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Author Topic: Mortal Kombat X  (Read 61689 times)
Straight Edge
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Mortal Kombat X
« on: April 14, 2015, 10:03 »

Having trouble extracting anything from the Asset folder (XXX files).

Commands I run: umodel -gui CHAR_SubZero_B.xxx

Error message:
appMalloc:size=808536909 <- FArray::Empty:808536909 x 1 <- FString<< <- SerializePackageFileSummary3 <- FPackageFileSummary<<:Ver=677/157 <- UnPackage::UnPackage:CHAR_SubZero_B.xxx, ver=677/157, game=8000 <- UnPackage::LoadPackage:CHAR_SubZero_B.xxx <- Main:umodel_version=343

or alternatively I run: umodel -noanim -nomesh -export CHAR_SubZero_B.xxx

ERROR: Trying to allocate 808536909 bytes
appMalloc:size=808536909 <- FArray::Empty:808536909 x 1 <- FString<< <- SerializePackageFileSummary3 <- FPackageFileSummary<<:Ver=677/157 <- UnPackage::UnPackage:CHAR_SubZero_B.xxx, ver=677/157, game=8000 <- UnPackage::LoadPackage:CHAR_SubZero_B.xxx <- Main:umodel_version=343

Does this mean NRS is using a new way of containing the game files that makes umodel incompatible, or am I simply going about this the wrong way?  Huh?
« Last Edit: April 14, 2015, 10:42 by Gildor » Logged
Gildor
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Re: Problem with Mortal Kombat X
« Reply #1 on: April 14, 2015, 10:15 »

Sigh ... Run UModel without arguments. Select game directory. Disable animation. Select "Mortal Kombat" in game list, run.
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Straight Edge
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Re: Problem with Mortal Kombat X
« Reply #2 on: April 14, 2015, 10:36 »

Is this what you mean? Sorry, still a bit of a newb at this.

Loaded Umod. Selected game directory. Unchecked Animation. Hit OK.


Went into Game Directory. Located desired container file. Then hit Export.


This came up:

appMalloc:size=808536909 <- FArray::Empty:808536909 x 1 <- FString<< <- SerializePackageFileSummary3 <- FPackageFileSummary<<:Ver=677/157 <- UnPackage::UnPackage:Asset/CHAR_SubZero_B.xxx, ver=677/157, game=8000 <- UnPackage::LoadPackage:Asset/CHAR_SubZero_B.xxx <- Main:umodel_version=343

Am I still doing this wrong? I never had this trouble with Mortal Kombat 9, Mass Effect or Injustice.
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Gildor
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Re: Mortal Kombat X
« Reply #3 on: April 14, 2015, 10:47 »

You fooled me with 1st message. I didn't notice that MK X is a new game which was just released. So, I'm moving thread to "Other games" board.
By the way, try selecting any of "Mortal Kombat" game series in "Override game detection". There's a little chance that old code will work with new game.
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Straight Edge
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Re: Mortal Kombat X
« Reply #4 on: April 14, 2015, 10:52 »

Gave it a shot. Didn't work.  Undecided

I assume this one needs to be cracked a different way. Would it be helpful to you if I sent some of the game files?
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Gildor
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Re: Mortal Kombat X
« Reply #5 on: April 14, 2015, 10:54 »

Sure, send me a few packages and the game executable. I'll take a look in a few days.
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Straight Edge
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Re: Mortal Kombat X
« Reply #6 on: April 14, 2015, 11:28 »

Okay. I pm'd you the files. I hope you figure it out. Thanks for all your help btw. Smiley
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Gildor
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Re: Mortal Kombat X
« Reply #7 on: April 14, 2015, 11:46 »

Thanks. Is there 32-bit executable file?
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Straight Edge
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Re: Mortal Kombat X
« Reply #8 on: April 14, 2015, 11:55 »

Those are the only executable files in that directory, unfortuantely.  Undecided
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Gildor
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Re: Mortal Kombat X
« Reply #9 on: April 14, 2015, 12:07 »

That's bad. 64-bit executables are much harder to analyze than 32-bit.
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interloko
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Re: Mortal Kombat X
« Reply #10 on: April 15, 2015, 18:38 »

Hi Gildor, I wanted to extract from some characters of this game, but with extract.exe, not umodel. I made it with MK9 and worked well, so the question is: do you use a similar process with extract.exe?
I'm getting a similar error message like the posted here (umodel).
Must I wait to you support the game with Umodel and then you will add support in the other apps?
Seems like this game requires a 64bit OS to run.
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Gildor
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Re: Mortal Kombat X
« Reply #11 on: April 15, 2015, 18:42 »

Hi,
Yes, you must wait. UModel and extract.exe uses the same code base, but just performs different actions on package files.
And yes - this game has only 64-bit executable file, that's why the game is not yet supported, I think - reversing of 64-bit executables is a few times harder for me than work with 32-bit ones.
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interloko
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Re: Mortal Kombat X
« Reply #12 on: April 15, 2015, 18:55 »

Thank you for your response
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m0xf
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Re: Mortal Kombat X
« Reply #13 on: April 15, 2015, 20:00 »

That's bad. 64-bit executables are much harder to analyze than 32-bit.
You use IDA pro? Version 6.6 and HexRays x64 alredy on torrents.  Smiley
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Gildor
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Re: Mortal Kombat X
« Reply #14 on: April 15, 2015, 21:13 »

Got it. Quickly checked the code - the engine was changed a lot. Previous MK versions used very old UE3 version, and it looks like the company's programmers extended that old version with newer features, but they didn't bother to make it even a bit compatible with original engine.

In my opinion, it's quite possible that the game will not be supported at all - or I'll need to write another one UModel, with support with just-this-one-game. Of course I'll try to support it - a bit later, when I'll have more free time (because this is definitely not a quick task). Even supporting the package format (without extraction of textures/meshes/etc) is very hard, and I'm expecting even more troubles with meshes.
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