missing some header data so if you try upload them to twitpic or facebook as I discovered, those websites will throw back an error. So you need to open them in Photoshop then save over them so the proper header is created.
As for the audio, you have to use special tools to extract the .fsb file from the .xxx, then you need to use a tool to extract all the .wav files from the .fsb file. My method works 100% for music, but sounds still are not working at 100% Ill post info when I have it working perfectly. Title: Re: MK9 Post by: protosk8 on May 07, 2011, 15:00 Sorry for tha dumb question but is there a way to export tha Hi-Res models with textures and can you show me '-'; i kinda just get tha mesh
thanks Title: Re: MK9 Post by: Alexis on May 07, 2011, 22:44 So I have pretty much figured out what each map is responsible for... But I am still having issues with hair.
Is there a missing texture for the hair, or are the UV's messed up? When you check the UV's they don't seem to match the hair texture's layout. Any help would be appreciated! Title: Re: MK9 Post by: chrrox on May 08, 2011, 17:29 This has been said 1 million times.
Umodel only supports one uv layer mortal kombat uses 2 uv sets. that is why the hair wont line up you have to manually correct the hair if you want it. Title: Re: MK9 Post by: jason278 on May 09, 2011, 01:43 Anyone know how to open the Startup.XXX file? Nothing works
Title: Re: MK9 Post by: Gildor on May 09, 2011, 01:49 If you want to get a really useful reply you should provide something more informative than "nothing works".
By the way, try to append "-lzo" option. Title: Re: MK9 Post by: jason278 on May 09, 2011, 02:37 If you want to get a really useful reply you should provide something more informative than "nothing works". By the way, try to append "-lzo" option. My apologies Anyway, I've tried "Umodel -export -noanim" and "Umodel -export", both those didn't work. I sent a message to bm about opening it because he managed to open it and he told me just about the same. He said to use "umodel -noanim -export -all -lzo Startup.xxx" and that too didn't work Title: Re: MK9 Post by: Gildor on May 09, 2011, 10:23 Sigh ... Still no information.
What "doesn't work" means? Is umodel crashed? What umodel say in its output? Title: Re: MK9 Post by: sn00p on May 09, 2011, 12:17 This is what I get
Code: Found 7 game files (1132 skipped) -noanim used only. Title: Re: MK9 Post by: Gildor on May 09, 2011, 12:20 This error tells me that you did not appended "-lzo" switch!
Title: Re: MK9 Post by: sn00p on May 09, 2011, 22:43 Well you could find out that from my post tho, I just posted the error without -lzo what that guy might get, and you asked for it.
Maybe didn't worked for him since he used -noanim and -all, and they are both different. Title: Re: MK9 Post by: Darko on May 13, 2011, 06:35 This has been said 1 million times. Umodel only supports one uv layer mortal kombat uses 2 uv sets. that is why the hair wont line up you have to manually correct the hair if you want it. chrrox, is there a hint to know how to place the hair's uv correctly?? Title: Re: MK9 Post by: falconsfan on May 13, 2011, 10:00 Will someone please post the dragon logo model and/or the dragon model from Liu Kangs Fatality? I've been looking everywhere for it and you all seem to know how to get it from the game. Thanks in advance. :D
Title: Re: MK9 Post by: tekken57 on May 20, 2011, 13:42 Whilst I know this isn't possible with UE Viewer, would it be possible to inject textures back into the xxx archives?
Title: Re: MK9 Post by: LordAbortion on May 25, 2011, 08:27 Does anyone have any 360 Character .XXX files to post? I'd love to try rigging them all!
Title: Re: MK9 Post by: sn00p on May 26, 2011, 10:50 What for? They are already rigged :-\
Title: Re: MK9 Post by: LordAbortion on June 07, 2011, 03:14 What for? They are already rigged :-\ No shite? Well if that's the case, then I'd love to apply some .bip files I made in the mocap lab, but it looks unlikely unless I download the 360 version of the game, which is far too time consuming for me, that and I actually bought the game for ps3, worth the investment. Title: Re: MK9 Post by: coopmaster on June 21, 2011, 20:30 i get this error when i try to open any of the .xxx or extract
Found 1098 game files (0 skipped) ******** exports\mortal ******** *** ERROR: Unable to open file exports\mortal FFileReader::FFileReader:exports\mortal <- UnPackage::UnPackage:exports\mortal, ver=99999/0, game=0 <- UnPackage::LoadPackage:exports\mortal <- Main Title: Re: MK9 Post by: Gildor on June 21, 2011, 20:38 Your error in other words sounds like "file not found". You've specified incorrect filename.
