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Mortal Kombat 11

Post questions about game models here, or help out others!
nars290
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Re: Mortal Kombat 11

Post by nars290 » Sun Jun 02, 2019 9:41 pm

ghost777 wrote:
Thu May 09, 2019 2:32 am
Straight Edge wrote:
Thu May 09, 2019 1:00 am
Story mode models aren't worth the trouble imo. They're lower poly and the face rigging is very sloppy. Will keep a look out for the textures though.
Actually story models range in the 90 thousand polys, same as other full models, they just been broken up in a different way that's why the UV are different also. Its due to NRS outsourcing.
Where are the story mode Models if you dont mind me asking

BlackKaos
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Re: Mortal Kombat 11

Post by BlackKaos » Fri Jun 07, 2019 4:02 pm

Is there anyway anyone can provide these files to me?

GEARASSETS_SHA_ScriptAssets.psf
GEARASSETS_KAN_ScriptAssets.psf
ERM_01.smd

thedeclic
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Re: Mortal Kombat 11

Post by thedeclic » Sun Jun 09, 2019 5:30 pm

HI, can someone tell me how to export the face morphs ? cant find a tutorial....:(

thedeclic
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Re: Mortal Kombat 11

Post by thedeclic » Sun Jun 09, 2019 6:03 pm

lol sorry , i found it just had to use the morph tool instead of the models tool.

ChaoticFusion40
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Re: Mortal Kombat 11

Post by ChaoticFusion40 » Mon Jul 01, 2019 1:52 pm

i need the files from the game, pm me if you wish to do so.

sonvedita
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Re: Mortal Kombat 11

Post by sonvedita » Wed Jul 17, 2019 2:03 am

not extract animation help..

sonvedita
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Re: Mortal Kombat 11

Post by sonvedita » Wed Jul 17, 2019 2:04 am

not extract animation help.. :cry:

sonvedita
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Re: Mortal Kombat 11

Post by sonvedita » Wed Jul 17, 2019 4:00 am

how to import mesh.ascii file into blender or 3ds max :(

mono24
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Re: Mortal Kombat 11

Post by mono24 » Wed Jul 17, 2019 5:08 am

sonvedita wrote:
Wed Jul 17, 2019 4:00 am
how to import mesh.ascii file into blender or 3ds max :(
It is not possible in 3dsMax, but for Blender daemon1 has the .py script somewhere in the forum included in quite a few tools released by him, don't remember right now which thread, so you'll have to hunt for it in his threads.

sonvedita
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Re: Mortal Kombat 11

Post by sonvedita » Wed Jul 17, 2019 2:42 pm

muito obrigado... :wink: vou procurar

sonvedita
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Re: Mortal Kombat 11

Post by sonvedita » Wed Jul 17, 2019 3:52 pm

daemon1 wrote:
Tue May 21, 2019 5:23 pm
A new test version which also outputs material information in separate text file. This file will include all material constants and templates, also texture/detailtexture arrays.

how do I get the mesh.ascii py script for blender :(

mono24
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Re: Mortal Kombat 11

Post by mono24 » Wed Jul 17, 2019 11:37 pm

sonvedita wrote:
Wed Jul 17, 2019 2:42 pm
muito obrigado... :wink: vou procurar
sonvedita wrote:
Wed Jul 17, 2019 3:52 pm
how do I get the mesh.ascii py script for blender :(
You didn't even search what I suggested, threads by daemon1, lets say Bloodborne or Final Fantasy Dssidia NT have the .py script for Noesis, or look for Blender XPS Tools to import in Blender.

sonvedita
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Re: Mortal Kombat 11

Post by sonvedita » Thu Jul 18, 2019 1:53 pm

I looked in the forum more and I'm new to it, thank you more then blender even downloaded more of the error maybe I'm not doing it right

sonvedita
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Re: Mortal Kombat 11

Post by sonvedita » Thu Jul 18, 2019 2:00 pm

Blender XPS Tools
I downloaded it I will try, because I had downloaded one that was on the net, I could not ... thank you very much, thank you very much ok
vlw tamo junto..... :up:

sonvedita
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Re: Mortal Kombat 11

Post by sonvedita » Thu Jul 18, 2019 2:13 pm

perfect.... :D :up: :up: 8D :bravo:

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