Mortal Kombat HD Remix with MUGEN

Ok, I finished the fireball. I manged to hide the emitter. I'm kind of new at this, so if someone could help me out. I'm using 3ds max, and I'm not sure what format to export it in. I only know how to render as an image sequence or video file. Could someone tell me what format to export the file in?
 
.png will do for both

If you want to post a gif, you'll need to have some kind of background on it. The smooth transparency isn't going to show up with a gif.

For the sprites you don't need a background because mugen can do the smooth transparency.
 
You can change your animation settings to 30 fps or try setting your rendering options to save every other frame. 100 is too many, heck 40 is too many. You have to try and get the animation to loop within 40 frames or less, the less the better as long as it doesn't look too choppy.

You could make the flames move faster, if it's a little choppy you can't even tell, because it'll be moving so fast across the screen.


You can also play the game on your console or on Mame, and shoot a fireball. See how long it takes for it to travel across the entire screen and you'll know how much time you really need in 3d Max.
 
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Ok, so I rendered it at every 3 frames, cutting the animation down to 34 frames. It doesn't look too choppy, which shouldn't be noticeable cosidering it will be moving across the screen. Here is the image preview:

2ecdvn6.jpg
 
Now it just needs to match the shape of the MK1 fireball, probably using a morph animation on the emitter.


[Edit]

I think this is about as close as I'm gonna be able to get with it. It doesn't scream Carlos to me but I'm tired of working on it. I'll mess with it a little more but I want to move on.

What do you guys think about the costume, did you like it as is or should I work on it also?

CarlosPesina_WIP03.jpg



CarlosPesina_WIP04.jpg
 
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Looks great! I'd say move back onto scorpion and come back this later on. Job well done!

Now it just needs to match the shape of the MK1 fireball, probably using a morph animation on the emitter.


[Edit]

I think this is about as close as I'm gonna be able to get with it. It doesn't scream Carlos to me but I'm tired of working on it. I'll mess with it a little more but I want to move on.

What do you guys think about the costume, did you like it as is or should I work on it also?

CarlosPesina_WIP03.jpg



CarlosPesina_WIP04.jpg
 
Hi there every one! sorry for despair, i have a lot of work to do this last days before end year.
But stg different this time, smoke and fire effets.

Bleed, i think that with the right texture will looks perfect.

About the rest of the body i think will be better use the scorpion hands, the actual ones aren't sculpted, the "V" part under the neck have to be fix.
 
Hey Bleed,

To my eyes, the head seems a bit big. Also the belt might need to be a touch thinner, and there's no sash thing yet.

EDIT

It also looks like his boots need to be taller.

All this is only if you're going for extreme accuracy to the original.
 
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Now it just needs to match the shape of the MK1 fireball, probably using a morph animation on the emitter.


[Edit]

I think this is about as close as I'm gonna be able to get with it. It doesn't scream Carlos to me but I'm tired of working on it. I'll mess with it a little more but I want to move on.

What do you guys think about the costume, did you like it as is or should I work on it also?

CarlosPesina_WIP03.jpg



CarlosPesina_WIP04.jpg

Looks good. . But the amount of folds looks exaggerating . . and b.t.w. will the hat have that square patterns?
mk1raiden.jpg
look closely, you can see that there are square patterns on the hat. .
 
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I think that Raiden still thin, but face looks good.

you can see that there are square patterns on the hat
Look closely, there's just model without any textures!

Bleed, here you can see detailed hat.
mk1flyer01.jpg
 
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I can't get my MUGEN character to jump. In fact I can only get him to walk. In other characters I have seen, there is no "Jump" action in the constants file or commands. Any suggestions?
 
The jump happens after the pre jump state = statedef 40.

Depending on what direction you are holding during statedef 40, you get a different jumping state.

You can figure stuff like this out by using a character that already has a move working. Turn on the debug information with Ctrl+D, and do the move.

Press "Pause" on your key board, then Hold Ctrl and tap the pause button over and over, to play the game 1 tic at a time.

Looking at the Dbug information, you can see what state the character is in, what frame, etc. and use that to investigate their code files.
 
Ok, I checked out other characters, and it says that it is in State 40, the State 41.
But when I try my charatcer, it tell me it is an invalid State 40 from State 0.
 
Then state 40 may have been deleted, check if it's there. How are you making this character anyway, from what template?
 
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