Killer Instinct .kimesh / .kihkx
Posted: Tue Apr 12, 2016 5:22 pm
I'm not extracting for people anymore.
So, chrrox from the Game Archives forum was able to make a pretty awesome unpacker script for the latest Killer Instinct. However, as one might expect, all of the file formats are proprietary. Here's what I've been able to gather so far:
Fully tested working characters:
Aganos
Fullgore
Gauze
List of currently known broken meshes:
aria_acc00_area_c (No UVs)
aria_acc01_area_a (Broken UVs)
aria_acc01_area_b (Broken UVs on one submesh)
aria_acc01_area_c (Broken UVs on one submesh)
aria_acc02_area_a (Broken UVs on one submesh)
aria_acc02_area_b (Broken UVs on one submesh)
aria_acc03_area_a (Broken UVs on one submesh)
aria_acc03_area_b (Broken UVs )
aria_acc03_area_c (Broken UVs )
aria_acc03_area_c (Broken UVs )
cinder_acc00_area_a (Broken UVs on one submesh)
cinder_acc00_area_c (Broken UVs on one submesh)
cinder_acc01_area_a (Broken UVs on one submesh)
cinder_acc01_area_c (Broken UVs on one submesh)
cinder_acc02_area_a (Broken UVs on one submesh)
cinder_acc02_area_c (Broken UVs on one submesh)
cinder_acc03_area_a (Broken UVs on one submesh)
cinder_acc03_area_c (Broken UVs on one submesh)
So, chrrox from the Game Archives forum was able to make a pretty awesome unpacker script for the latest Killer Instinct. However, as one might expect, all of the file formats are proprietary. Here's what I've been able to gather so far:
- Almost all files seem to be prefixed with .ki besides the .xml files, which are standardized.
- File endings are mostly self explanatory, with the exception of files with the extension ".48" and ".51"
- In the characters/charactername/ folder, there are textures, materials, meshes, and all relevant data.
- ".kimat" contain the shader parameters, while ".kitex" contains some form of texture.
- As I understand, .kitex aren't simply renamed .dds files, as I noticed an internal path while briefly scrolling through with a hex file. However, due to the file sizes, I'm assuming they have a standard DXT compression scheme. I'm still very amateur, so I may be wrong about both of those.
- Interestingly, some textures are suffixed as _fresnel or _fresnel_variation_2. Might these be cubemaps?
- ".kimesh" presumably contain the mesh data, and I'm assuming that ".kihkx" is some form of Havok skeleton file. It may also contain animations.
Fully tested working characters:
Aganos
Fullgore
Gauze
List of currently known broken meshes:
aria_acc00_area_c (No UVs)
aria_acc01_area_a (Broken UVs)
aria_acc01_area_b (Broken UVs on one submesh)
aria_acc01_area_c (Broken UVs on one submesh)
aria_acc02_area_a (Broken UVs on one submesh)
aria_acc02_area_b (Broken UVs on one submesh)
aria_acc03_area_a (Broken UVs on one submesh)
aria_acc03_area_b (Broken UVs )
aria_acc03_area_c (Broken UVs )
aria_acc03_area_c (Broken UVs )
cinder_acc00_area_a (Broken UVs on one submesh)
cinder_acc00_area_c (Broken UVs on one submesh)
cinder_acc01_area_a (Broken UVs on one submesh)
cinder_acc01_area_c (Broken UVs on one submesh)
cinder_acc02_area_a (Broken UVs on one submesh)
cinder_acc02_area_c (Broken UVs on one submesh)
cinder_acc03_area_a (Broken UVs on one submesh)
cinder_acc03_area_c (Broken UVs on one submesh)


