Killer Instinct .kimesh / .kihkx

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zaramot
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Re: Killer Instinct .kimesh / .kihkx

Post by zaramot » Sun Apr 17, 2016 12:53 pm

Okay, thanks a lot for great pack of models. I have tried a lot of them and they imported fine. So, here's my "alpha" script which imports GEOMETRY only, no bones and weights yet, static models - not rigged. I'm going to implement rig soon, though if anyone would like to import and "play" with models a bit here you go xD

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Re: Killer Instinct .kimesh / .kihkx

Post by TFA » Mon Apr 18, 2016 3:03 am

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Thank you very much to everyone for your effort so far! I am extremely excited for the textures and rigging to make their way over, because the models look absolutely gorgeous with even a basic Cycles render.

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Re: Killer Instinct .kimesh / .kihkx

Post by zaramot » Mon Apr 18, 2016 2:03 pm

Here's my beta Noesis plugin for textures .kitex. You could try it out! I've had only textures for character "orchid", so other may not work xD but they should, I hope
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Re: Killer Instinct .kimesh / .kihkx

Post by TFA » Mon Apr 18, 2016 4:52 pm

I can provide more files if necessary, but it seems to be working perfectly! Looking at the textures, I can see that:
  • Diffuse - CM (Color Map)
  • Normal Map - NM
  • Specular Map - SM
  • Glow - SM Alpha
Things I can't figure out what they'd do:
  • I'm not sure what the CM Alpha is. My guess is some sort of cubemap mask, as it doesn't make sense for much else, and it's definitely not a glowmask. It's not the same as the specular either.
  • Fresnel is pretty strange too. It's got full RGBA data, with what appears to be some form of specular tint. Yet, it's got a few differences from the specular map, which also has this tint. For one, glowing pieces are present in the RGB, but the A seemingly only has certain areas masked.

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Re: Killer Instinct .kimesh / .kihkx

Post by TFA » Tue Apr 19, 2016 4:12 am

Sorry for a double post, but it's important enough that anyone subscribed to the thread should take note. It seems that the UVs on any characters from season 2 and up are broken, such as the ones on Hisako and Aria. Any ideas?

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Re: Killer Instinct .kimesh / .kihkx

Post by shakotay2 » Tue Apr 19, 2016 7:27 am

UVB size is 24 for Aria:
ariaTex.jpg
(2nd submesh)

UVB size is 11th entry in the lines of Mariusz' vertex stream infolist (16 or 8 for orchid.kimesh)

-- infolist of vertice streams

offset 14452 (20-stride, 0-first vertex offset in vertex stream, 0, 0, 0, 0, 0, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0)
offset 14532 (20, 9000, 0, 0, 0, 0, 0, 0, 0, 0, 16, 7200, 0, 0, 0, 0, 0, 0, 0, 0)
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Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: Killer Instinct .kimesh / .kihkx

Post by zaramot » Tue Apr 19, 2016 8:00 am

Yup, I know about this:) I fixed this in new tiny update, was going to post it later with some tests. Though, if you want those models very bad, you can try it out (I'm looking at the skeleton now) BTW, what about textures there? You able to convert them with Noesis plugin?
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Re: Killer Instinct .kimesh / .kihkx

Post by SpookyMajora » Tue Apr 19, 2016 11:22 am

zaramot wrote:Yup, I know about this:) I fixed this in new tiny update, was going to post it later with some tests. Though, if you want those models very bad, you can try it out (I'm looking at the skeleton now) BTW, what about textures there? You able to convert them with Noesis plugin?
I've noticed that some of the textures for Arbiter's Retro skins are corrupted, most of them being normal maps.
Not sure about the other characters though.

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Re: Killer Instinct .kimesh / .kihkx

Post by TFA » Tue Apr 19, 2016 4:18 pm

Retro Judge Files: https://feen.us/y7gd9ep5fr791mvrsa2x.zip

May be useful if you want to take a look at the new format. All of the textures from Season 2 and earlier seems to work though!

