Tutorial: Extracting, Modifying and Importing MK9 Textures
Tutorial: Extracting, Modifying and Importing MK9 Textures
This tutorial will lead you through the whole process of extracting, editing and importing textures.
Things you will need:
1. DDS plugin for Photoshop. It is for opening and saving textures.
Download (External links): https://developer.nvidia.com/nvidia-tex ... -photoshop
Download (Internal links): You should install it or copy plugin files to: ~your installation directory/Adobe\Adobe Photoshop CSx\Plug-ins\File Formats folder.
*(x = version of your program)
2. MK9 Texture Tool by Scorpion2k7.. For decompressing and extracting files.
Download (External link): http://www.mediafire.com/download/kq848 ... ool_V3.rar
Download (Internal link): Extract tool anywhere you want.
3. UE Viewer by Gildor.. For extracting textures in DDS format.
Download: http://www.gildor.org/en/projects/umodel
Extract tool anywhere you want.
4. MK9 Texture Injector by RoqueDemon.. For importing modified textures into archives. This tool required Java 1.7 to be installed.
Download (External link): : http://www.gamevixenzone.net/tools-util ... ctor-1222/
*requires a registration for download
Download (Internal link): : Extract tool anywhere you want.
5. Your copy of the game.
--------------------------------------------------
***EXTRACTING TEXTURES***
STEP 1. Hit the combination on your keyboard displayed on the image below, type "cmd" or "cmd.exe" in the window which opens and click ok.
STEP 2. In the commander window type command cd, type the path where you extracted UE Viewer and hit enter.
STEP 3. Go to the folder where you installed your game, then to DiscContentPC\Asset folder ex.: "D:\Games\Mortal Kombat Komplete Edition\DiscContentPC\Asset".
Now there are kept all the Mortal Kombat game files. Copy one of fighter's archive to UE Viewer directory. The base template for naming is CHAR_fighter's_name.xxx.
WARNING: Backup all the files you're gonna edit. If something goes wrong you won't be able to restore it.
I selected 3rd Sub Zero's outfit (MK3).
STEP 4. Now we're gonna extract textures. In commander window type:
umodel_win32>umodel -nomesh -noanim -dds -export ~your fighters package
and hit enter:
A new folder will be created with the same name as archive where all textures will be exported in DDS format.
***EDITING AND SAVING TEXTURES***
STEP 1. Now go to that folder, then go to Texture2D folder. There are all the textures. Open one in Photoshop and edit it. I picked SubZero_F_Diff.dds
Keep in mind that you have to install DDS plugin before opening texture.
STEP 2. Save your modified texture with as DXT5 ARGB 8 bpp|interpolated alpha with MipMap generation:
***INJECTING TEXTURES INTO ARCHIVE***
STEP 1. Copy the same xxx archive into your MK9 Texture Tool directory.
STEP 2. Now drag it over decompress.exe file and release the button.
This will decompress the file. The decompressed archive will be created in "unpacked" folder. You'll notice size difference between original and decompressed xxx archives.
STEP 3. Delete the orginal xxx archive and copy decompressed one back to MK9 Texture Tool folder.
STEP 4. Drag decompressed archive over extract.exe and release it. This will extract original files from the archive into newly created folder with the same name as archive.
STEP 5. Go to that folder and search for a texture with the same name as you edited just with the extension .Texture2D. In my case it's in CHAR_SubZero_F\Textures. But sometimes in can be some other folder.
STEP 6. Copy that Texture2D file, decompressed archive and your edited DDS file into MK9 Texture Injector folder.
STEP 7. Run "run.bat" file. Type archive name without extension (without.xxx) and hit enter. Then type texture name without extension and hit enter. If everything correct, a message "File injected" should appear.
STEP 8. Copy xxx archive from that Texture Injector folder back to your game directory (~\Mortal Kombat Komplete Edition\DiscContentPC\Asset". ). Make sure you made a backup of edited file.
STEP 9. Run game and see changes.
