Register    Login    Search   View active topics    FAQ




Post new topic Reply to topic  [ 21 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: Character mesh mod test
 Post Posted: Thu Jul 16, 2015 1:48 am 
Offline
Mortal
User avatar

Joined: Tue Jul 14, 2015 2:57 pm
Posts: 30
An work in progress character mod. Replace skarlet skeletal mesh with catwomen skin. The rigging is very rough and only replace color texture. Specs/pmap/norm texture still using Skarlet's. Give this a try if you are curious. Just backup your CHAR_Skarlet.xxx in asset folder and replace it with the one from here:
http://www.mediafire.com/download/yhc5gjgi34zl2im/mk9_catw.7z

Image


Catwoman mesh exported from raidergale's xnalara model:
http://raidergale.deviantart.com/art/MK-vs-DC-CatWoman-V2-194298964


Top 
 Profile E-mail  
 
 Post subject: Re: Character mesh mod test
 Post Posted: Mon Jul 20, 2015 10:00 am 
Offline
Mortal
User avatar

Joined: Sat Oct 04, 2014 7:23 am
Posts: 70
Side: Light
XBox Live: xXSimoTheBestXx
Holy Bananas!
How did you did this? I've waited for this.. and finally we can change character's mesh? WOW!


Top 
 Profile E-mail  
 
 Post subject: Re: Character mesh mod test
 Post Posted: Sat Jul 25, 2015 7:48 am 
Offline
Mortal
User avatar

Joined: Sun Oct 27, 2013 8:04 am
Posts: 71
I tried it, but my game crashes...
Would be nice to give this cat a try. ;)

_________________
I have great faith in fools; self confidence my friends call it. - Edgar Allan Poe


Top 
 Profile E-mail  
 
 Post subject: Re: Character mesh mod test
 Post Posted: Sat Jul 25, 2015 11:59 am 
Offline
Mortal
User avatar

Joined: Tue Jul 14, 2015 2:57 pm
Posts: 30
I made a lot guesses of the mk9 skeletalmesh file format and created a Blender import/export script for it. I can replace character meshes and export them back. Only tried with Skarlet character and tested this with a plain vanilla Stream MK9 with no other mods. I am not surprise this crashes the game in other machines.


Top 
 Profile E-mail  
 
 Post subject: Re: Character mesh mod test
 Post Posted: Sat Jul 25, 2015 9:35 pm 
Offline
Mortal
User avatar

Joined: Mon Aug 12, 2013 10:34 am
Posts: 37
Side: Light
aman, this is truly amazing. Literally thought we'd never see anything like this for MK9 :shock:. Literally speechless! Major, MAJOR props to you! Many folks I know from the MK9 scene would be absolutely thrilled to hear about this. I'll have to check this out when I get the chance, thanks again for proving this is possible and sharing with the community!

As you can tell, things have slowed down in the MK9 section but folks still sporadically check from time to time. I personally, prefer MK9 over MKX tenfold. So knowing this is possible really rekindled my spirits to go back to MK9.

I only have the vanilla pre-patched MK9 on my PC, since most of the prominent mods were for that version. But I'll definitely have to re-install the Steam version to check this out!

@Justinian: Which version of MK are you using? The Steam one or the vanilla (DVD) pre-patched MK9 version? This is probably why you are crashing.


Top 
 Profile E-mail  
 
 Post subject: Re: Character mesh mod test
 Post Posted: Sun Jul 26, 2015 2:06 am 
Offline
Mortal
User avatar

Joined: Wed Mar 25, 2015 12:27 am
Posts: 48
Instead of releasing this as a model swap it needs to be properly converted to work with the latest version of DLC manager with a diff file. Then it will work with all versions of MK9.

If you also post the unaltered version of scarlet for the version of the game you are running, I can do that for you.


Top 
 Profile E-mail  
 
 Post subject: Re: Character mesh mod test
 Post Posted: Mon Jul 27, 2015 9:45 pm 
Offline
Mortal
User avatar

Joined: Tue Jul 14, 2015 2:57 pm
Posts: 30
HowardC wrote:
Instead of releasing this as a model swap it needs to be properly converted to work with the latest version of DLC manager with a diff file. Then it will work with all versions of MK9.

If you also post the unaltered version of scarlet for the version of the game you are running, I can do that for you.


Here is the original Skarlet file from my Stream MK9

http://www.mediafire.com/download/z1ulmeyb1l6z9nx/CHAR_Skarlet.xxx.Steam


Top 
 Profile E-mail  
 
 Post subject: Re: Character mesh mod test
 Post Posted: Mon Jul 27, 2015 10:21 pm 
Offline
Mortal
User avatar

Joined: Tue Jul 14, 2015 2:57 pm
Posts: 30
@ Zentsuken : thanks and glad to hear people still interest in modding MK9. I think I learned enough of the skeletalmesh to export a usable mesh. But the result is far from reliable. MK9 character has lots of bones in the rig and pick a wrong bone for skinning will crash the game. Also , uModel pukes on the skeletalmesh I exported, hinted hidden problems. Also I don't know how to create normal and specs texture for MK9, Xnalara norm has a different hue (blue) compare to mk9(pink). I will worry about the texture later. Would like to see people other than me can play this mod.


