[Help!]King of Fighters Maximum Impact .pak

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
Szkaradek123
Posts: 124
Joined: Sat Aug 29, 2015 1:13 pm

Re: [Help!]King of Fighters Maximum Impact .pak

Post by Szkaradek123 »

I tested importer only for files which send me users.
I can help but need files .
dswd2016
Posts: 43
Joined: Tue Mar 15, 2016 6:32 pm

Re: [Help!]King of Fighters Maximum Impact .pak

Post by dswd2016 »

Sorry, forgot to post the files. Here it is. I do not understand what I did wrong. I appreciate if you can help me.
MarioSonicU
Posts: 116
Joined: Tue Dec 08, 2015 8:36 pm

Re: [Help!]King of Fighters Maximum Impact .pak

Post by MarioSonicU »

When I exported one of the files it gave me .anm files. I suppose they are the motion files. What tools can i use to view .anms.
Rintron
Posts: 13
Joined: Fri May 20, 2016 9:13 pm

Re: [Help!]King of Fighters Maximum Impact .pak

Post by Rintron »

Hey, this is great. I've also been interested in the models from these games.
Shame this series of KOF is kinda hated, I personally like them.
Thank you for your work, gonna try this out soon.
MarioSonicU
Posts: 116
Joined: Tue Dec 08, 2015 8:36 pm

Re: [Help!]King of Fighters Maximum Impact .pak

Post by MarioSonicU »

dswd2016
Posts: 43
Joined: Tue Mar 15, 2016 6:32 pm

Re: [Help!]King of Fighters Maximum Impact .pak

Post by dswd2016 »

Finally I managed to do the correct procedure. The problem was the version of python. Thanks for the tips Szkaradek123.

Image
korea0799
Posts: 3
Joined: Sat May 28, 2016 6:59 am

Re: [Help!]King of Fighters Maximum Impact .pak

Post by korea0799 »

Thanks,

export to 3ds max(.fbx) that look good.
just need assign material to each polygon

Have any way import *.anm file to blender?

http://i.imgur.com/S2WvcWv.png

merge Accessories and import to unity

http://i.imgur.com/qnepXFI.png
dswd2016
Posts: 43
Joined: Tue Mar 15, 2016 6:32 pm

Re: [Help!]King of Fighters Maximum Impact .pak

Post by dswd2016 »

I had a problem when exporting the model in FBX, someone could say and the right way to export to avoid this outcome?
dswd2016
Posts: 43
Joined: Tue Mar 15, 2016 6:32 pm

Re: [Help!]King of Fighters Maximum Impact .pak

Post by dswd2016 »

I have a question, how to export the model in FBX correctly? Every time I do it to open in 3d max the model appears all black. Can anyone give me a tip?
Darko
Posts: 47
Joined: Fri Jun 03, 2016 5:24 pm

Re: [Help!]King of Fighters Maximum Impact .pak

Post by Darko »

dswd2016 wrote:I have a question, how to export the model in FBX correctly? Every time I do it to open in 3d max the model appears all black. Can anyone give me a tip?


Flip normals in 3ds max.
dswd2016
Posts: 43
Joined: Tue Mar 15, 2016 6:32 pm

Re: [Help!]King of Fighters Maximum Impact .pak

Post by dswd2016 »

Thanks, worked perfectly.
06pori
Posts: 14
Joined: Mon Dec 22, 2014 5:30 pm

Re: [Help!]King of Fighters Maximum Impact .pak

Post by 06pori »

deleted
RockHowardMX
Posts: 1
Joined: Tue Jan 24, 2017 2:13 am

Re: [Help!]King of Fighters Maximum Impact .pak

Post by RockHowardMX »

Hey guys, I'm new into this Stuff, I've extracted the 0D and the 1E Player Files from the ASF, but, how can I extract the files of the .pak? Because I've recently installed Python, and I want to know how can I extract every file...

EDIT: I figured how to do it, don't worry, and thank you very much for this, I really hope to do as everything as possible for this, and I do a question:

Does this works for stages as well, or just for characters?

I recall thank you very much for this!!