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Author Topic: Mortal Kombat 1  (Read 42080 times)
shurato
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Re: Mortal Kombat 1
« Reply #45 on: September 10, 2024, 19:29 »

I'm unable to locate the Katara Vala Character from Story mode, were you able to locate it please let me know
He is called Adam and he is in the kameos folder



I'm talking about the Havik kameo the dead guy sitting on the chair that's Katara Vala. I tried looking for him but no luck.
Have read in the reddit that it's going to be a dlc in future but the character files should be there in the game folder

How do you group the meshes?
head, body, weapon?
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spiritovod
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Re: Mortal Kombat 1
« Reply #46 on: September 14, 2024, 03:45 »

@shurato: If you want to combine a few meshes in umodel, append them to currently loaded set, then scroll between them and use tagging (Ctrl+T) for them. It's shown in recommended tutorial from tutorials section among other things.
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GhostyFace
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Re: Mortal Kombat 1
« Reply #47 on: November 19, 2024, 02:25 »

@Jack5433: It can be also related to weights - though I don't remember how much the game is using, but more than 4 weights can be exported only to gltf with respective option set in export window. You can check this post as well on this matter.

@spiritovod It seems that the way umodel is reading the mesh data is at fault for these vertex weight issues, or whatever they are since I am not exactly sure. Here I am previewing an example animation inside umodel and you can see obvious issues with the weight data.



And when importing the exported mesh into the game, it shows the exact same issue.


The very weird thing is that fmodel is also showing the exact same problem in it's export. I know this game uses a lot of custom stuff but do you think this would be fixable?
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spiritovod
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Re: Mortal Kombat 1
« Reply #48 on: November 19, 2024, 18:58 »

@GhostyFace: How umodel handles weights is explained in this post. Afaik, fmodel is doing the same, just with psk and latest psk import plugin for blender. Though I guess this issue is not related to weights - while the game is using 8 weights per vertex, for this particular mesh there are 4 or less non-zero weights, thus export and preview would be correct with any settings for this mesh. You can tell if a mesh has more than 4 actual influences from "renormalized weights" message in umodel logs. Aside from that, most meshes has PostProcessAnimBlueprint property, leading to blueprint generated classes (BP_LiuKang_PostCR_C in this case) which is used for post processing at runtime. Despite general structures being more or less standard, the game is using a lot of custom things, which are out of scope of umodel.
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mknoob
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Re: Mortal Kombat 1
« Reply #49 on: July 08, 2025, 09:58 »

Latest builds of both umodel acl and MK1 give this error(happens on different files, not just this single one):

OodleLZ_Decompress returned 0

appDecompressOodle <- appDecompress: CompSize=47917 UncompSize=65536 Flags=0xFD Bytes=E58D <- FIOStoreFile::Serialize <- FArchive::ByteOrderSerialize <- UnPackage::CreateLoader: /Game/Disk/Env/Palace/Anim/Palace_Guard_01_Reaction_Retarget.uasset <- UnPackage::UnPackage: /Game/Disk/Env/Palace/Anim/Palace_Guard_01_Reaction_Retarget.uasset, ver=100000/0, game=0 <- UnPackage::LoadPackage(info): /Game/Disk/Env/Palace/Anim/Palace_Guard_01_Reaction_Retarget.uasset <- ScanContent <- UIMenuItem::HandleCommand <- UIMenu::Popup <- UIBaseDialog::WndProc <- UIBaseDialog::CustomMessageLoop <- UIBaseDialog::ShowDialog: modal=1, title="Choose a package to open" <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1579 based
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spiritovod
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Re: Mortal Kombat 1
« Reply #50 on: July 08, 2025, 21:42 »

@mknoob: I couldn't reproduce the issue. It seems that either your packages are corrupted or it's hardware issue similar to the one mentioned in this topic. I can only recommend to perform integrity check for your installation or re-download it again.
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coldmaple
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Re: Mortal Kombat 1
« Reply #51 on: September 19, 2025, 21:05 »

...
I'm a beginner just learning. After following the instructions, UM reported an error. What should I do?

Serializing behind stopper (E643EB+4 > E643ED)
FIOStoreFile::Serialize <- FArchive::ByteOrderSerialize <- TArray::Serialize: 228577/16777216 <- FSkelMeshSection4::SerializeRenderItem <- TArray::Serialize: 1/5 <- FStaticLODModel4::SerializeRenderItem <- TArray::Serialize: 0/2 <- USkeletalMesh4::Serialize <- LoadObject: SkeletalMesh4'SK_Conan_Skin001_A.SK_Conan_Skin001_A', pos=E6440E, ver=522/0, game=ue4.27 <- UObject::EndLoad <- LoadWholePackage: /Game/DLC/REL_Conan/Char/Conan/Skin/001/Mesh/SK_Conan_Skin001_A.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1579 based
« Last Edit: September 19, 2025, 22:15 by spiritovod » Logged
spiritovod
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Re: Mortal Kombat 1
« Reply #52 on: September 19, 2025, 22:17 »

@coldmaple: You need to choose game specific override (with the game name) instead of generic engine version, like explained in the first post.
« Last Edit: September 19, 2025, 22:19 by spiritovod » Logged
coldmaple
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Re: Mortal Kombat 1
« Reply #53 on: September 20, 2025, 00:09 »

@coldmaple: You need to choose game specific override (with the game name) instead of generic engine version, like explained in the first post.

Thanks for your reply. I just found here, so I am not very familiar with it. Where can I get the specific override with the game name? Thank you very much.
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coldmaple
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Re: Mortal Kombat 1
« Reply #54 on: September 20, 2025, 11:28 »

@coldmaple: You need to choose game specific override (with the game name) instead of generic engine version, like explained in the first post.
I think I understand now. I was too foolish to carefully review all the options in the dropdown menu to select the correct one. Thank you for your hint and diligent efforts! Thank you.
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