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 Post subject: Re: Killer Instinct .kimesh / .kihkx
PostPosted: Sat Apr 23, 2016 3:44 pm 
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shakotay2 wrote:
Read here, post as of Tue Apr 19, 2016 4:48 pm


Can't find a post at the time, and I can't access any links in any posts that Neosis.

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 Post subject: Re: Killer Instinct .kimesh / .kihkx
PostPosted: Sat Apr 23, 2016 4:01 pm 
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Manters wrote:
shakotay2 wrote:
Read here, post as of Tue Apr 19, 2016 4:48 pm


Can't find a post at the time,
you're kidding me, aren't you? :D
viewtopic.php?f=16&t=14217&p=117951&hilit=pack#p117951

Quote:
and I can't access any links in any posts that Neosis.

http://richwhitehouse.com/index.php?con ... sv4177.zip

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 Post subject: Re: Killer Instinct .kimesh / .kihkx
PostPosted: Sat Apr 23, 2016 6:15 pm 
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shakotay2 wrote:
Manters wrote:

Quote:
and I can't access any links in any posts that Neosis.

http://richwhitehouse.com/index.php?con ... sv4177.zip


Oh dear... I meant "I can't find any links to a Noesis plugin for kitex in all the posts in this topic" Damn it.


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 Post subject: Re: Killer Instinct .kimesh / .kihkx
PostPosted: Sat Apr 23, 2016 6:40 pm 
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Hi guys great progress here!
I haven't tried yet, so I have a question...
How you manage to select the accesories? I mean, there are probably thousands of combination for a single character.
I can make a front end for the customization selection just in case you need it


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 Post subject: Re: Killer Instinct .kimesh / .kihkx
PostPosted: Sun Apr 24, 2016 9:14 am 
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interloko wrote:
Hi guys great progress here!
I haven't tried yet, so I have a question...
How you manage to select the accesories? I mean, there are probably thousands of combination for a single character.
I can make a front end for the customization selection just in case you need it


That would be great however I feel like that would take a lot of time as their is currently no standardized formatting for the various accessory slots. For example on Fulgore his weapons parts are named "Fulgore_Weapon_hitech... Fulgore_Weapon_Military" But on Hisako it's "Hisako_acc01_area_a... Hisako _acc02_area_a"


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 Post subject: Re: Killer Instinct .kimesh / .kihkx
PostPosted: Sun Apr 24, 2016 3:25 pm 
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A frontend tool might be useful for people without the time to check the wiki for naming, but I don't think it's entirely necessary. It certainly could save some time though! How do you intend to get the "pretty names" for meshes, as the user in-game would see?


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 Post subject: Re: Killer Instinct .kimesh / .kihkx
PostPosted: Sun Apr 24, 2016 5:38 pm 
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I need to know how the script Works.
How the files loaded? Just grab all the files from a folder and load them all?
The idea is to make it user friendly. You will see the accesories just as in game and click on it to select
All the names will be stored in external text files


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 Post subject: Re: Killer Instinct .kimesh / .kihkx
PostPosted: Mon Apr 25, 2016 8:16 am 
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Can someone supply me the bone files? trying to port Orchid with the files TFA shared but they don't contain them, only mesh parts


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 Post subject: Re: Killer Instinct .kimesh / .kihkx
PostPosted: Mon Apr 25, 2016 3:39 pm 
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Image

The files in the OP definitely have Orchid's bone hkx. If you find anything missing, let me know :wink:


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 Post subject: Re: Killer Instinct .kimesh / .kihkx
PostPosted: Wed Apr 27, 2016 1:47 am 
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I can't open the links you are sending, they show up as question marks. i need the files for judge and retro judge.

To be more specific, i need the texture files for retro judge and judge, im able to open the model files, but i really need the textures and im seemingly unable to open any of the feen.us links


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 Post subject: Re: Killer Instinct .kimesh / .kihkx
PostPosted: Thu Apr 28, 2016 1:25 am 
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MEGASEAN2812 wrote:
I can't open the links you are sending, they show up as question marks. i need the files for judge and retro judge.

To be more specific, i need the texture files for retro judge and judge, im able to open the model files, but i really need the textures and im seemingly unable to open any of the feen.us links


I'm also having this problem. Nothing but a question mark image shows up for me.


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 Post subject: Re: Killer Instinct .kimesh / .kihkx
PostPosted: Thu Apr 28, 2016 3:52 pm 
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Also, I've started building a list of broken meshes in the OP. If you find any issues with rigging/UVs, PM me or make a post and I can add it. I'll try to go through in alphabetical order and find what I can, though the sheer quantity of meshes will make it hard.

Edit:

I've got 5 tested so far. Going to take a break for a bit. Got down to Gauze.


Last edited by TFA on Sun May 08, 2016 5:04 pm, edited 1 time in total.

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 Post subject: Re: Killer Instinct .kimesh / .kihkx
PostPosted: Sun May 01, 2016 12:36 am 
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Any updates, anybody?


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 Post subject: Re: Killer Instinct .kimesh / .kihkx
PostPosted: Sun May 01, 2016 8:49 am 
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Just wanted to say thanks to all those who worked on porting these! I'm sure someone is already porting these to SFM so everyone can have access to them.

Made this in Cycles.
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 Post subject: Re: Killer Instinct .kimesh / .kihkx
PostPosted: Sun May 01, 2016 8:57 am 
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Great render 42tenthlick! I love it, about updates thanks to TFA who provided detailed report on broken UV's I'm fixing them ATM, after that I think you should get models without big problems, right?


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