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Re: Mortal Kombat X
« Reply #105 on: June 18, 2015, 23:56 » |
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Re: Mortal Kombat X
« Reply #106 on: June 19, 2015, 00:05 » |
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MKScript folder contains all the .mko's {Script Binary files which contain the tables for each asset.}
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Re: Mortal Kombat X
« Reply #107 on: June 19, 2015, 00:07 » |
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Nothing interesting, again ... So, I think we can't find core/engine scripts even if those are baked into one of xxx files.
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Re: Mortal Kombat X
« Reply #108 on: June 19, 2015, 14:01 » |
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The SkeletalMesh from MK X is now supported. You may view some screenshots on facebook pagePlease note: animation and static meshes are not supported, so don't forget to disable them.
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Re: Mortal Kombat X
« Reply #109 on: June 19, 2015, 22:56 » |
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Great! I assume we will get static mesh support some day Thanks for the effort!
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Darko
Jr. Member
Posts: 59
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Re: Mortal Kombat X
« Reply #110 on: June 20, 2015, 19:05 » |
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Can someone upload cassie files pls??
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Re: Mortal Kombat X
« Reply #111 on: June 20, 2015, 23:35 » |
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StaticMesh is supported now.
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Re: Mortal Kombat X
« Reply #112 on: June 23, 2015, 06:26 » |
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StaticMesh is supported now.
I keep getting this error on most files Trying to allocate -773094096 bytes appMalloc:size=-773094096 <- FArray::Empty:1052266988 x 36 <- TArray::Serialize:0/0 <- UAnimSequence::Serialize <- LoadObject:AnimSequence'CHAR_SubZero_B.Cloth_Duckstance', pos=9D6ECF, ver=677/157, game=8103 <- UObject::EndLoad <- LoadWholePackage:CHAR_SubZero_B <- CUmodelApp::ShowPackageUI <- Main:umodel_version=364
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Re: Mortal Kombat X
« Reply #113 on: June 23, 2015, 06:29 » |
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Nevermind got it working lol
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Re: Mortal Kombat X
« Reply #114 on: June 23, 2015, 07:00 » |
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Anyone know where I can find the weapons from the game? I have only found Mileena's weapon and that is all so far
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Re: Mortal Kombat X
« Reply #115 on: December 16, 2015, 01:43 » |
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Hey guys, Check out my UE4 guitar hero demo, that includes Erron Black on the guitar (you heard it right): https://youtu.be/ret-7vMpTRgThe models and textures were of course extracted with Umodel
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Re: Mortal Kombat X
« Reply #116 on: December 16, 2015, 08:26 » |
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Nice
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Re: Mortal Kombat X
« Reply #117 on: January 14, 2017, 00:11 » |
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is there any chance of getting mkx animations somehow?
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Re: Mortal Kombat X
« Reply #118 on: October 24, 2020, 15:39 » |
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Support for MKX seems to have been broken somewhere along the way. No matter what settings, no matter which asset, I always get:
ERROR: TArray: index 0 is out of range (0) ProcessVerts <- ConvertLod: lod=0 <- USkeletalMesh3::ConvertMesh <- USkeletalMesh3::PostLoad <- PostLoad: AC_Beast_3_Sk_LOD01 <- UObject::EndLoad <- LoadWholePackage: BGND_AztecCourtyard_MapAssets.xxx <- ExportPackages <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1408
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Re: Mortal Kombat X
« Reply #119 on: October 24, 2020, 15:46 » |
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It would be really great if you'd find exact umodel version where error appeared (of course if you want to help). Here's a video showing how to get older versions of umodel.exe: https://twitter.com/UGildor/status/1277283756034985986
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