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Author Topic: The King of Fighters XV  (Read 4225 times)
maobo_seihan
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Re: The King of Fighters XV
« Reply #15 on: February 20, 2022, 21:52 »

wem file Can you play it on foobar?
yes but needs vgmstream extension to play wem.
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kash
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Re: The King of Fighters XV
« Reply #16 on: February 22, 2022, 17:16 »






Oh. very well!!
« Last Edit: February 22, 2022, 17:26 by kash » Logged
spiritovod
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Re: The King of Fighters XV
« Reply #17 on: May 05, 2022, 18:13 »

I usually don't work with animations, but here is fix for killercracker's max script, mentioned in the first post (download). I suppose animation format is still the same since KOF XIV, but it doesn't take into account UE4 specifics and mesh with bones are inverted when animation is applied (fixed in the updated script). It's the same with Samurai Shodown reboot.
Script is accepting _OTRA.uexp files with animations, which can be extracted from game package with umodel and "save packages" option there.

Update: Made small adjustment to the script, output has more sense now.

Update 2: Script is fixed, animations should be applied properly now.


* Clipboard03.jpg (84.93 KB, 1505x1029 - viewed 279 times.)
« Last Edit: May 12, 2022, 02:20 by spiritovod » Logged
spiritovod
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Re: The King of Fighters XV
« Reply #18 on: May 12, 2022, 00:01 »

Script above is updated, it can now load animations properly.
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temsame
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Re: The King of Fighters XV
« Reply #19 on: May 12, 2022, 19:41 »

big thx for ur work mr.spiritovod

a question , how do u import kof models to 3ds max?
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spiritovod
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Re: The King of Fighters XV
« Reply #20 on: May 12, 2022, 20:35 »

@temsame: Export mesh to psk, then import to Max with ActorX importer.
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temsame
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Re: The King of Fighters XV
« Reply #21 on: May 13, 2022, 15:19 »

thx , but export to FBX only export mesh but the animations i already load to track
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spiritovod
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Re: The King of Fighters XV
« Reply #22 on: May 13, 2022, 22:32 »

@temsame: I'm not familiar with Max stuff, so it's better to google for possible solutions.
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temsame
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Re: The King of Fighters XV
« Reply #23 on: May 13, 2022, 23:29 »

i found out using real-time exporter to fbx works , thanks again  Wink
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Skykila
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Re: The King of Fighters XV
« Reply #24 on: September 25, 2023, 19:57 »

i found out using real-time exporter to fbx works , thanks again  Wink
Can you please tell me which specific tool is being referred to?
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spiritovod
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Re: The King of Fighters XV
« Reply #25 on: September 25, 2023, 23:59 »

@Skykila: Real-time exporter is part of 3ds max.
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Skykila
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Re: The King of Fighters XV
« Reply #26 on: September 26, 2023, 15:43 »

@Skykila: Real-time exporter is part of 3ds max.
It's been a while since I launched 3DS Max and I haven't even heard of the Real-time exporter
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spiritovod
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Re: The King of Fighters XV
« Reply #27 on: September 26, 2023, 18:05 »

@Skykila: I think it's called Game Exporter in earlier 3ds max versions.
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jeff10012003
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Re: The King of Fighters XV
« Reply #28 on: October 08, 2023, 13:08 »

Hi all. Just registered to join on the conversation.
I'm unable to extract orange_launch.pck somehow. Anybody can provide me with the files.

Also where is the XV bgm is stored? I've extracted all pck up until version 2.10 and unable to locate them.
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spiritovod
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Re: The King of Fighters XV
« Reply #29 on: October 08, 2023, 15:55 »

@jeff10012003: Audio may be also stored in native UE assets, though umodel doesn't support modern audio formats, including wwise ones. It's better to use other tools for this, like fmodel or vgmstream (for wwise audio).
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