Thanks for that works perfectly & makes it a hell of a lot easiermrs53360 wrote:Here is an Action file for Photoshop to generate mipmapsUncleFestor wrote: Your method is easier to edit the actual texture's {Less textures to edit}. But this tool makes it easier to extract & inject the textures.
BOTH methods use the same intermediary tool which is why the end result is the same. The tool pack just makes it a bit easier to Extract & Inject, but @ the cost of Having to edit more textures.
put this file in Photoshop Actions folder
e.g.
C:\Program Files\Adobe\Photoshop CS\Presets\Photoshop Actions\
Open all mipmaps and main texture in ascending order. From 4x4 to 2048
like this
and run "mmx9" action
MKX Character skin modding toolset (beta) {By oubgrdevvbuyn}
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Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
Check out my Youtube Channel : https://www.youtube.com/user/unclefestorable
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Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
XNALara is an okay tool. Better for MKX than MK9 because it'll load the Norms properly, but it doesn't load pmsk files so it's not indicative of what your mod will actually look like in game. Pmsk applies material to certain parts of the character. So you need to alter those for a more complete mod.
Imo, you're better off just checking the Character in the Bio-Viewer where you can instantly change variations & see how they all look with your mod/skin. If you need to alter anything you can do so without exiting the game. When you're finished with your new alterations just replace the existing file in the assets folder, back out of the viewer & pick the skin again. It'll load the new file.
Imo, you're better off just checking the Character in the Bio-Viewer where you can instantly change variations & see how they all look with your mod/skin. If you need to alter anything you can do so without exiting the game. When you're finished with your new alterations just replace the existing file in the assets folder, back out of the viewer & pick the skin again. It'll load the new file.
Check out my Youtube Channel : https://www.youtube.com/user/unclefestorable
Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
so, If I got it right.. not only we have to edit the dds files of the "DDS" but also the dds files from the "MIPS" folder too?
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Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
Correct.
Check out my Youtube Channel : https://www.youtube.com/user/unclefestorable
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Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
Good Job, Man!
"I am Goro! General to the armies of Outworld and Prince to the subterrianian realm of Shokahn..."
Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
hell yeaah! It worked! today Noob has been resurrected.UncleFestor wrote:Correct.
looks soo cool when the original colours of sub zero apears on the walk animation, but really quick turns into that dark colour and looks so awesome, just like if it transforms into noob
edit: yeah, I know it looks purple, not my intention, I have to adjust the colours to look much more black
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Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
About mip levels, why not use the generation when saving?
Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
cos tool injects them separatelyMeteoraMan wrote:About mip levels, why not use the generation when saving?
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Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
I know, but why?mrs53360 wrote:cos tool injects them separatelyMeteoraMan wrote:About mip levels, why not use the generation when saving?
I inject them separately by hands via Hex editor.
But if you make a program or script, why not inject them from whole texture with mips?
It is simpler and easier.
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Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
Yeah I was thinking the same thing. But I'll ask the author of the tool if there's anything he can do about that. It might be a limitation with texgen, but I'm not certain.
However that Action file that was posted does work extremely well. You only have to edit the main Texture file & it'll apply it to all the mipmaps for you.
However that Action file that was posted does work extremely well. You only have to edit the main Texture file & it'll apply it to all the mipmaps for you.
Check out my Youtube Channel : https://www.youtube.com/user/unclefestorable
Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
texgen can generate mipmaps during convertionUncleFestor wrote:It might be a limitation with texgen, but I'm not certain.
Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
Finally got it all working
For fun I decided to combine custom skinning with the file name swapping trick to create a crude version of Noob Saibot. Since the game crashes if you use the file swap trick on Johnny Cage (so Stunt Double Noob isn't possible ) I chose Shinnok for more of an MK4 type Noob Saibot flare.
Impostor stance is useless, since Sub-Zero's specials overwrite the move steal ability, but Bone Shaper and Necromancer produced fun results (Sub-Zero's abilities + Shinnok variation abilites):
For fun I decided to combine custom skinning with the file name swapping trick to create a crude version of Noob Saibot. Since the game crashes if you use the file swap trick on Johnny Cage (so Stunt Double Noob isn't possible ) I chose Shinnok for more of an MK4 type Noob Saibot flare.
Impostor stance is useless, since Sub-Zero's specials overwrite the move steal ability, but Bone Shaper and Necromancer produced fun results (Sub-Zero's abilities + Shinnok variation abilites):
Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
man It looks awesome, now there's 2 Noob Saibot skins :OMrEsturk wrote:Finally got it all working
For fun I decided to combine custom skinning with the file name swapping trick to create a crude version of Noob Saibot. Since the game crashes if you use the file swap trick on Johnny Cage (so Stunt Double Noob isn't possible ) I chose Shinnok for more of an MK4 type Noob Saibot flare.
Impostor stance is useless, since Sub-Zero's specials overwrite the move steal ability, but Bone Shaper and Necromancer produced fun results (Sub-Zero's abilities + Shinnok variation abilites):
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Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
i have some issue with getting an error and with the inject.bms
what i have done , downloaded the in DDS saved textures from Mrs53360 "big thx for that !!" and put them in the DDS and DDS/mips folder
Link of the edited textures
http://www.mksecrets.net/forums/eng/vie ... =96&t=7863
then i put the original CHAR_Mileena_C.xxx file in the input folder
then i opened the inject.bms
i edited line 7 with notepad ++
string PKName = "CHAR_Mileena_C" // <------- change this
and run the 2.inject.bat
but got an error.
then i tried to change line 8 and 26 aswell
string IN P "output\CHAR_Mileena_C.XXX.last"
string OUT P "output\CHAR_Mileena_C.XXX"
but still get the error , hopefully someone can help
here is the screen of the issiue
http://www.fotos-hochladen.net/uploads/ ... nglxba.jpg
what i have done , downloaded the in DDS saved textures from Mrs53360 "big thx for that !!" and put them in the DDS and DDS/mips folder
Link of the edited textures
http://www.mksecrets.net/forums/eng/vie ... =96&t=7863
then i put the original CHAR_Mileena_C.xxx file in the input folder
then i opened the inject.bms
i edited line 7 with notepad ++
string PKName = "CHAR_Mileena_C" // <------- change this
and run the 2.inject.bat
but got an error.
then i tried to change line 8 and 26 aswell
string IN P "output\CHAR_Mileena_C.XXX.last"
string OUT P "output\CHAR_Mileena_C.XXX"
but still get the error , hopefully someone can help
here is the screen of the issiue
http://www.fotos-hochladen.net/uploads/ ... nglxba.jpg