--------------------------------------------------
That's the way I got it working. If you know easier way to do it you're welcome to share it. Feel free to ask any questions regarding this tutorial. Enjoy.
Things you will need:
1. DDS plugin for Photoshop. It is for opening and saving textures.
Download (External links): https://developer.nvidia.com/nvidia-tex ... -photoshop
Download (Internal links): You should install it or copy plugin files to: ~your installation directory/Adobe\Adobe Photoshop CSx\Plug-ins\File Formats folder.
*(x = version of your program)
2. MK9 Texture Tool by Scorpion2k7.. For decompressing and extracting files.
Download (External link): http://www.mediafire.com/download/kq848 ... ool_V3.rar
Download (Internal link): Extract tool anywhere you want.
3. UE Viewer by Gildor.. For extracting textures in DDS format.
Download: http://www.gildor.org/en/projects/umodel
Extract tool anywhere you want.
4. MK9 Texture Injector by RoqueDemon.. For importing modified textures into archives. This tool required Java 1.7 to be installed.
Download (External link): : http://www.gamevixenzone.net/tools-util ... ctor-1222/
*requires a registration for download
Download (Internal link): : Extract tool anywhere you want.
5. Your copy of the game.
--------------------------------------------------
***EXTRACTING TEXTURES***
STEP 1. Hit the combination on your keyboard displayed on the image below, type "cmd" or "cmd.exe" in the window which opens and click ok.
STEP 2. In the commander window type command cd, type the path where you extracted UE Viewer and hit enter.
STEP 3. Go to the folder where you installed your game, then to DiscContentPC\Asset folder ex.: "D:\Games\Mortal Kombat Komplete Edition\DiscContentPC\Asset".
Now there are kept all the Mortal Kombat game files. Copy one of fighter's archive to UE Viewer directory. The base template for naming is CHAR_fighter's_name.xxx.
WARNING: Backup all the files you're gonna edit. If something goes wrong you won't be able to restore it.
I selected 3rd Sub Zero's outfit (MK3).
STEP 4. Now we're gonna extract textures. In commander window type:
umodel_win32>umodel -nomesh -noanim -dds -export ~your fighters package
and hit enter:
A new folder will be created with the same name as archive where all textures will be exported in DDS format.
***EDITING AND SAVING TEXTURES***
STEP 1. Now go to that folder, then go to Texture2D folder. There are all the textures. Open one in Photoshop and edit it. I picked SubZero_F_Diff.dds
Keep in mind that you have to install DDS plugin before opening texture.
STEP 2. Save your modified texture with as DXT5 ARGB 8 bpp|interpolated alpha with MipMap generation:
***INJECTING TEXTURES INTO ARCHIVE***
STEP 1. Copy the same xxx archive into your MK9 Texture Tool directory.
STEP 2. Now drag it over decompress.exe file and release the button.
This will decompress the file. The decompressed archive will be created in "unpacked" folder. You'll notice size difference between original and decompressed xxx archives.
STEP 3. Delete the orginal xxx archive and copy decompressed one back to MK9 Texture Tool folder.
STEP 4. Drag decompressed archive over extract.exe and release it. This will extract original files from the archive into newly created folder with the same name as archive.
STEP 5. Go to that folder and search for a texture with the same name as you edited just with the extension .Texture2D. In my case it's in CHAR_SubZero_F\Textures. But sometimes in can be some other folder.
STEP 6. Copy that Texture2D file, decompressed archive and your edited DDS file into MK9 Texture Injector folder.
STEP 7. Run "run.bat" file. Type archive name without extension (without.xxx) and hit enter. Then type texture name without extension and hit enter. If everything correct, a message "File injected" should appear.
STEP 8. Copy xxx archive from that Texture Injector folder back to your game directory (~\Mortal Kombat Komplete Edition\DiscContentPC\Asset". ). Make sure you made a backup of edited file.
STEP 9. Run game and see changes.