Title: Re: MK9 Post by: coopmaster on June 21, 2011, 21:16 okay lets see if it fixes it
Title: Re: MK9 Post by: coopmaster on June 21, 2011, 21:42 nope i get this error
*** ERROR: lzxd_decompress() returned 11 appDecompressLZX <- appDecompress:CompSize=37914 UncompSize=131072 Flags=0x4 <- DecompressBlock:block=C88+941A <- FUE3ArchiveReader::PrepareBuffer <- FUE3ArchiveReader::Serialize <- FArchive::ByteOrderSerialize <- FPackageFileSummary<<:Ver=0/0 <- UnPackage::UnPackage:Asset/Startup.xxx, ver=99999/0, game=0 <- UnPackage::LoadPackage:startup_xxx <- UnPackage::CreateImport:Asset/CHAR_Kitana_B.xxx:188 <- UnPackage::SerializeUObject <- ReadProperty:(UMaterialInstanceConstant.Parent) <- CTypeInfo::SerializeProps <- UObject::Serialize <- LoadObject:MaterialInstanceConstant'CHAR_Kitana_B.Character_MIC', pos=7AA8DA, ver=472/46, game=8103 <- UObject::EndLoad <- UnPackage::CreateExport:Asset/CHAR_Kitana_B.xxx:1751 <- Main and i have the lzx switch on i think so but im not to sure about that Title: Re: MK9 Post by: Gildor on June 21, 2011, 21:49 You should not use "-lzx", use "-lzo" switch if umodel is crashed without it.
Title: Re: MK9 Post by: coopmaster on June 21, 2011, 21:55 i think i got it my main problem was the way i extracted it i used xbox back creator instead of wx360 lol thanks for helping me tho
Title: Re: MK9 Post by: coopmaster on June 21, 2011, 22:30 i guess not it always ends up coming back to this error
Found 1098 game files (0 skipped) Loading package: Asset/CHAR_Kabal.xxx Ver: 472/46 Engine: 2605 Names: 1768 Exports: 1637 Imports: 259 Game: 8103 Loading SkeletalMesh Kabal from package Asset/CHAR_Kabal.xxx WARNING: ObjectProperty "USkeletalMesh::PhysicsAsset" was not found WARNING: ArrayProperty "USkeletalMesh::SocketSets" was not found WARNING: ArrayProperty "FSkeletalMeshLODInfo::BonesEnabled" was not found WARNING: BoolProperty "USkeletalMesh::bSupportsMKMotionBlur" was not found WARNING: ObjectProperty "USkeletalMesh::ClothSet" was not found Restoring LOD verts from GPU skin Restoring mesh from LOD 0 ... Loading MaterialInstanceConstant Character_MIC from package Asset/CHAR_Kabal.xxx WARNING: package MK9_CharMatLibrary was not found ******** CHAR_Kabal: SkeletalMesh'Kabal' ******** *** ERROR: lzxd_decompress() returned 11 appDecompressLZX <- appDecompress:CompSize=37914 UncompSize=131072 Flags=0x4 <- DecompressBlock:block=C88+941A <- FUE3ArchiveReader::PrepareBuffer <- FUE3ArchiveReader::Serialize <- FArchive::ByteOrderSerialize <- FPackageFileSummary<<:Ver=0/0 <- UnPackage::UnPackage:Asset/Startup.xxx, ver=99999/0, game=0 <- UnPackage::LoadPackage:startup_xxx <- UnPackage::CreateImport:Asset/CHAR_Kabal.xxx:171 <- UnPackage::SerializeUObject <- ReadProperty:(UMaterialInstanceConstant.Parent) <- CTypeInfo::SerializeProps <- UObject::Serialize <- LoadObject:MaterialInstanceConstant'CHAR_Kabal.Character_MIC', pos=6CE787, ver=472/46, game=8103 <- UObject::EndLoad <- UnPackage::CreateExport:Asset/CHAR_Kabal.xxx:1513 <- Main Title: Re: MK9 Post by: Gildor on June 22, 2011, 10:05 You're always getting error with LZX decompression. You should not provide "-lzx" options and shoud "-lzo".
