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 Post subject: Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
 Post Posted: Thu May 07, 2015 6:55 am 
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mrs53360 wrote:
UncleFestor 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.

Here is an Action file for Photoshop to generate mipmaps
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
Image
and run "mmx9" action

Thanks for that works perfectly & makes it a hell of a lot easier :)

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 Post subject: Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
 Post Posted: Thu May 07, 2015 7:17 am 
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and another usefull tip.
not only for mkx. for skin modding in general.
Use XNALara
to quickly check if texture fits cool.

some MKX models here


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 Post subject: Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
 Post Posted: Thu May 07, 2015 8:11 am 
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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.

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 Post subject: Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
 Post Posted: Thu May 07, 2015 11:06 am 
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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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 Post subject: Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
 Post Posted: Thu May 07, 2015 11:19 am 
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Correct.

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 Post subject: Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
 Post Posted: Thu May 07, 2015 11:26 am 
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Good Job, Man!

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 Post subject: Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
 Post Posted: Thu May 07, 2015 11:55 am 
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UncleFestor wrote:
Correct.

hell yeaah! :D It worked! today Noob has been resurrected.

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 :P

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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MK10 2015-05-07 13-39-00-16.jpg [ 89.3 KiB | Viewed 2294 times ]
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 Post subject: Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
 Post Posted: Thu May 07, 2015 12:15 pm 
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About mip levels, why not use the generation when saving?
Attachment:
gen_mips.jpg
gen_mips.jpg [ 141.2 KiB | Viewed 2292 times ]


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 Post subject: Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
 Post Posted: Thu May 07, 2015 1:32 pm 
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MeteoraMan wrote:
About mip levels, why not use the generation when saving?
Attachment:
gen_mips.jpg

cos tool injects them separately


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 Post subject: Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
 Post Posted: Thu May 07, 2015 1:41 pm 
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mrs53360 wrote:
MeteoraMan wrote:
About mip levels, why not use the generation when saving?
Attachment:
gen_mips.jpg

cos tool injects them separately


I know, but why?

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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 Post subject: Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
 Post Posted: Thu May 07, 2015 2:05 pm 
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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.

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 Post subject: Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
 Post Posted: Thu May 07, 2015 3:14 pm 
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UncleFestor wrote:
It might be a limitation with texgen, but I'm not certain.

texgen can generate mipmaps during convertion


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 Post subject: Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
 Post Posted: Thu May 07, 2015 7:37 pm 
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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):

Image
Image
Image
Image
Image


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 Post subject: Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
 Post Posted: Thu May 07, 2015 8:13 pm 
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MrEsturk 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):

Image
Image
Image
Image
Image


man It looks awesome, now there's 2 Noob Saibot skins :O


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 Post subject: Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
 Post Posted: Fri May 08, 2015 1:45 pm 
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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
viewtopic.php?f=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


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