Mortal Kombat HD Remix with MUGEN

I can say that building and animating all the characters is the biggest barrier we have right now. Scorp, Subzero and Reptile are about 55% complete. Goro is 25% complete. Raiden is 25% complete. Sonya I'm unsure of. Lui Kang and Shang Tsung I'm also unsure of. I think we lost Mortal Gojira again.

luluna, Can you rip the gleam that happens over the champion medal on the vs. screen? There is this star gleam animation and I'd like to make it the same. A Gif would be ideal if possible.




Yeah, they need big shoes. lol

Good work on Jax. I was going to comment before on why you are making MK3 chars, but I guess some already beat me to it.
But anyway, does anybody know the char %? How much is each character done at this point?
 
I'm proud to announce the newest UI file has been completed by Jarvis today.

Interloko, it's all yours. There are a few minor graphics missing such as "A new fighter has entered the tournament" which will be addressed before the end of this week.

That being said, the UI team will have every graphic you could ever require in a file labeld: MK1-HD_IN-GAME.psd

Let me know if you can't find in MK1HD dropbox folder. Now we just need Bleed to finish up Scorpion and then Subzero.

With this huge milestone reached I'm declaring that the total completion percentage of this project is hovering around 45%.

However that 55% that we need could take a year or more to complete. Items that still need to be completed are as follows:

-End Screens for all seven main hero characters.

-Lui Kang's Projectile
-Cage Projectile
-Kano Projectile
-Shang Tsung Projectile
-Goro's Projectile
-Sonya's Projectile

-Fatalities for all 7 characters

-Blood Splat animations

-Final modeling and animation for : Subzero, Scorpion, Raiden, Sonya, Cage, Lui Kang, Shang, Goro and Kano

-Shang Tsung Morphing animations

-Attract Screen Animations

-Physics and match programming

-Character Select Portraits for all characters except Scorpion.

-Warrior's Shrine

-Goro's Lair

I think that does it! Great work so far. I hope no one gives up.
 
luluna, Can you rip the gleam that happens over the champion medal on the vs. screen? There is this star gleam animation and I'd like to make it the same. A Gif would be ideal if possible.

24odfgx.gif


This is upscaled X3 and slo-mo, if you need it in original size and normal speed let me know.
Gleam appears 3 times on every VS screen on random spots over the medal.

Here are some of the random spots it appears on:

30ua41x.png



edit:
If anybody's interested, I recently tried to rip my first full stage in MK,
so here's Goros Lair, layer by layer:

http://i42.tinypic.com/do07yv.png

Now I've seen some MUGEN Goros Lair stages and not one had the floor working
like in the original game (which is 8 layers each moving at different speed to create
the feeling of depth) I hope badmouses' stage will have multi-layerd floor, similar
to the original Goros Lair.

http://i41.tinypic.com/2wqanly.png

http://i41.tinypic.com/2mmbzft.png
 
Last edited:
@la_luna: I made the goro's lair reference so time ago.
Also made some test with a preliminary badmouse version and I think it looks better than arcade if we use Delta for the front floor and Parallax for the back floor instead all these layers of the arcade version.
If you look the intented effect of the back floor is similar to the parallax used in later games.
 
@la_luna: I made the goro's lair reference so time ago.
Yeah I know you did.. this was my first attempt at ripping the whole stage and Goros Lair
looked like a good start. I posted it here just for the heck of it, not for reference.

Also made some test with a preliminary badmouse version and I think it looks better than arcade if we use Delta for the front floor and Parallax for the back floor instead all these layers of the arcade version.
If you look the intented effect of the back floor is similar to the parallax used in later games.

Looks better? That sounds great, would love to see your tests with badmouse version if possible.
Btw, how's coding going? What part of the game are you working on now?

edit:
One more thing interloko, what is the latest version of your MKII Shadow of the Past?
I've found some alphas from 2010., is there a newer version than those, and where
can I download it? Thanks.
 
Last edited:
@calactyte: i've downloaded all the UI files but i noticed that Jarvis update a file 6 hours ago. i hope this is the final version of the files since i don't have internet access at home and i can't check/download files anytime i want :P
now i'm going back home to start adding all this stuff.

