Mortal Kombat HD Remix with MUGEN

This is good for a portfolio piece, just to show some of our abilities and that we can take an idea from start to finish. Getting in to the financial aspect is asking for trouble. I would be fine to simply continue as we have.



Bleed I got my stance rendered and I know I have to convert it to .pcx in photoshop but I don't k ow anything else :(. I saw cage's sprites, I know I have to scale my sprites, change the color mode, apply a magenta background but I'm not clear, I rendered my sprites 1280x1024 and saved it as a png file, with the settings you mentioned before. Also I would like to put them in mugen, Can you recommend me a good tutorial or something? Thanks bro :p



You need to create the main color palette.

If you want to have the costume change color, you need to make the pants blue or some other color that will stand out. It'll work for masking, so it doesn't mix with the hair colors.

Make a large document in Photoshop, and place a bunch of the .png renders in it. Views of him from different angles would be good.

Convert that document to indexed color, Local perpetual, colors = 256, Forced = None, check transparency, click OK.


That will get rid of the transparent pixels and limit your colors to 256.

Next you can cut out the masked parts of the costume, like the pants. Make a palette for just that, so you can organize the colors real easy. I like to do this in Fighter Factory, because it's easier to work with.

Make a palette for the skin, another for the pants, give each palette what number of colors you want.

Maybe 64 swatches for the skin, or what ever you can fit.

Add some colors for the blood and bones, 16 to 26 is fine.

You also need to add the masking color that will be transparent in the game, 255,0,255. Put that swatch on the lower right corner of the palette.



When you have all these palettes ready, you put them all in to a single palette. All nice and neat, so the colors are easy to select in groups to affect specific areas.

Skin section, Pants section, blood section...

If you just run a default indexed color operation, these will be jumbled and a pain to work with when you need to make different colors for the game.



After the Master palette is made, you can use a batch function to convert all your sprites.

Open one of the .png files
Start the Record action, and go through these steps.

Image > Mode > Indexed color > Local Perpetual, 256,forced none, transparency, OK.

Image > Mode > Color Table, in the palette that opens, click on the transparent swatch and give it the masking RGB value (255,0,255). The background will turn pink, click OK.

Image > Mode > RGB color

Image > Mode > Indexed color > Palette = Custom, Load the master palette and click OK, and OK again.

File > Save As > Have a main folder where all the converted sprites will drop by default, I have it in my root animation folder. > Select .pcx and click save. > Close the file > Stop the recording.

That should be it for the recording, now whenever you make new sprites, you run the batch function with that action.


File > Automate > Batch, select the action for Liu Kang sprite generation > Source is the folder where your render was saved, and click OK. All the files will be converted for you.







Fighter Factory download
http://www.virtualltek.com/products/show/2

If you need to see how the palette editor works, look for Fighter Factory Ultimate palette tutorials on youtube.

I can make a tutorial on it, if you need one.
 
Last edited:
I should've been a lawyer... ;)

I deal with copyright issues a lot at my job, there is a VERY fine line when using the term "fan art" as long as you keep it that and label it that way, and of course give credit to the origination, you almost can do whatever you want. I think the biggest roadblock here I don't think you guys are really considering... Warner Bros is a Movie Studio... they JUST purchased the rights to the Mortal Kombat Franchise... They aren't going to hesitate even a second to shut you down if you try to kickstart this. As soon as money is in the picture you instantly get a target on your back you become a threat because you are taking revenue that they feel belongs to them. Obviously WB doesn't see a market for a HD version of the game or they wouldn't have scrapped the original offical HD version, so I can't imagine they would pick you up even if you were a legit studio. Even if you have the support of the NR studio that isn't the WB Studio. However... you continue the project as a fan built game, you not only are building anticipation but also shining a light on the franchise name, they probably will leave you alone because you are giving them free PR and with the announcement of a new game (I'm sure soon, if not next week at E3) they aren't going to stop that.

Giving credits in no way frees you from the law. Giving credit has no bearing.

The idea is to kickstart a dev studio is actually with an original/unique IP.

I believe NRS is in fact working on an MKHD game.

Sorry for my bad english
 
While I respect their editing skills most of those are just reusing old assets and editing them and not making them HD like the people are here. Also the fighters in some of those are too tiny and don't match the size of the arcade sprites.
 
While I respect their editing skills most of those are just reusing old assets and editing them and not making them HD like the people are here. Also the fighters in some of those are too tiny and don't match the size of the arcade sprites.

The point is, your guys project is not the only fan game out there that is worthwhile, many other
projects have come before you and not been shut down.
 
This is good for a portfolio piece, just to show some of our abilities and that we can take an idea from start to finish. Getting in to the financial aspect is asking for trouble. I would be fine to simply continue as we have.

Its a shame I can only th





You need to create the main color palette.

If you want to have the costume change color, you need to make the pants blue or some other color that will stand out. It'll work for masking, so it doesn't mix with the hair colors.

Make a large document in Photoshop, and place a bunch of the .png renders in it. Views of him from different angles would be good.

Convert that document to indexed color, Local perpetual, colors = 256, Forced = None, check transparency, click OK.


That will get rid of the transparent pixels and limit your colors to 256.