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Re: Killer Instinct .kimesh / .kihkx

Post by zaramot » Tue Apr 19, 2016 4:48 pm

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P.S. BTW, I wanted to ask you to pack some character's .kihkx, in order to verify my findings
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Re: Killer Instinct .kimesh / .kihkx

Post by TFA » Tue Apr 19, 2016 6:52 pm

All character-related HKX files: https://feen.us/6fub9wjyk75fw4a016y8.zip

Edit: It seems that in 3ds max 2012, it isn't grabbing all of the submeshes? Up until now, I've been having a friend send files from their copy of max. What version should I ideally be using?

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Re: Killer Instinct .kimesh / .kihkx

Post by SpookyMajora » Wed Apr 20, 2016 4:50 am

TFA wrote:All character-related HKX files: https://feen.us/6fub9wjyk75fw4a016y8.zip

Edit: It seems that in 3ds max 2012, it isn't grabbing all of the submeshes? Up until now, I've been having a friend send files from their copy of max. What version should I ideally be using?
I've been using 2015 and 16, and it's grabbed the meshes just fine.

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Re: Killer Instinct .kimesh / .kihkx

Post by zaramot » Wed Apr 20, 2016 6:40 am

TFA wrote:All character-related HKX files: https://feen.us/6fub9wjyk75fw4a016y8.zip

Edit: It seems that in 3ds max 2012, it isn't grabbing all of the submeshes? Up until now, I've been having a friend send files from their copy of max. What version should I ideally be using?
Thanks a lot again for great pack of .kihkx:) If everyone could provide such great samples when requested xD I'm using 3ds max 2009-2011, so in those ones everything should work fine for sure

EDIT: Bones and weights are working now, so I think I'm going to share maxscript today, maybe tomorrow.

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Re: Killer Instinct .kimesh / .kihkx

Post by shakotay2 » Wed Apr 20, 2016 12:32 pm

TFA wrote:Edit: It seems that in 3ds max 2012, it isn't grabbing all of the submeshes?
talking about Sadira's missing head? Couldn't find it so far in the kimesh - it might be in a separate one.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
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Re: Killer Instinct .kimesh / .kihkx

Post by TFA » Wed Apr 20, 2016 3:29 pm

shakotay2 wrote:
TFA wrote:Edit: It seems that in 3ds max 2012, it isn't grabbing all of the submeshes?
talking about Sadira's missing head? Couldn't find it so far in the kimesh - it might be in a separate one.
Actually, for some reason, it isn't importing every piece of any character.
When I try to import Aria myself, none of her limbs are there: https://feen.us/cyc2usogrem29mfhjykg.png.
Aganos refuses to import at all, and Maya refuses to import besides a head.
Cinder imports without his feet https://feen.us/1b1n4hvkgfdznc201vef.png.

Another friend with 3DS Max 2012 was having the same issue, I'll give 3DS Max 2010 a shot.

Edit:

https://feen.us/p7xb5qjunppre2975ns8.png

Getting the same issue with Max 2010. This is my console output:
"Mesh Info Start @ 0xa8e"
"Mesh Info End @ 0xdee"
(Mesh_Info_Struct VertCount:3174 FaceCount:3639 FaceStride:0 UVType:1776)
(Mesh_Info_Struct VertCount:19910 FaceCount:19517 FaceStride:10917 UVType:1648)
(Mesh_Info_Struct2 VertStride:20 VertOff:0 WStride:24 WOff:0)
(Mesh_Info_Struct2 VertStride:20 VertOff:63480 WStride:24 WOff:76176)
"Face Start @ 0x14b4"
"Face End @ 0x69fe"
"Vertex Start @ 0x2336c"
"Vertex End @ 0x32b64"
"Weights Start @ 0x93edc"
"Weights End @ 0xa686c"
"Face Start @ 0x69fe"
"Face End @ 0x2336c"
"Vertex Start @ 0x32b64"
"Vertex End @ 0x93edc"
"Weights Start @ 0xa686c"
"Weights End @ 0x11b2fc"

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