@la_luna: latest version is alpha 4, it has some fixes/improvements and some experimental stuff.
i don't have time for a single project right now but i'll work later on my umk3 engine with some extras like an option to choose characters from mk to mkt but not all at select screen.
anyway, the priority right now is mkhd.
 
Hi Interloko,

Yes it is the latest version as far as major changes go. You will find that the continue menu and a new fighter enters the tournament were missing in your version. So when you get to the point where you are looking for that, just re-download the file and you should see those new layers present. Everything else should be final so you can get started coding everything in there.

I'm really excited about this! It was a ton of work for Jarvis and myself and I think the whole MK community is excited to see this implemented into an alpha build.

@Bleed

How is that crouching block animation coming along? Correct me if I'm wrong on what animations we still need Bleed?

We're missing:

Punching Low
Punching High
Backfist
Uppercut
Scorp Teleport/Jumping Punch
High Kick
Low Kick
Knee
Roundhouse Kick
Vertical Jump Kick
Jumping Kick
Ducking Kick
Leg Sweep
Low Block
Throw
Being Hit 1
Being Hit 2
Being Hit 3
Being Hit Crouched
Balls Crunched
GORO "OH NO"
Falling Side
Falling Leg Swept
Getting up from Leg Sweep
Dizzy
Harpoon
Fatality

That should do it! Then for Subzero we can add

Resting Stance
Slide
Ice Projectile
Fatality

Then he is done too! Did I miss anything?










@calactyte: i've downloaded all the UI files but i noticed that Jarvis update a file 6 hours ago. i hope this is the final version of the files since i don't have internet access at home and i can't check/download files anytime i want :P
now i'm going back home to start adding all this stuff.

@la_luna: latest version is alpha 4, it has some fixes/improvements and some experimental stuff.
i don't have time for a single project right now but i'll work later on my umk3 engine with some extras like an option to choose characters from mk to mkt but not all at select screen.
anyway, the priority right now is mkhd.
 
Oh right. Now some of these are way more difficult than others. Leg sweep and being swept and getting back up animation I think are the hardest. The other ones are probably relatively easy. What do you think Bleed? Is this a huge mountain of work to climb? The ultimate goal here should be to provide a fully working Scorpion and Subzero/Reptile even if fatalities are done at a later time. That would be great progress I think.




Another 2 animations:
Being thrown
Decapitation
 
Most of the animations are about the same difficulty level, some just take longer because there's more to them. I'm still messing with the crouch block.
 
calactyte & Bleed — your dedication to this project is inspiring. I've been quietly following this thread since page 3 or 4, and I wish there was something I could contribute to this project. Working in web design and development, I'm limited to supporting you guys (as well as the other contributors) through page views and thank you's.
 
Last edited:
Thanks for the kind words! Believe me we can use the encouragement. Keeps us going, so thank you.

Here is Scorpion's Statue:

SCORP_STATUE.png




calacyte & Bleed — your dedication to this project is inspiring. I've been quietly following this thread since page 3 or 4, and I wish there was something I could contribute to this project. Working in web design and development, I'm limited to supporting you guys (as well as the other contributors) through page views and thank you's.
 
Having trouble getting the normals to work with my shader. But to be honest, I think part of what makes it look more like the original statues is the lack of those high frequency details.


I like the shader, looks really cool. I wonder why you didn't use the normal maps, or are they at a low setting?
 
Ok so Warrior's Shrine Stage is about ready minus the statues that need to be built at least Interloko can do the programming of it.

WARRIOR_SHRINE_HD.jpg
 
The normal maps in max need the green color channel inverted, that may be what's causing you trouble. Flip the Green channel, you should be able to do it in Maya, if not in Photoshop.

It looks fine smooth though, just wondering.
 
Animation has a one second loop for the holding block. The textures and lighting are different, because I changed it for the portrait. I'll need to merge with an old file to get the old set up back.

ScorpCrouchBlock01.gif
 
Top