Title: Re: MK9 Post by: coopmaster on June 22, 2011, 10:16 i have that switched but i get the same error ?
Title: Re: MK9 Post by: Gildor on June 22, 2011, 10:18 Please upload "startup.xxx" package, I'll take a look.
Title: Re: MK9 Post by: coopmaster on June 23, 2011, 00:11 here u go . http://www.mediafire.com/?v4zt83c5vy8fj0d
Title: Re: MK9 Post by: Gildor on June 23, 2011, 10:55 This file is opened without any problems when umodel started correctly. "-lzo" option should be specified, "-lzx" should not be specified.
Check your settings. Title: Re: MK9 Post by: coopmaster on June 23, 2011, 19:53 hmmm i cant figure this out so while im extracting i can open the models but once its done i cant do anything. looks like im gonna have to delete some files i guess
Title: Re: MK9 Post by: coopmaster on June 23, 2011, 20:25 okay i got it guess something down the line was messing it up. interesting that textures on the characters are messed up .
Title: Re: MK9 Post by: Jodan on July 09, 2011, 07:49 Hello, new to the forum but I've been following this for a while, Gildor this is a amazing tool you put together; it is nice to get to look at how this stuff is made.
I had a question in regards to mk, when you export character's from this game using umodel, the textures, are not applied to the model. Two problems arise because of this and I was hoping someone on this thread had a solution. The first issue is that a imported character has all otherwise (normally) separated parts welded together; I was looking for a option (perhaps a switch) that could export without merging the injury wound planes, main mesh, and organs/bones into a single piece (trying to apply textures is a pain as a result of this). I know how to do separate the mesh piece by piece but, the process heavily time consuming and I was looking for an easier way (I looked into some mscripts (they attempt to cut up the mesh into different parts) with a few proving to be of some use but, they are far from a great solution). The second question is what would be the best method to setup the textures for these characters; well, more specifically how to correctly setup a color mask in the material editor (max), the correct setup of the textures that change the color of the outfits, etc. is different from what I am familiar with... From what I read this process seems to be similar to how textures/materials are setup in SC4 and the Mass Effct series... any help is appreciated. EDIT: just remembered another question I wanted to ask, has anyone been able to successfully extract Kratos? as I understand it, from info on this thread, the skeletal mesh can't be read by umodel (it is heavily modified) I was curious if there was a way to scan the file for just mesh data and ignore the bone data to permit extraction of the model (perhaps that part of the file would not be to different from the static mesh). Title: Re: MK9 Post by: Gildor on July 09, 2011, 12:32 I can answer the 3rd question
EDIT: just remembered another question I wanted to ask, has anyone been able to successfully extract Kratos? as I understand it, from info on this thread, the skeletal mesh can't be read by umodel (it is heavily modified) I was curious if there was a way to scan the file for just mesh data and ignore the bone data to permit extraction of the model (perhaps that part of the file would not be to different from the static mesh). Where did you get information that "bone data" prevents Kratos exporting?? I can extract bone data (skeleton) of the Kratos, but no its geometry.Title: Re: MK9 Post by: Tosyk on July 09, 2011, 13:46 The second question is... you can check my tutorial about sc4 coloring here (http://cg.forexperts.ru/en/2011/02/converting-3d-model-from-soul-calibur-4-en/)From what I read this process seems to be similar to how textures/materials are setup in SC4 and the Mass Effct series... any help is appreciated. Title: Re: MK9 Post by: Jodan on July 20, 2011, 09:40 ok, Gildor and Tosyk, thanks for the responses; as for the ps thing, I had thought it was bones, makes more sense now that you mention it that the issue is with the mesh. The color in mk is actually still handled a bit different that your tutorial Tosyk, I had looked at it before but after taking a third and forth look, I think I now have a better idea. These textures use a R,G and B channel to mask/change color in addition to another forth channel "an alpha channel"
I will write something up when I get a solid/simple method for coloring the textures for mk and I was curious if anyone here got any mesh files for xb360 dlc models (I am reffering to ken cp2 or ra1n cp3? ... night.. Title: Re: MK9 Post by: Gildor on November 14, 2011, 08:23 (http://www.gamerzines.com/guides/files/2010/03/hercule.jpg)(http://30.media.tumblr.com/tumblr_l81wmn7k9K1qbdajjo1_500.jpg)
;D Title: Re: MK9 Post by: pixellegolas on November 14, 2011, 19:33 that is a killer....cute cat!
