Gildor's Forums

Author Topic: Mortal Kombat 1  (Read 42071 times)
spiritovod
Global Moderator
Hero Member
*****
Posts: 2905


View Profile
Mortal Kombat 1
« on: September 16, 2023, 17:16 »

Game: Mortal Kombat 1 (steam page / eshop page)
UE4 version: 4.27
AES key: in the same place as usual (link)

Use specific build from this topic with game specific override - you also need to disable morph targets, as they're not supported for this game. Almost all materials for characters are heavily customized, as well as some facial animations (such anims has two compressed blocks, second one is probably compressed curves).

P.S. ACL build has been upgraded to latest library version, which is required for MK1. It should be backward compatible, but if you have issues with previously working games, which now behaves strange or stop working, please let me know.  


* Clipboard01.jpg (116.6 KB, 2557x1242 - viewed 2331 times.)
« Last Edit: November 19, 2024, 17:43 by spiritovod » Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2905


View Profile
Mortal Kombat 1
« Reply #1 on: September 16, 2023, 23:28 »

PC version has been tested now as well and update for specific build is rolled out. Morph targets are not supported, as they're using UE5 format, so don't forget to disable them at umodel's startup screen.
Logged
USF
Newbie
*
Posts: 16


View Profile
Mortal Kombat 1
« Reply #2 on: September 17, 2023, 01:06 »

So i extracted the Romfs from the game Mortal Kombat 1 (Switch version), i was checking the files and i was able to open the .pack file and check the structure of the game and files, but when i tried to extract, i can only extract textures, meshes gives errors. Will be possible to have custom build in the future that can extract meshes and animations too?

Greetings. Smiley
please tell me how you unpacked the nsz files of the game?
Logged
kboykboy2
Newbie
*
Posts: 8


View Profile
Mortal Kombat 1
« Reply #3 on: September 17, 2023, 02:30 »

Game: Mortal Kombat 1 (steam page / eshop page)
UE4 version: 4.27
AES key: in the same place as usual (link)

Use specific build from this topic with game specific override - you also need to disable morph targets, as they're not supported for this game. Almost all materials for characters are heavily customized, as well as some facial animations (such anims has two compressed blocks, not sure what to do with them).

P.S. ACL build has been upgraded to latest library version, which is required for MK1. It should be backward compatible, but if you have issues with previously working games, which now behaves strange or stop working, please let me know.  

Mind giving me some details on the changes you made again lol, would save me some time, gonna make an engine version for it
Logged
Nathan Prescott
Newbie
*
Posts: 1


View Profile
Mortal Kombat 1
« Reply #4 on: September 17, 2023, 04:55 »

I figured it out ^^ I had the wrong SDL2.dll , SDL2_64.dll Smiley all works now thanks for the info all Smiley
« Last Edit: September 17, 2023, 14:43 by Nathan Prescott » Logged
Modphex
Newbie
*
Posts: 22



View Profile
Mortal Kombat 1
« Reply #5 on: September 17, 2023, 09:20 »

Game: Mortal Kombat 1 (steam page / eshop page)
UE4 version: 4.27
AES key: in the same place as usual (link)

Use specific build from this topic with game specific override - you also need to disable morph targets, as they're not supported for this game. Almost all materials for characters are heavily customized, as well as some facial animations (such anims has two compressed blocks, not sure what to do with them).

P.S. ACL build has been upgraded to latest library version, which is required for MK1. It should be backward compatible, but if you have issues with previously working games, which now behaves strange or stop working, please let me know.  

Oh, that's awesome thanks a lot, and for the NSZ i think you can use this https://github.com/nicoboss/nsz, what is "ACL build", is inside the custom UEviewer or i have to install it apart?

Edit: Yeah, i think the ACL is just the custom UEviewer version.

Edit: Is working great!



Video here: https://streamable.com/l1ztqu

Greetings. Wink
« Last Edit: September 17, 2023, 10:21 by Modphex » Logged
Modphex
Newbie
*
Posts: 22



View Profile
Mortal Kombat 1
« Reply #6 on: September 17, 2023, 11:42 »

Is it possible to extract audio?... I tried with a few audio files but the extraction says Zero. Maybe there is another work around for the audio extraction?


Greetings.  Smiley
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2905


View Profile
Re: Mortal Kombat 1
« Reply #7 on: September 17, 2023, 16:25 »

@Modphex: umodel doesn't support audio formats used in modern games, you need some more general tools like fmodel. As for ACL, it's short for animation compression library, used for animations in many games now (including unity ones, for example Mihoyo games - Genshin, both Honkai, Zenless - are using it as well).

@kboykboy2: It doesn't worth it, really. They are using heavily customized engine, so it wouldn't be possible to create even textures like this, not to mention skeletal meshes with additional properties created specifically for the game and customized morph targets, both ignored by umodel. I guess modding would be possible only through old fashioned methods like inlining data or injecting it via some tools - also because the game is using signature checks and it's not possible to sideload packages directly like usual.
Logged
Modphex
Newbie
*
Posts: 22



View Profile
Re: Mortal Kombat 1
« Reply #8 on: September 18, 2023, 12:01 »

Oh nice, thanks for the info.

