Mortal Kombat HD Remix with MUGEN

do the following is possible?
if we are able to extract characters sprites from mk9, we would able to use them in mugen and have a nice mk9 in pc!!
of course i know this take a lot of work and time(extract each sprite from an screenshot) ,but this is what that everybody can do, and if a large number of people share this, it would be Possible !
it's just an idea, wait for Comments

MK9: Komplete Edition is actually coming to PC in July. It'll be up on Steam.
 
do the following is possible?
if we are able to extract characters sprites from mk9, we would able to use them in mugen and have a nice mk9 in pc!!
of course i know this take a lot of work and time(extract each sprite from an screenshot) ,but this is what that everybody can do, and if a large number of people share this, it would be Possible !
it's just an idea, wait for Comments

It has been possible to do this for years already with XNA.

Now stop shitting up this thread for God's sake.
 
I'm working on the turning animation tonight, I may have it up some time tomorrow. The motion needs to be smoothed out, and there are problems with skinning I'll have to fix.


Modding MK9 for PC would be pretty cool.
 
Only if it's moddable.
Chances are that it won't be moddable considering that it's getting ported by a third party studio after 2 years of dissing the pc gamers.
I am convinced that mk9 for pc is going to operate at a bare minimum.
They are most likely not adding better textures or anything of that sort.
It will most likely be just the xbox version hacked together to start on windows and that's it.
I hope I will be violently contradicted by the truth and it will actually be more than my hopes are for it, but knowing the industry today it probably won't.
 
The fact that it's using UE3 does not mean that it's going to be 100% moddable, or moddable enough for the projects you will want to work on. They will need to release official mod tools/UDK/SDK for that.

Chances are that it won't be moddable considering that it's getting ported by a third party studio after 2 years of dissing the pc gamers.
I am convinced that mk9 for pc is going to operate at a bare minimum.
They are most likely not adding better textures or anything of that sort.
It will most likely be just the xbox version hacked together to start on windows and that's it.
I hope I will be violently contradicted by the truth and it will actually be more than my hopes are for it, but knowing the industry today it probably won't. .

I don't think you will be contradicted at all. This is what I've been talking about in the MK9 PC thread on these forums. There have been a few screenshots released already with the announcement, and they look dreadful: Huge AA issues, ugly low-res textures, even the shading looks worse than it did on the consoles. I've been told by the forum members that these are WIP screenshots, but considering the fact that the game is going to be released pretty darn soon, and they weren't marked as WIP to begin with and used in the announcement, I'm not buying it. These issues are also seen in the console versions, and even in the high-res screenshots that many speculated were made on a PC.
 
if we are able to extract characters sprites from mk9, we would able to use them in mugen and have a nice mk9 in pc!!
You'd probably have to rip the models from MK9 and rig them for your project and render them out to 2D and edit that into sprites just like they are doing with their 3D models here. They aren't sprites in MK9... rather 3D models. But they want to avoid using stuff from other MK games as far as I can tell.

I don't care much about PC release, played it many times on X-Box.
Tons of other people do care though.. enough for them to bother making a PC version. Count me as one of them.
they weren't marked as WIP to begin with
Actually they where, in the file names. Those shots where marked as from a debug build in the file names. Hell, even just the lack of health bars showed the WIP nature of the shots. You don't think it'll actually ship that way.. with no health bars whatsoever for example? And like what was said... antialiasing is a matter of settings. So the consoles don't have antialiasing or their resolution is too low for it to make a big difference and the PC version may not have it enabled by default... big whoop. Still the proof of the pudding is in the eating and we'll see when it comes out what kind of settings it has for us or what can be done with them.

Only if it's moddable.
People modded MK4 despite it not only not having any specific modding support but all the files where obfuscated in a proprietary file format. On the other hand, as you know (I recognize your name from duke4) not much modding has gone on with DNF but people still managed some modding there anyway despite it too not supporting it. As long as people have access to files on a hard drive they can mod them.
 
Last edited:
You don't think it'll actually ship that way.. with no health bars whatsoever for example?

HUD removal is a wonderful thing.

Anyways...Is it only me, or there haven't been a lot of particle effects/UI HD'ing done? I mostly see character models being done now with the stages being pretty much finished.
 
It's just you. There was a whole period of time in this thread where both those things... UI and particle effects where the main focus.
 
Talking about effects... I sent a couple of PMs to interloko and while I've seen him posting, he hasn't replied back.
Does anyone know whether he is actually reading them?
 
Last edited:
Talking about effects... I sent a couple of PMs to interloko and while I've seen him posting, he hasn't replied back.
Does anyone know whether he is actually reading them?

Better to comment on this thread with @Interloko than to PM him. He does read this stuff for sure. May I ask what you were talking with him about? I might be able to pass the message along to him.

EDIT: Woopse just saw it was related to Effects. Anything in particular?
 
Nah, just some comment on the fatality's darkening effect, and something I pointed out about the walking animations.
 
I was having some problems with the shoulder bones flipping when he moves his arms in certain ways, but I seem to have found a way to fix it. Removing some of the extra bones I had for adjusting the muscle shapes, and shifting the pivot point of the clavicles out further to the sides instead. Half way between the head and shoulders.


The final will need to flip the sash, lights and hair mid way though the animation. Sucks to have to do that, but we can't have double sprites for asymmetrical models.

WIP turn anim:
Save and play it with quick time, if you want to see it frame by frame.

 
Top