Title: Re: MK9 Post by: sn00p on November 14, 2011, 23:52 (http://s3.amazonaws.com/kym-assets/photos/images/list/000/105/262/i%20see%20what%20you%20did%20there%202.png)
Title: Re: MK9 Post by: khanbot on January 03, 2012, 10:34 Hello. I have a small request.
Is someone willing to upload a package/file with any one character from this game? Not the extracted one, but from the game's iso. I don't know how to extract stuff from my disc as I no has a PC drive with some modded firmware and all them cool stuffs. I just wanna try out umodel myself, but without the file/package I can't do anything! so yea :) or better if someone already has uploaded such file, please provide link for this noob. ;D Thanks for ur time. :) Title: Re: MK9 Post by: esr911 on January 03, 2012, 19:26 Hello. I have a small request. Dude, that is illegal, go find it somewhere else. This message board is not about doing illegal things.Is someone willing to upload a package/file with any one character from this game? Not the extracted one, but from the game's iso. I don't know how to extract stuff from my disc as I no has a PC drive with some modded firmware and all them cool stuffs. I just wanna try out umodel myself, but without the file/package I can't do anything! so yea :) or better if someone already has uploaded such file, please provide link for this noob. ;D Thanks for ur time. :) If you push it, you will be banned. ..:: ESR911 ::.. Title: Re: MK9 Post by: Darko on January 04, 2012, 21:02 Hello. I have a small request. Is someone willing to upload a package/file with any one character from this game? Not the extracted one, but from the game's iso. I don't know how to extract stuff from my disc as I no has a PC drive with some modded firmware and all them cool stuffs. I just wanna try out umodel myself, but without the file/package I can't do anything! so yea :) or better if someone already has uploaded such file, please provide link for this noob. ;D Thanks for ur time. :) Install the game in a pendrive Extract the content Profit. Title: Re: MK9 Post by: khanbot on January 06, 2012, 15:19 ignore pls
Title: Re: MK9 Post by: khanbot on January 16, 2012, 21:03 Hello again.
So I did manage to export a model into Max. please spare teh noobness here but I've seen this question thrown around here a bunch of times and I've run into the same problem as well, so I am gonna ask again. Is there a way to get the hi-res model with correct textures and all imported to Max? I read on some previous page about some packages using 2 maps or something but it all passed straight over my head :( So I request again, if anyone knows or has managed to get a hi res model(with proper textures, not fully grayed model) imported to Max please tell/share any info here. I be very thankful if you please. :) Title: Re: MK9 Post by: Darko on January 17, 2012, 01:59 I don't know what's the problem, the main model just uses 2 textures: the body and hair. If you wanna get rid of the damage model and internal model, just select those uv's in unwrap uvw editor, convert selection to faces, getout from the editor and convert the model in a mesh, select the cube of elements and those models were goint to be selected automatically and you can delete them without any problem. For assigning textures is the same, just assign the 2 textures from the material editor.
Title: Re: MK9 Post by: NexusElite on January 19, 2012, 14:17 You'll have to apply the materials manually if it doesn't work in max, if i'm understanding this correctly.
Title: Re: MK9 Post by: khanbot on January 19, 2012, 15:54 The whole model that get imported is one single object for me lol....idk if it is supposed to be that way or I am doing something wrong. more help please!