--------------------------------------------------
That's the way I got it working. If you know easier way to do it you're welcome to share it. Feel free to ask any questions regarding this tutorial. Enjoy.
Last edited by Gambid on Thu Dec 23, 2021 4:05 am, edited 7 times in total.
Reason: Broken tutorial images replaced. Thanks to zepterrian for providing the images.
Reason: Broken tutorial images replaced. Thanks to zepterrian for providing the images.
- Gambid
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Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
Great Tutorial.
Can I ask you to please upload the images as part of the post, so that they don't get deleted in time
Can't wait to see the first complete skins
Can I ask you to please upload the images as part of the post, so that they don't get deleted in time
Can't wait to see the first complete skins
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By the unholy darkness that consumes me, I will have the Earthrealm.
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Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
Oh men this one would have been very useful last night i was struggling trying to find the correct option to save the dds
I'm working on a classic tuxedo for Johnny
I'm working on a classic tuxedo for Johnny
Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
Yo
Great tutorial
any way to edit sound files?
i managed to extract them, but i cant convert them back to fsb-fmodevent file
Great tutorial
any way to edit sound files?
i managed to extract them, but i cant convert them back to fsb-fmodevent file
Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
Last edited by micko on Wed Oct 04, 2023 10:25 am, edited 2 times in total.
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Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
There is currently no way to change the special moves combinations. I know that these is kind of a stretch for the PC only gamers who are coming from MKT/MK4 but most moves are similar to the 3D versions of MK.
Don't know how to change sounds either.
Don't know how to change sounds either.
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- morosenoodle
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Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
Hey, thanks, this is a great tutorial!
I'm having a bit of trouble near the end, though. I got everything working up until the Injector step. I've tried launching run.bat, by command line and by double-clicking it's icon, with no success. Keeps saying: "Could not find the main class: Main.Main" Do I need a new Java build?
Also, is there any way to extract/inject full mesh models yet?
Thanks!
I'm having a bit of trouble near the end, though. I got everything working up until the Injector step. I've tried launching run.bat, by command line and by double-clicking it's icon, with no success. Keeps saying: "Could not find the main class: Main.Main" Do I need a new Java build?
Also, is there any way to extract/inject full mesh models yet?
Thanks!
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Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
The only thing that the run.bat file does is to calling
@echo off
java -jar MK9.DDSInjector.jar
So open cmd manually, go to the directory where the jar-file is located and execute the second line.
Main.Main is the actual entry point of the jar. Are you using the newest version of the injector (1.2)?
Check your java environment variables too. Does "java -version" make a correct output.
If nothing works, try moving the bat and the jar-files to a less hierarchical directory structure. This shouldn't be the problem, but it's worth the shot. Let me know when you try these.
@echo off
java -jar MK9.DDSInjector.jar
So open cmd manually, go to the directory where the jar-file is located and execute the second line.
Main.Main is the actual entry point of the jar. Are you using the newest version of the injector (1.2)?
Check your java environment variables too. Does "java -version" make a correct output.
If nothing works, try moving the bat and the jar-files to a less hierarchical directory structure. This shouldn't be the problem, but it's worth the shot. Let me know when you try these.
I Rule This World!
By the unholy darkness that consumes me, I will have the Earthrealm.
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By the unholy darkness that consumes me, I will have the Earthrealm.
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- morosenoodle
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Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
Just tried "java -jar", but still running into the same issue. The file is located in a pretty high level directory (C:\Modal Kombat\Injector) so I doubt that's the problem. The injector should be version 1.2; I got it from the link provided in this thread, and it contained a zip with two files - run.bat and MK9.DDSInjector.jar. My Java version is SE 1.6.0_39... I think there may be a newer version so I'll try that out and get back to you.
-edit- OK, it's working now. Updating Java to 1.7 did the trick, thanks!
-edit- OK, it's working now. Updating Java to 1.7 did the trick, thanks!
Last edited by morosenoodle on Wed Jul 10, 2013 5:59 pm, edited 1 time in total.
