MKX Character skin modding toolset (beta) {By oubgrdevvbuyn}
- UncleFestor
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MKX Character skin modding toolset (beta) {By oubgrdevvbuyn}
EDIT :
MKX texture toolset 0.4 (beta)
+fixed "brightness" issue
+optimized scripts
faster. supports more packages and texture sizes.
e.g. CHAR_SubZero_V.xxx, ui_k_KombatKardBackgrounds.xxx, TRAIT_Kitana1_ScriptAssets.xxx
+mipmap generation action for Photoshop
check "scripts" folder
MKX texture toolset 0.4 (beta)
-----------------------------------------
system requirements:
DirectX 10+
DirectCompute (optional. highly recomended)
0. Drop decompressed package (only one at a time) in "input" folder
1. Run 1_export.bat
After that you will find textures in "texture" folder
and mipmaps in "texture\MIPS"
-Edit any of them.
IMPORTANT: Do not change file names and do not add other files!
Delete all unnecessary files to save time
-Open "scripts\inject.bms" in notepad and edit PKName value
(e.g. string PKName = "char_cagejr_a" or string PKName = "CHAR_Mileena_C")
2. Run 2_inject.bat
If your GPU does not DirectCompute compatible you will have to wait
till [[[[[[[[texture compression completed]]]]]]]] quite long.
(e.g. one 2048x2048 texture is about 1hour on AMD Athlon II x3 440 3.00GHz)
When compression is done check "output" folder
You can edit another texture and repeat injection.
But if you run 1_export.bat again, all textures will be restored to original.
3. Run z_clean.bat (optional step)
Reset toolset. Wipe all modded and input files(except output\PKName.XXX)
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 2048/4096
MKX texture toolset 0.4 (beta)
+fixed "brightness" issue
+optimized scripts
faster. supports more packages and texture sizes.
e.g. CHAR_SubZero_V.xxx, ui_k_KombatKardBackgrounds.xxx, TRAIT_Kitana1_ScriptAssets.xxx
+mipmap generation action for Photoshop
check "scripts" folder
MKX texture toolset 0.4 (beta)
-----------------------------------------
system requirements:
DirectX 10+
DirectCompute (optional. highly recomended)
0. Drop decompressed package (only one at a time) in "input" folder
1. Run 1_export.bat
After that you will find textures in "texture" folder
and mipmaps in "texture\MIPS"
-Edit any of them.
IMPORTANT: Do not change file names and do not add other files!
Delete all unnecessary files to save time
-Open "scripts\inject.bms" in notepad and edit PKName value
(e.g. string PKName = "char_cagejr_a" or string PKName = "CHAR_Mileena_C")
2. Run 2_inject.bat
If your GPU does not DirectCompute compatible you will have to wait
till [[[[[[[[texture compression completed]]]]]]]] quite long.
(e.g. one 2048x2048 texture is about 1hour on AMD Athlon II x3 440 3.00GHz)
When compression is done check "output" folder
You can edit another texture and repeat injection.
But if you run 1_export.bat again, all textures will be restored to original.
3. Run z_clean.bat (optional step)
Reset toolset. Wipe all modded and input files(except output\PKName.XXX)
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 2048/4096
- Attachments
-
- MKXtextures0.3b.zip
- (3.26 MiB) Downloaded 1681 times
-
- MKXtextures0.2b.zip
- (3.29 MiB) Downloaded 1463 times
Last edited by UncleFestor on Mon May 11, 2015 3:10 pm, edited 4 times in total.
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Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
man this is one of the reasons why we love you.. not in a weird way.
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Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
Thx
I'll post a proper Tut in the tutorials section tomorrow morning, so you guys can see how to properly edit MKX Char Textures
I'll post a proper Tut in the tutorials section tomorrow morning, so you guys can see how to properly edit MKX Char Textures
Check out my Youtube Channel : https://www.youtube.com/user/unclefestorable
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Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
And what's wrong with my tutorial? Why it is not properly?UncleFestor wrote: Thx
I'll post a proper Tut in the tutorials section tomorrow morning, so you guys can see how to properly edit MKX Char Textures
And as far as I know, use DXT5 as a transitional format is not the best solution.-Edit any of them. (save as DXT5)
This is a lossy format. BC7 uses a different algorithm so these losses can be avoided.
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Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
thx a lot , cant wait for the deeper tutorial , maybe make a vid if you have the time for it. would help modding noobs like me. i know how to edit textures but the rest ...
btw can i use paint.net , have no photoshop ?? paint.net should have a dds plugin aswell and i can save textures in dxt5 as far as i know
btw can i use paint.net , have no photoshop ?? paint.net should have a dds plugin aswell and i can save textures in dxt5 as far as i know
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Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
Yeah BC7 is better quality, but Nvidia Texture tools doesn't support BC 7 so we're stuck with doing either your way, which is good, or with this tool pack. End result is the same both ways.MeteoraMan wrote:And what's wrong with my tutorial? Why it is not properly?UncleFestor wrote: Thx
I'll post a proper Tut in the tutorials section tomorrow morning, so you guys can see how to properly edit MKX Char TexturesAnd as far as I know, use DXT5 as a transitional format is not the best solution.-Edit any of them. (save as DXT5)
This is a lossy format. BC7 uses a different algorithm so these losses can be avoided.
