
Killer Instinct .kimesh / .kihkx
- zaramot
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Re: Killer Instinct .kimesh / .kihkx
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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Last edited by zaramot on Tue Apr 19, 2016 8:05 am, edited 1 time in total.
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Re: Killer Instinct .kimesh / .kihkx

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
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
Last edited by zaramot on Tue Apr 19, 2016 4:45 pm, edited 3 times in total.
Making model-import scripts, PM
Re: Killer Instinct .kimesh / .kihkx
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
- 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.
Re: Killer Instinct .kimesh / .kihkx
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?
- shakotay2
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Re: Killer Instinct .kimesh / .kihkx
UVB size is 24 for Aria:
(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)
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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Last edited by shakotay2 on Sat Sep 23, 2017 8:21 am, edited 1 time in total.
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."
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."
- zaramot
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Re: Killer Instinct .kimesh / .kihkx
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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Making model-import scripts, PM
- SpookyMajora
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Re: Killer Instinct .kimesh / .kihkx
I've noticed that some of the textures for Arbiter's Retro skins are corrupted, most of them being normal maps.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?
Not sure about the other characters though.
Re: Killer Instinct .kimesh / .kihkx
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!
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

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
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?
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?
- SpookyMajora
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Re: Killer Instinct .kimesh / .kihkx
I've been using 2015 and 16, and it's grabbed the meshes just fine.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?
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Re: Killer Instinct .kimesh / .kihkx
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 sureTFA 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?
EDIT: Bones and weights are working now, so I think I'm going to share maxscript today, maybe tomorrow.

Making model-import scripts, PM
- shakotay2
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Re: Killer Instinct .kimesh / .kihkx
talking about Sadira's missing head? Couldn't find it so far in the kimesh - it might be in a separate one.TFA wrote:Edit: It seems that in 3ds max 2012, it isn't grabbing all of the submeshes?
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."
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."
Re: Killer Instinct .kimesh / .kihkx
Actually, for some reason, it isn't importing every piece of any character.shakotay2 wrote:talking about Sadira's missing head? Couldn't find it so far in the kimesh - it might be in a separate one.TFA wrote:Edit: It seems that in 3ds max 2012, it isn't grabbing all of the submeshes?
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"