Greetings. Smiley
Logged
JasonPT0dd
Newbie
*
Posts: 1


View Profile
Re: Mortal Kombat 1
« Reply #9 on: September 18, 2023, 17:34 »

Has Anyone extracted the models into an archive of some sorts?
Logged
kboykboy2
Newbie
*
Posts: 8


View Profile
Re: Mortal Kombat 1
« Reply #10 on: September 18, 2023, 21:32 »

@Modphex: umodel doesn't support audio formats used in modern games, you need some more general tools like fmodel. As for ACL, it's short for animation compression library, used for animations in many games now (including unity ones, for example Mihoyo games - Genshin, both Honkai, Zenless - are using it as well).

@kboykboy2: It doesn't worth it, really. They are using heavily customized engine, so it wouldn't be possible to create even textures like this, not to mention skeletal meshes with additional properties created specifically for the game and customized morph targets, both ignored by umodel. I guess modding would be possible only through old fashioned methods like inlining data or injecting it via some tools - also because the game is using signature checks and it's not possible to sideload packages directly like usual.

I have created mod tools for games from scratch, and signatures can be patched out, but I forgot the game has some competitive multiplayer components, so it definitely wouldn't be worth it unless i could have a good way to disable all online features while the sig patch is active.
Logged
Kayhotic
Newbie
*
Posts: 14



View Profile
Re: Mortal Kombat 1
« Reply #11 on: September 18, 2023, 22:50 »

Game: Mortal Kombat 1 (steam page / eshop page)
UE4 version: 4.27
AES key: in the same place as usual (link)

Use specific build from this topic with game specific override - you also need to disable morph targets, as they're not supported for this game. Almost all materials for characters are heavily customized, as well as some facial animations (such anims has two compressed blocks, not sure what to do with them).

P.S. ACL build has been upgraded to latest library version, which is required for MK1. It should be backward compatible, but if you have issues with previously working games, which now behaves strange or stop working, please let me know.  
can you please grab me a dump of scorpion? i do not own the game and it'll probably be a while before i can afford it
Logged
Ehlyon
Full Member
***
Posts: 208



View Profile
Re: Mortal Kombat 1
« Reply #12 on: September 18, 2023, 23:13 »

Switch version got a plethora of problems like being unable to scan content, problem loading some meshes/anims and even some anims being loaded not working, anyway it's an inferior version "texture wise" and a lil more complicated to extract so better stick with the PC one.
Edit: I'm the one having problems with the paks, switch version works fine too  rolleyes

PC version works fine.
A lil issue i found is that various animations got the exact same names (ex: all chars fatalities victims are named FatalityA_Victim.uasset or FatalityB_Victim.uasset) and since they share the same skeleton, if you load all of them, umodel will only recognize/load the 1st one, while the others will be the same as the 1st, so you need to load them 1 by 1 if you wana watch them on umodel.
Exporting them without appending on a model works fine since they're extracted singularly.

« Last Edit: September 19, 2023, 16:53 by Ehlyon » Logged
Demonslayerx8
Newbie
*
Posts: 35


View Profile
Re: Mortal Kombat 1
« Reply #13 on: September 19, 2023, 01:41 »

Switch version got a plethora of problems like being unable to scan content, problem loading some meshes/anims and even some anims being loaded not working, anyway it's an inferior version "texture wise" and a lil more complicated to extract so better stick with the PC one.
Can confirm about meshes not wanting to load. Looks like it throws an error for LOD groups (error posted below) can't even open any character meshes at all, so might need a LOD toggle for umodel if people want the switch model assets.

Quote
FPakFile::Serialize: file=/Game/Disk/Char/Baraka/Skin/001/Mesh/SK_Baraka_Skin001_A.uexp <- FArchive::ByteOrderSerialize <- TArray::Serialize: 30756/16777216 <- FSkelMeshSection4::SerializeRenderItem <- TArray::Serialize: 1/4 <- FStaticLODModel4::SerializeRenderItem <- TArray::Serialize: 0/2 <- USkeletalMesh4::Serialize <- LoadObject: SkeletalMesh4'SK_Baraka_Skin001_A.SK_Baraka_Skin001_A', pos=1E9E7A, ver=523/0, game=ue4.27 <- UObject::EndLoad <- LoadWholePackage: /Game/Disk/Char/Baraka/Skin/001/Mesh/SK_Baraka_Skin001_A.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1579 based

update:
oops, didn't notice it had a MK1 override game option. Everything all good now
« Last Edit: September 19, 2023, 01:59 by Demonslayerx8 » Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2905


View Profile
Re: Mortal Kombat 1
« Reply #14 on: September 19, 2023, 14:32 »

@Ehlyon: I couldn't reproduce any crash in switch version, including batch operations like scan, and it's less complicated than PC version - for example, it doesn't use morphs (which is causing results like this one). Maybe you have base game version without patch, which doesn't contain most assets - with patch installed it should be single 20GB pak after extraction. Otherwise explain your issues in details, at least crashes can be fixed.
« Last Edit: September 19, 2023, 14:40 by spiritovod » Logged
Jump to:  

Powered by SMF | SMF © 2006-2009, Simple Machines LLC
Leviathan design by Bloc | XHTML | CSS