READ THE RULES: Click here

Follow us on Facebook: https://www.facebook.com/xentax/ :)

Mortal Kombat 11

Post questions about game models here, or help out others!
Post Reply
Farrarie
n00b
Posts: 16
Joined: Sun Mar 19, 2017 11:00 am
Has thanked: 9 times

Re: Mortal Kombat 11

Post by Farrarie » Tue May 07, 2019 12:34 pm

ghost777 wrote:
Tue May 07, 2019 4:38 am
Here is my Shao Kahn I did recently.1.jpg
Oof, this is awsome, can u share the model ?

icexclimbers
ultra-n00b
Posts: 2
Joined: Wed May 01, 2019 12:39 pm
Been thanked: 1 time

Re: Mortal Kombat 11

Post by icexclimbers » Tue May 07, 2019 4:24 pm

I know I have no right to ask for this but....is someone planning to extract either Scorpion or Sub-Zero? :(

Farrarie
n00b
Posts: 16
Joined: Sun Mar 19, 2017 11:00 am
Has thanked: 9 times

Re: Mortal Kombat 11

Post by Farrarie » Tue May 07, 2019 6:40 pm

Guys, how to open the .upn file, because when I drag shawkan xxx it only give me the .upn

User avatar
ghost777
n00b
Posts: 12
Joined: Fri Mar 02, 2018 10:15 pm
Has thanked: 5 times
Been thanked: 2 times

Re: Mortal Kombat 11

Post by ghost777 » Tue May 07, 2019 10:49 pm

Scorpion Model. Ive been reading of how you guys are building the models and extracting the textures. I have to admit some of you are doing it the hard way lol. There are a couple ways of doing this, I usually use neosis to convert, then import to 3DMax using Gildor Plugin then Mirror the rig with the object Since the extraction extracts models in wrong direction. I then export to Maya or Lightwave3D for the rest.

As for textures i open the DDS all in Photoshop and color them in by using a overlay or multiply, real easy but time consuming depending on the character lol. I been told i should mention part of my process on this forum from a friend lol, so i did.
asas.jpg
You do not have the required permissions to view the files attached to this post.

icexclimbers
ultra-n00b
Posts: 2
Joined: Wed May 01, 2019 12:39 pm
Been thanked: 1 time

Re: Mortal Kombat 11

Post by icexclimbers » Tue May 07, 2019 11:46 pm

Wow, this looks splendid...I can imagine how much work you've put into it. I hope these little words of mine can motivate you to continue ... :(

Eag1e
ultra-n00b
Posts: 1
Joined: Sun Mar 17, 2019 4:48 am

Re: Mortal Kombat 11

Post by Eag1e » Wed May 08, 2019 2:55 pm

https://imgur.com/a/rZADE0f Does anyone know where to find the missing textures for kabal? :?: I'm bad at finding textures lol [roll]

EDIT: I had to change the transparent parts in the skin texture, it works now, guess I gotta edit the colors now :?
Last edited by Eag1e on Wed May 08, 2019 6:16 pm, edited 1 time in total.

daemon1
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 1920
Joined: Tue Mar 24, 2015 8:12 pm
Has thanked: 50 times
Been thanked: 1470 times

Re: Mortal Kombat 11

Post by daemon1 » Wed May 08, 2019 3:37 pm

ghost777 wrote:
Tue May 07, 2019 10:49 pm
the extraction extracts models in wrong direction
Tool extracts models as correct original data.
Since UE uses left-handed coordinate system, if you load it in right-handed editor, such as 3dmax, it will look mirrored

BlackKaos
ultra-n00b
Posts: 9
Joined: Mon Oct 10, 2016 12:53 am
Has thanked: 1 time

Re: Mortal Kombat 11

Post by BlackKaos » Wed May 08, 2019 7:15 pm

I have been able to rip all the models so far except Shao Kahn, Shang Tsung and Kano which don't have the GEARASSETS_.ScriptAssests.psf

daemon1
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 1920
Joined: Tue Mar 24, 2015 8:12 pm
Has thanked: 50 times
Been thanked: 1470 times

Re: Mortal Kombat 11

Post by daemon1 » Wed May 08, 2019 7:22 pm

BlackKaos wrote:
Wed May 08, 2019 7:15 pm
I have been able to rip all the models so far except Shao Kahn, Shang Tsung and Kano which don't have the GEARASSETS_.ScriptAssests.psf
they have them. Just the files are very big

BlackKaos
ultra-n00b
Posts: 9
Joined: Mon Oct 10, 2016 12:53 am
Has thanked: 1 time

Re: Mortal Kombat 11

Post by BlackKaos » Wed May 08, 2019 9:15 pm

Where are they at? I couldn't find them in the link to the game files they provided. Thank you!

Farrarie
n00b
Posts: 16
Joined: Sun Mar 19, 2017 11:00 am
Has thanked: 9 times

Re: Mortal Kombat 11

Post by Farrarie » Wed May 08, 2019 10:17 pm

BlackKaos wrote:
Wed May 08, 2019 9:15 pm
Where are they at? I couldn't find them in the link to the game files they provided. Thank you!
same here, cant extract shao khan, and sadly no one want to share his model either

Straight Edge
beginner
Posts: 26
Joined: Sun Oct 05, 2014 5:15 pm
Has thanked: 11 times
Been thanked: 4 times

Re: Mortal Kombat 11

Post by Straight Edge » Wed May 08, 2019 10:20 pm

Shao Kahn's models are stored in the "GEARASSETS_SHA_ScriptAssets.xxx" and "GEARASSETS_SHA_ScriptAssets.psf" containers.

RedXenox311
beginner
Posts: 25
Joined: Wed May 01, 2019 3:17 pm
Been thanked: 3 times

Re: Mortal Kombat 11

Post by RedXenox311 » Wed May 08, 2019 10:56 pm

if anyone is able to get the textures recolored to there correct colors, can they post it on here? :)

User avatar
ghost777
n00b
Posts: 12
Joined: Fri Mar 02, 2018 10:15 pm
Has thanked: 5 times
Been thanked: 2 times

Re: Mortal Kombat 11

Post by ghost777 » Wed May 08, 2019 11:56 pm

daemon1 wrote:
Wed May 08, 2019 3:37 pm
ghost777 wrote:
Tue May 07, 2019 10:49 pm
the extraction extracts models in wrong direction
Tool extracts models as correct original data.
Since UE uses left-handed coordinate system, if you load it in right-handed editor, such as 3dmax, it will look mirrored
Ah cool, thanks for the info.

User avatar
ghost777
n00b
Posts: 12
Joined: Fri Mar 02, 2018 10:15 pm
Has thanked: 5 times
Been thanked: 2 times

Re: Mortal Kombat 11

Post by ghost777 » Thu May 09, 2019 12:07 am

Has anyone found the story mode character textures for the models? Those models are complete but their UVs are different than the skins. Plus the story mode models have bones working for the face.

Post Reply