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Author Topic: Mortal Kombat 9  (Read 120465 times)
Kabalstein03
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Re: Mortal Kombat 9
« Reply #165 on: February 02, 2026, 21:20 »

Excuse me, I don't mean to be bothersome, I'm aware the PC version will have better quality assets, but there were in fact exclusives in the Vita version, including the one I shared previously, those are the only ones I was hoping to get here.

Every ninja character has that shared character model in the game, and these are the only ones that could not be found in the other versions of the game files


* images (1).jpeg (8.23 KB, 151x399 - viewed 149 times.)

* KenshiVita.webp (19.59 KB, 232x499 - viewed 288 times.)

* images (2).jpeg (13 KB, 222x544 - viewed 138 times.)

* images (3).jpeg (14.13 KB, 222x544 - viewed 155 times.)
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spiritovod
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Re: Mortal Kombat 9
« Reply #166 on: February 03, 2026, 01:45 »

@Kabalstein03: I've added support for Vita textures to the specific build mentioned in my previous post, there is respective option in platform dropdown list now. Materials in Vita version are custom, not sure they can be easily fixed.
« Last Edit: February 03, 2026, 01:48 by spiritovod » Logged
Kabalstein03
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Re: Mortal Kombat 9
« Reply #167 on: February 03, 2026, 02:15 »

@Kabalstein03: I've added support for Vita textures to the specific build mentioned in my previous post, there is respective option in platform dropdown list now. Materials in Vita version are custom, not sure they can be easily fixed.

You have done something amazing, thank you so much!


* image_2026-02-02_151346110.png (139.64 KB, 795x597 - viewed 173 times.)
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theygotti
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Re: Mortal Kombat 9
« Reply #168 on: April 19, 2026, 19:37 »

I'm having trouble extracting textures from certain characters. Like Jade's boomerang is clearly missing a lot of it's texture when exporting and I don't know what to do to fix it.


* JA_Boomerang_Diff.png (91.41 KB, 256x256 - viewed 8 times.)
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spiritovod
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Re: Mortal Kombat 9
« Reply #169 on: April 20, 2026, 19:09 »

@theygotti: This is not an issue, the texture has alpha channel and most tools shows png with alpha already premultiplied, while umodel is ignoring alpha channel for preview. You can open the image in any tool with proper alpha channel support and disable it to see the same result as in the viewer. But it's highly recommended to export textures to dds and work with them instead, since for DXT formats textures will not be converted upon exporting to dds, which is useful to avoid possible issues caused by conversion.
« Last Edit: April 20, 2026, 19:11 by spiritovod » Logged
theygotti
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Re: Mortal Kombat 9
« Reply #170 on: April 20, 2026, 23:45 »

@spiritovod: thank you so much! I was able to rid of the alpha channel using gimp. I really appreciate the help!
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