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Author Topic: Mortal Kombat 9  (Read 129630 times)
oriolgs58
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Re: MK9
« Reply #90 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
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Warlord
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Re: MK9
« Reply #91 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.
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protosk8
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Re: MK9
« Reply #92 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
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Alexis
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Re: MK9
« Reply #93 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!
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chrrox
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Re: MK9
« Reply #94 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.
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jason278
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Re: MK9
« Reply #95 on: May 09, 2011, 01:43 »

Anyone know how to open the Startup.XXX file? Nothing works
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Gildor
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Re: MK9
« Reply #96 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.
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jason278
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Re: MK9
« Reply #97 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

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Gildor
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Re: MK9
« Reply #98 on: May 09, 2011, 10:23 »

Sigh ... Still no information.
What "doesn't work" means? Is umodel crashed? What umodel say in its output?
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sn00p
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Re: MK9
« Reply #99 on: May 09, 2011, 12:17 »

This is what I get

Code:
Found 7 game files (1132 skipped)
******** startup ********
*** ERROR: lzxd_decompress() returned 11
appDecompressLZX <- appDecompress <- DecompressBlock:block=C88+941A <- FUE3Archi
veReader::PrepareBuffer <- FUE3ArchiveReader::Serialize <- FArchive::ByteOrderSe
rialize <- FPackageFileSummary<<:Ver=0/0 <- UnPackage::UnPackage:Startup.xxx, ga
me=0 <- UnPackage::LoadPackage:startup <- Main

-noanim used only.
« Last Edit: May 09, 2011, 12:19 by sn00p » Logged
Gildor
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Re: MK9
« Reply #100 on: May 09, 2011, 12:20 »

This error tells me that you did not appended "-lzo" switch!
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sn00p
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Re: MK9
« Reply #101 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.
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Darko
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Re: MK9
« Reply #102 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??
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falconsfan
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Re: MK9
« Reply #103 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.  Cheesy
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tekken57
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Re: MK9
« Reply #104 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?
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