Top 
 Profile E-mail  
 
 Post subject: Re: Character mesh mod test
 Post Posted: Tue Jul 28, 2015 12:05 pm 
Offline
Mortal
User avatar

Joined: Wed Mar 25, 2015 12:27 am
Posts: 48
I will convert the character and release it sometime today thanks!

*edit* never mind this bit, I read what you said wrong.

The normal thing isn't as big a deal as you might think. In MK9 the red,blue,green and alpha channels are simply in a different order. So you open up photoshop or a similar editor and swap them out. I don't have my notes so I can't tell you the precise order, but it should be obvious if you open them up side by side.

Finally xnalara probably isn't the best source for the textures.... they are modified from the injustice textures, which are in the same format as MK9.

*edit*

The source code to umodel is available if that helps you.


Top 
 Profile E-mail  
 
 Post subject: Re: Character mesh mod test
 Post Posted: Tue Jul 28, 2015 12:54 pm 
Offline
Mortal
User avatar

Joined: Wed Mar 25, 2015 12:27 am
Posts: 48
I diff and patched the character so it would work on my version. Aside from the glitches you already mentioned it seems to be ok so I'll make it into a full-fledged dlc character and release it this evening.


Top 
 Profile E-mail  
 
 Post subject: Re: Character mesh mod test
 Post Posted: Tue Jul 28, 2015 2:57 pm 
Offline
Mortal
User avatar

Joined: Tue Jul 14, 2015 2:57 pm
Posts: 30
HowardC wrote:
I diff and patched the character so it would work on my version. Aside from the glitches you already mentioned it seems to be ok so I'll make it into a full-fledged dlc character and release it this evening.


I did not know umodel source was available :(. That may come in handy later.
Thanks for the confirmation of this mod working. I do think we should not treat this as a real mod. I did not rig the mesh in detail, cat woman face pop out in motion due to some vertices bind to Skarlet's pony tail bones. Also, i notice Mk9 characters contain internal parts, (damage limbs, fresh, organs and bones). I don't know how the game decide when these parts become visible, I simply just hide them inside the new character. And what will fatalities look like with the new character? I assume that came from a seperated SkeletonMesh? I am just happy to have new mesh with the normal moves.


Top 
 Profile E-mail  
 
 Post subject: Re: Character mesh mod test
 Post Posted: Tue Jul 28, 2015 9:48 pm 
Offline
Mortal
User avatar

Joined: Wed Mar 25, 2015 12:27 am
Posts: 48
Well it's not that. We usually don't release character replacements anymore and instead add them as a dlc character. It's just cleaner that way.

Anyway, as promised:

https://www.mediafire.com/?zrssqp92yfzcb6g


Top 
 Profile E-mail  
 
 Post subject: Re: Character mesh mod test
 Post Posted: Tue Jul 28, 2015 9:52 pm 
Offline
Mortal
User avatar

Joined: Wed Mar 25, 2015 12:27 am
Posts: 48
Just in case some people are out of the loop, here is the DLC manager 2.5, which is required to install.

http://www.mediafire.com/download/zn5kpuhb1xte9sj/MKKE_DLC_MAN2.5beta.rar


Top 
 Profile E-mail  
 
 Post subject: Re: Character mesh mod test
 Post Posted: Wed Jul 29, 2015 1:59 am 
Offline
Mortal
User avatar

Joined: Sat Oct 04, 2014 7:23 am
Posts: 70
Side: Light
XBox Live: xXSimoTheBestXx
Cool!
Can you make the beta alternative costume for skarlet working using the same way you did with this? The files are in the post "Skarlet's alt" in the requests page.


Top 
 Profile E-mail  
 
 Post subject: Re: Character mesh mod test
 Post Posted: Wed Jul 29, 2015 11:53 am 
Offline
Mortal
User avatar

Joined: Sun Oct 27, 2013 8:04 am
Posts: 71
This is pretty cool. it works now. I see what you mean with the face popping out. It looks awesome though. fatalities are still somewhat awkward. :P

I'm just thinking here, but would it perhaps be possible to add alternate costumes as full DLC Characters then (hasn't worked for me yet)? Would it also be possible to add NPC's as DLC Characters on which you could do fatalities?

It's nice to see the recent activity in the forum.

_________________
I have great faith in fools; self confidence my friends call it. - Edgar Allan Poe


Top 
 Profile E-mail  
 
Display posts from previous:  Sort by  
 
Post new topic Reply to topic  [ 21 posts ]  Go to page 1, 2  Next


Who is online

Users browsing this forum: X-9ⵌ and 2 guests

 
 

 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  

 Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group

  Design by Mighty Gorgon