Next you can cut out the masked parts of the costume, like the pants. Make a palette for just that, so you can organize the colors real easy. I like to do this in Fighter Factory, because it's easier to work with.

Make a palette for the skin, another for the pants, give each palette what number of colors you want.

Maybe 64 swatches for the skin, or what ever you can fit.

Add some colors for the blood and bones, 16 to 26 is fine.

You also need to add the masking color that will be transparent in the game, 255,0,255. Put that swatch on the lower right corner of the palette.



When you have all these palettes ready, you put them all in to a single palette. All nice and neat, so the colors are easy to select in groups to affect specific areas.

Skin section, Pants section, blood section...

If you just run a default indexed color operation, these will be jumbled and a pain to work with when you need to make different colors for the game.



After the Master palette is made, you can use a batch function to convert all your sprites.

Open one of the .png files
Start the Record action, and go through these steps.

Image > Mode > Indexed color > Local Perpetual, 256,forced none, transparency, OK.

Image > Mode > Color Table, in the palette that opens, click on the transparent swatch and give it the masking RGB value (255,0,255). The background will turn pink, click OK.

Image > Mode > RGB color

Image > Mode > Indexed color > Palette = Custom, Load the master palette and click OK, and OK again.

File > Save As > Have a main folder where all the converted sprites will drop by default, I have it in my root animation folder. > Select .pcx and click save. > Close the file > Stop the recording.

That should be it for the recording, now whenever you make new sprites, you run the batch function with that action.


File > Automate > Batch, select the action for Liu Kang sprite generation > Source is the folder where your render was saved, and click OK. All the files will be converted for you.







Fighter Factory download
http://www.virtualltek.com/products/show/2

If you need to see how the palette editor works, look for Fighter Factory Ultimate palette tutorials on youtube.

I can make a tutorial on it, if you need one.


It's a shame I can only thank you one time cause this post needs at least 50 thanks, thanks a lot bleed, god bless you!!! And that's ok, I can look for a tutorial on YouTube, you have done sooooooo much already.

It's unbelievable all the things you know about this sprites making
 
Sorry to burst your bubble, but anybody can make mugen compilations such as the ones you've shown in those videos.
That's basically what mugen is for.
You can make mk1 or mk2 or mk3 using mugen and many have done this ages ago.
What this mod is doing, is making mk1 HD and what this mod is doing, nobody else has ever done before with mugen, and chances are very high that nobody else will do it ever again due to how much work it needs and how much talent.
 
You'd be surprised at how much effort it takes to make a game with edited sprites. Those are not just copy and paste compilations, these people making their own projects. Takes years to pull off something like that.

One reason I switched to 3D, was because of how much effort it takes to make edited sprites that don't look like total crap. Try painting a room with a pen...
 
One reason I switched to 3D, was because of how much effort it takes to make edited sprites that don't look like total crap. Try painting a room with a pen...

Bleed, don't you thought about making this awesome project not with 3D but with photos of real people, as it was planned in Arcade Kollection?

It's the only fan project that is worthwhile for me personally.

I'd say, that's the only one MUGEN project which deserves attention.
All those redraws and appliques of different characters for making new characters or costumes looks terribly unprofessional.
MK HD Remix - looks like commercial and very detailed project.
 
Last edited:
Bleed, don't you thought about making this awesome project not with 3D but with photos of real people, as it was planned in Arcade Kollection?
Don't you think that's a little more expensive and involved?
Getting cameras, lighting gear, setting up a photo studio, getting martial actors, creating costumes...
That's decidedly out of reach for a fan project with no external funding.
Not to mention that the results wouldn't be anywhere near as accurate as the ones that have been achieved here.
 
Sorry to burst your bubble, but anybody can make mugen compilations such as the ones you've shown in those videos.
That's basically what mugen is for.
You can make mk1 or mk2 or mk3 using mugen and many have done this ages ago.
What this mod is doing, is making mk1 HD and what this mod is doing, nobody else has ever done before with mugen, and chances are very high that nobody else will do it ever again due to how much work it needs and how much talent.

1) These games aren't compilations.
2) Others have created 3D models to make sprites.


I would agree that this is the most amazing MK MUGEN project to date.
but, your wrong, not just anybody can edit and code MUGEN like in those videos.
they are not simple compilations like MK Anthology.
 
I still think this project is in a league of it's own. The other ones using edited sprites come off as cheap fan knock offs no matter how well edited those original sprites are. Don't shoot me that's just my opinion. I was never interested in anything MK MUGEN until this project came along.
 
I still think this project is in a league of it's own. The other ones using edited sprites come off as cheap fan knock offs no matter how well edited those original sprites are. Don't shoot me that's just my opinion. I was never interested in anything MK MUGEN until this project came along.
I'm totally agree.
Don't you think that's a little more expensive and involved?
Getting cameras, lighting gear, setting up a photo studio, getting martial actors, creating costumes...
That's decidedly out of reach for a fan project with no external funding.
Not to mention that the results wouldn't be anywhere near as accurate as the ones that have been achieved here.
Oh, OK. So, that's the decision of what is easier for creators. Yeah, I agree, if you have no photo equipment & ability to make costumes but you're very talented in 3D - it's totally worth it!
 
Hattoris was making few sprites using real people, but I don't think his goal was to make a game tho':

CageVictoryHD-3.gif
 
Top