Title: Re: MK9 Post by: NexusElite on January 19, 2012, 16:33 It's suppose to. MD5 does that.
Title: Re: MK9 Post by: Darko on January 20, 2012, 09:47 The whole model that get imported is one single object for me lol....idk if it is supposed to be that way or I am doing something wrong. more help please! Are you using 3dsmax?? If that's the case, what version are you using?? Title: Re: MK9 Post by: khanbot on January 20, 2012, 14:28 Yes, I am using 3dsMax. Max 2010 32-bit.
Double question marks makes your question looks like a mix of question + surprise. lol whats with 3dsmax anyway? Edit: Ok, I did some more reading after Nexus' post :) and found this md5mesh importer and it says result of import will be what I am getting in my case. But I am not using md5 importer, I am using ActorX imported to import .psk file in max. Whats wrong?? Thanks. :) Title: Re: MK9 Post by: Darko on January 20, 2012, 20:08 Ok, so You want to assign materials in an easy way.
Select the mesh, hide unselected, cut the skin modifier and add unwrap uvw modifier. Push the edit button and select those uv's you don't want. After that go to selection and convert selection to faces. When you have done that without unselecting anything, exit from the uv edit window and you'll see that those meshes you don't want are selected in red. Convert your model to editable mesh, select the little cube of elements and the meshes you selected before are going to keep selected so just delete them. For assigning textures is the same process, just change the multimaterial to standar material and assign materials with 2 materials slots in your material editor window. Note: having finished assigning textures, just paste again your skin modifier ;) Title: Re: MK9 Post by: khanbot on January 20, 2012, 22:30 The texture get applies to the whole body. That was also the problem I was facing earlier. ???
Title: Re: MK9 Post by: Darko on January 21, 2012, 02:42 Lol, do you want a tutorial with pictures??
Title: Re: MK9 Post by: khanbot on January 21, 2012, 08:44 it'll be most helpful lol ;D
Title: Re: MK9 Post by: Rean on January 23, 2012, 20:26 i know a way more simple way.
http://www.youtube.com/watch?v=2XQK4POHkHU&t=01m38s Title: Re: MK9 Post by: khanbot on January 30, 2012, 23:40 ^Thanks Rean, but in my case there is only one object, that is the whole complete model and any texture I try to apple get applied to the whole body. I can't select a specific part of the model to apply any texture! Darko where you are brother?? :D
Title: Re: MK9 Post by: Rean on January 31, 2012, 01:29 did you even watch the video? -_-
i had one object too (body. just ignore the rest), and 2 textures needed to be applied on it. 1 for body and 1 for leaves on body. this method works and this is exactly your case. Title: Re: MK9 Post by: JakeOnline on April 15, 2012, 20:19 Could you please tell me how I can inject the files back into a .xxx file?
I can only seem to find a way to export. Title: Re: MK9 Post by: Tosyk on April 16, 2012, 07:13 Could you please tell me how I can inject the files back into a .xxx file? no wayI can only seem to find a way to export. Title: Re: MK9 Post by: bm on May 04, 2012, 06:37 Depend of the game, the UE Viewer works with PC, Xbox360, and PS3 games. In a future is possible works with PS Vita games?
I.E. In this case, correct me is im wrong, the UE viewer don't works with PS3 version of MK9 so i think will have no chance to work with PS Vita version. But in case of other game using the Unreal engine, can be a possibility to make compatibility with PS Vita games? Thanks Title: Re: MK9 Post by: Gildor on May 04, 2012, 08:00 I don't know any UE3/PS Vita game.
Title: Re: MK9 Post by: bm on May 04, 2012, 08:14 you are right, the first game will be Doctor Who: The Eternity Clock.
Title: Re: MK9 Post by: Gildor on May 04, 2012, 08:19 So, it's too early to say anything particular about possible compatibility with this platform.
Title: Re: MK9 Post by: lello87 on June 13, 2012, 11:46 Hey all, I have made a short scene using Baraka's model that I imported to 3DS MAX using umodel. The material setup includes diffuse, specular, normal mapping and additional bumps. I found the PMSK map interesting in order to apply the texture details in the correct positions.