This tool pack converts the BC7 textures to DXT5 then Back to BC7 when you inject them.
As far as the tut I'm making, It's specifically for this tool pack. Which is different than what you're doing, slightly.
Converting BC7 to DXT5 to edit in Photoshop causes the texture's to lose some midtone colors. There's an easy way to get them back. And this tool has more files that you need to edit, than your method {You'll need to edit all the mipmaps so the game renders the skin properly}. Both have the same in-game result. Just different ways to go about it
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.
*EDIT*
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.
Last edited by UncleFestor on Wed May 06, 2015 5:29 pm, edited 1 time in total.
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Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
If I understand all of this correctly there is no reason not to have the two tutorials and approaches existing together. People can then choose what suites them best.
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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
Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
a little question, on this step:
-Open "scripts\inject.bms" in notepad and edit PKName value
(e.g. string PKName = "char_cagejr_a" or string PKName = "CHAR_Mileena_C")
the file should end up like this? (the changes are highlighted)
**********************************************
get NAME basename
string NAME - -10
set offset binary Name // texture offset
get Tsize asize 0
math Tsize - 0x94 // texture size
string PKName = "CHAR_SubZero_B" // <------- change this
string IN P "output\CHAR_SubZero_B.XXX.last"
Open "." IN 1
get XXXsize asize 1
math XXXsize1 = offset //1st part
math XXXsize2 = XXXsize
math offset + Tsize //1st part+ texture
math XXXsize2 - offset //2nd part
append
log MEMORY_FILE 0 XXXsize1 1
log MEMORY_FILE 0x94 Tsize 0
log MEMORY_FILE offset XXXsize2 1
append
get size asize MEMORY_FILE
string OUT P "output\CHAR_SubZero_B.XXX"
log OUT 0 size MEMORY_FILE
log IN 0 size MEMORY_FILE
**************************************************
-Open "scripts\inject.bms" in notepad and edit PKName value
(e.g. string PKName = "char_cagejr_a" or string PKName = "CHAR_Mileena_C")
the file should end up like this? (the changes are highlighted)
**********************************************
get NAME basename
string NAME - -10
set offset binary Name // texture offset
get Tsize asize 0
math Tsize - 0x94 // texture size
string PKName = "CHAR_SubZero_B" // <------- change this
string IN P "output\CHAR_SubZero_B.XXX.last"
Open "." IN 1
get XXXsize asize 1
math XXXsize1 = offset //1st part
math XXXsize2 = XXXsize
math offset + Tsize //1st part+ texture
math XXXsize2 - offset //2nd part
append
log MEMORY_FILE 0 XXXsize1 1
log MEMORY_FILE 0x94 Tsize 0
log MEMORY_FILE offset XXXsize2 1
append
get size asize MEMORY_FILE
string OUT P "output\CHAR_SubZero_B.XXX"
log OUT 0 size MEMORY_FILE
log IN 0 size MEMORY_FILE
**************************************************
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Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
You only need to change the one that's marked <------- change this
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Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
well that explains why it didn't workedUncleFestor wrote:You only need to change the one that's marked <------- change this
-edit: I did the proper thing now, and.. subzero still looks like the same.. :/ I've edited the textures from the DDS folder, then saved them into DX5 and used the inject bat.. and when put in game he looks like nothing changed..
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Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
for some reason when i do what u say and drop the characters_a.xxx file into the input folder and then i got extract and it pops up says theres some kinda error and the dds and other folder appears but when i click in them their empty
Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
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
- Attachments
-
- mkx.zip
- (1.15 KiB) Downloaded 558 times
Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
I was banging my head on the keyboard about this too, but figured it out. When UncleFestor mentioned the files need to be "decompressed" he meant you need to first decompress the XXX file using the decompression tool found here:mrelectriccity wrote:for some reason when i do what u say and drop the characters_a.xxx file into the input folder and then i got extract and it pops up says theres some kinda error and the dds and other folder appears but when i click in them their empty
http://www.gildor.org/downloads
Its command line based, so hope you have some basic command prompt skills. Nothing to fancy, just find the folder and type "decompress filename.xxx" then use the file placed in the
"unpacked" folder
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Re: MKX Character skin modding toolset (beta) {By oubgrdevvb
You Don't even need to use the command Line. Just drag-n-drop the char file over decompress.exe and it'll unpack it.
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