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Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
There is Java 1.7. I have:
java version "1.7.0_25"
Java(TM) SE Runtime Environment (build 1.7.0_25-b16)
Java HotSpot(TM) Client VM (build 23.25-b01, mixed mode, sharing)
I uploaded the Injector file that worked for me. Check the first post. Let me know if that helps.
java version "1.7.0_25"
Java(TM) SE Runtime Environment (build 1.7.0_25-b16)
Java HotSpot(TM) Client VM (build 23.25-b01, mixed mode, sharing)
I uploaded the Injector file that worked for me. Check the first post. Let me know if that helps.
I Rule This World!
By the unholy darkness that consumes me, I will have the Earthrealm.
Mortal Kombat Secrets Founder and Webmaster
By the unholy darkness that consumes me, I will have the Earthrealm.
Mortal Kombat Secrets Founder and Webmaster
- morosenoodle
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Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
Yeah, it's working now, thanks. You need Java 1.7 for the Injector.
You wouldn't happen to know if there's a way to duplicate costumes, would you? I'm not a big fan of Kitana's Alt this generation, they pulled a Sonya-in-Shaolin-Monks and really screwed up her face. Ideally, I'd like to overwrite her Alt with her MK2 costume, then retexture the duplicated MK2 costume.
I'm guessing I have to rename a lot of files within the CHAR_Name.xxx archive, but is there currently any way to do that?
You wouldn't happen to know if there's a way to duplicate costumes, would you? I'm not a big fan of Kitana's Alt this generation, they pulled a Sonya-in-Shaolin-Monks and really screwed up her face. Ideally, I'd like to overwrite her Alt with her MK2 costume, then retexture the duplicated MK2 costume.
I'm guessing I have to rename a lot of files within the CHAR_Name.xxx archive, but is there currently any way to do that?
Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
Sadly, you can't so far. I tried to put Jax over Baraka's second costume just renaming xxx files. Not extracting, nothing. Game crashed. I came up with this idea when I wanted to turn Subzero's MK1 costume into MK2.
Another issue is that there isn't working xxx repacker, so sadly, you can't do anything like that. But I hope it's just for now. I hope that some advanced programmers will make some sort of tools for this.
Another issue is that there isn't working xxx repacker, so sadly, you can't do anything like that. But I hope it's just for now. I hope that some advanced programmers will make some sort of tools for this.
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Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
Would just changing the model folders and texture folders, a long with a lot of renaming of course stop it from crashing?
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Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
You see it might work but probably won't.
I used to mod WWE RAW game. If you wanted to swap models it wasn't enough just to rename all models and texture file names - model files inside had a linking to texture files so they would use correct textures. I'd give you example: lets say you want you want to replace MK1 Sub Zero to MK2 Sub Zero. You copy all MK2 Ninja's model files to MK 1 Ninja's folders and rename them to MK 1. But, here come the problem - model files will look for texture files named MK2 and you already renamed them to MK1. So not only you'd have just to rename their file names, you'd also have to change names inside model files so they would find them.
In WWE RAW game it was easily done using hex editor. There were just a few model and texture files. You just open model files and rename textures names. MK game is pretty new and uses Unreal Engine. Model and texture files are far more complicated.
I used to mod WWE RAW game. If you wanted to swap models it wasn't enough just to rename all models and texture file names - model files inside had a linking to texture files so they would use correct textures. I'd give you example: lets say you want you want to replace MK1 Sub Zero to MK2 Sub Zero. You copy all MK2 Ninja's model files to MK 1 Ninja's folders and rename them to MK 1. But, here come the problem - model files will look for texture files named MK2 and you already renamed them to MK1. So not only you'd have just to rename their file names, you'd also have to change names inside model files so they would find them.
In WWE RAW game it was easily done using hex editor. There were just a few model and texture files. You just open model files and rename textures names. MK game is pretty new and uses Unreal Engine. Model and texture files are far more complicated.
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Re: Tutorial: Extracting, Modifying and Importing MK9 Textur
So it's "possible" just not easy?
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