Tutorial: Extracting, Modifying and Importing MK9 Textures
Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
Everything's possible. I tried to put Batman from MK vs DC Universe (xbox 360 version) model in and got the same error as tried to put Jax over Baraka's second costume. I believe if we could overcome that error we could have much more than that cause past 3 games (MK vs DC, MK9 and Injustice) uses same engine just different character encryption.
Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
permission to translate your post?
and post on my forum mk in Brazil?
please
and post on my forum mk in Brazil?
please
Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
Sure, just credit me as original author and post a link to this.
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Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
I hope it is possible someday, Joker needs to replace Shang Tsung's clown in his Fatality.wiggo wrote:Everything's possible. I tried to put Batman from MK vs DC Universe (xbox 360 version) model in and got the same error as tried to put Jax over Baraka's second costume. I believe if we could overcome that error we could have much more than that cause past 3 games (MK vs DC, MK9 and Injustice) uses same engine just different character encryption.
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- morosenoodle
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Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
Yeah, I noticed the crashing. You can swap fatalities and win poses out just by renaming files, but textures have a lot of subordinate directories inside them and merely renaming crashes the game.
I'm poking around in CHAR_Kitana_C.xxx (MK2 Kitana), and I noticed that the file structure is different from what I've seen in the other .xxx files. There's no Kitana_C_Diff.dds; instead, there's a RetroNinja_Female_Diff.dds. What's more, this .dds file does not seem to contain any clothing texture info; it's just skin, looks like her arms and thighs and face. Anyone know what's up?
I'm guessing the Retro costumes call a single master file to load the actual clothing texture, and simply palette swap in the color value for whichever character you've got selected. Assuming this is the case, then where IS this master file? And what defines the costume's color?
Also, battle damage. How does it work? Is there another file that defines exactly where on the body each piece of battle damage occurs? It doesn't appear to be a simple overlay, although I haven't experimented much and can't say for certain.
I'm poking around in CHAR_Kitana_C.xxx (MK2 Kitana), and I noticed that the file structure is different from what I've seen in the other .xxx files. There's no Kitana_C_Diff.dds; instead, there's a RetroNinja_Female_Diff.dds. What's more, this .dds file does not seem to contain any clothing texture info; it's just skin, looks like her arms and thighs and face. Anyone know what's up?
I'm guessing the Retro costumes call a single master file to load the actual clothing texture, and simply palette swap in the color value for whichever character you've got selected. Assuming this is the case, then where IS this master file? And what defines the costume's color?
Also, battle damage. How does it work? Is there another file that defines exactly where on the body each piece of battle damage occurs? It doesn't appear to be a simple overlay, although I haven't experimented much and can't say for certain.
Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
Yeah, I noticed that too. If you look again in my tutorial (texture editing part), you'll notice that the part of the texture, where I put Chinese symbols and and dragon is grey, but in game it's blue. If you try recolor that grey part to ie.: yellow, it will appear yellow in game.
Interesting thing is in another texture. It's the same texture as original just body (skin) parts are colored green, black parts like tights are colored blue, and the blue parts (like the one where I put those symbols) are colored red and purple.
I think that this texture works something as mask texture. Human's skin has his own texture and reflection so green parts apply one effect while leather tights are more shiny so blue mask applies other effect to that. If you try color that whole texture in red, the whole model will be colored in blue.
Interesting thing is in another texture. It's the same texture as original just body (skin) parts are colored green, black parts like tights are colored blue, and the blue parts (like the one where I put those symbols) are colored red and purple.
I think that this texture works something as mask texture. Human's skin has his own texture and reflection so green parts apply one effect while leather tights are more shiny so blue mask applies other effect to that. If you try color that whole texture in red, the whole model will be colored in blue.
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Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
Hi guys, just added MK9.DDSInjectorV1.4 to the first post. Here is also the changes log since version 1.2:
Changed the way files are found in the .xxx - Should drastically decrease the number of .dds importing to the wrong place.
You can now inject multiple files into the same .xxx without having to constantly write the name of the .xxx.
Fixed filenames with spaces not working properly.
Fixed Jade_BDMG_Diff crashing the injector.
Changed the way files are found in the .xxx - Should drastically decrease the number of .dds importing to the wrong place.
You can now inject multiple files into the same .xxx without having to constantly write the name of the .xxx.
Fixed filenames with spaces not working properly.
Fixed Jade_BDMG_Diff crashing the injector.
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Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
The above texture as you mentioned is probably used for shader effects. I have done 3D graphics programming and you can do a lot of things with images like these. We created an entire 3D map using a single image covered with different shades of gray.
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- DigitusPrime
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Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
I have a request could someone please do an all white subzero 1st costume sub zero in all white would be epic a proper snow skin for him
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Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
This topic is about the tutorial, not for requests. Please post your request in a separate topic, that way everyone will be able to see it.
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- morosenoodle
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Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
Quick question, do you know if there's any way to unpack decompressed .xxx files? I've found a few semi-completed mods, and wanted to poke around in the texture files to see how they accomplished some things. Do a bit of reverse engineering to help me figure out how things work. The .xxx files are in the larger, decompressed (~20k) format and crash umodel when I try and unpack them.
Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
Uhm, using Scorpion2k7's MK9 Texture Tool?
- morosenoodle
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Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
The TextureTool doesn't extract the texture files as .dds, though. They come out as .Texture2D, a format Photoshop doesn't recognize.
- quaddamage08
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Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
Thank you for the tutorial ! Just finished my first skin . Hope you guys like it !
( I've managed to edit and include the damaged skin file too . )
Front View
Back View
Let me know about your thoughts !
You can download this skin from HERE :: http://www56.zippyshare.com/v/68138936/file.html::
( I've managed to edit and include the damaged skin file too . )
Front View
Back View
Let me know about your thoughts !
You can download this skin from HERE :: http://www56.zippyshare.com/v/68138936/file.html::
Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
Figured I'd help everyone out as I got tired of typing that entire 'umodel' string every time. Download the following attached .rar file, extract the 'extract_xxx.bat' file to your 'UModel' folder and simply drag and drop your '*.xxx' file onto it.
NOTE: The .bat file MUST be in your UModel directory.
NOTE: The .bat file MUST be in your UModel directory.