Hope you enjoy the video :) the link is http://www.youtube.com/watch?v=pYhckTppLIk Gildor thank you for this amazing tool! I gave it credit in the video description ;) Title: Re: MK9 Post by: BallisticGE0RGE on August 10, 2012, 12:53 Hey guys I'm looking for the classic skins of Scorpion and Melina. Can anyone help me out? I'd extract them myself but the iso of the game I have isn't showing me any xxx files for extraction.
Title: Re: MK9 Post by: BallisticGE0RGE on August 10, 2012, 23:35 Actually I found a better download of MK9. It's the komplete edition with all the costumes. I'm able to view them in Umodel, but I can't seem to export anything after putting in mk, and uncook. Any ideas?
Title: Re: MK9 Post by: JohnHudeski on July 04, 2013, 10:17 GUYS The PC (Komplete Edition) version is out please try it out cos i tried the IOS version and it was fully 1000% compatible.
Title: Re: MK9 Post by: logansan25 on July 04, 2013, 16:21 GUYS The PC (Komplete Edition) version is out please try it out cos i tried the IOS version and it was fully 1000% compatible. Where i can download this for IOS? Title: Re: MK9 Post by: MultiPlayer on July 04, 2013, 17:11 Some files are supported only with textures
log errors PC version ******** CHAR_Baraka.xxx ******** ERROR: zlib uncompress() returned -3 appDecompress:CompSize=38975 UncompSize=131072 Flags=0x1 <- DecompressBlock:block=D00+983F <- FUE3ArchiveReader::PrepareBuffer <- FUE3ArchiveReader::Serialize <- FArchive::ByteOrderSerialize <- FPackageFileSummary<<:Ver=0/0 <- UnPackage::UnPackage:Startup.xxx, ver=99999/0, game=0 <- UnPackage::LoadPackage:startup_xxx <- UnPackage::CreateImport:CHAR_Baraka.xxx:158 <- UnPackage::SerializeUObject <- ReadProperty:(UMaterialInstanceConstant.Parent, TagPos=7C9881) <- CTypeInfo::SerializeProps <- UObject::Serialize <- LoadObject:MaterialInstanceConstant'CHAR_Baraka.Character_AP_MIC', pos=7C989D, ver=472/46, game=8103 <- UObject::EndLoad <- LoadWholePackage:CHAR_Baraka <- Main Title: Re: MK9 Post by: Gildor on July 04, 2013, 17:19 That's standard error, from FAQ. Use -lzo switch.
Title: Re: MK9 Post by: MultiPlayer on July 04, 2013, 17:54 Thank you. supported texture and skeletalmesh
example and Core.xxx Engine.xxx .exe http://www.multiupload.nl/TFH0DZ6FI0 Title: Re: MK9 Post by: Gildor on July 04, 2013, 18:01 It looks like this game uses exactly the same engine version like in MK 2011. So, everything except animation should be supported.
Title: Re: MK9 Post by: JohnHudeski on July 04, 2013, 21:04 GUYS The PC (Komplete Edition) version is out please try it out cos i tried the IOS version and it was fully 1000% compatible. Where i can download this for IOS? IOS game was injustice. Sorry Title: Re: MK9 BinaryBlobJPEGs edit ps3 Post by: Pantelos on February 13, 2021, 20:07 Hey everyone and Gildor,I need your help.Do you know anything about making new vsscreen images,like the ones shown below.I know some people rename them to .jpeg and after they done editing,they use a tool called jpgfix and a file injector to inject the images back to the xxx file.This works well on the pc,however the problem is that whenever I try it on the ps3 it does not work,it makes the game unbootable to the character select screen.Do you know what is wrong with it,I have noticed when looking inside a hex editor that the jpgfix tool works by creating a new file with the original format and file size like my original BinaryBlobJPEG(cool) but it just creates some blank spaces of hex strings inside that file,so that it matches the original file size :tongue:(the new jpeg have to be smaller for the iniection).I would appreciate any help,it is currently the only thing that we cannot mod inside this game.Btw I tried deleting them but after injecting them back,they still show up
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