Mortal Kombat HD Remix with MUGEN

Good work, calactyte! I like how this layer looks, later we'll discuss other problems.
 
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I tried making the hair in Zbrush today, it's a lot easier to model it. Not sure how I can work it in max yet.

The ears are a little bigger and the muscle around the mouth is toned down a bit.

Cage_Hair_04_zps3144e5b2.jpg
 
Hi Bleed, few crits for Cage if I may. He looks taller probably bacause you slimmed him down compared to original sprites;

http://img856.imageshack.us/img856/46/89497430.jpg

I don't see this as a problem as long as he's in correct relation with other characters in size. I think it would be best if you compare and adjust other characters to Scoprion (for example Liu Kang is smaller than Scorpion, Raiden bigger, Cage about the same size, etc.)

His head looks too small I think, and about hair... I see you experimented with it on your last few wip pics, but in my humble opinion your first try some months ago looked best:

cage12.jpg
 
So with Zbrush you have a few options. From within you can export as curves. Then from within max import the curves but make sure you check on import "shapes" or Max doesn't know what to do with it.

Now from within Max you can either apple Hair and Fur modifier directly to the object (which should result in 1 to 1 pixel perfect rendition of your hair sculpt or..
if you are interested in keeping dynamics you can have the hair curves attempt to match your zbrush guide curves by using the method I outlined earlier.

I tried making the hair in Zbrush today, it's a lot easier to model it. Not sure how I can work it in max yet.

The ears are a little bigger and the muscle around the mouth is toned down a bit.

Cage_Hair_04_zps3144e5b2.jpg
 
I tried making the hair in Zbrush today, it's a lot easier to model it. Not sure how I can work it in max yet.

The ears are a little bigger and the muscle around the mouth is toned down a bit.

Cage_Hair_04_zps3144e5b2.jpg

If I could just give my two cents... the hair here, compared to the shot la_luna just showed, makes it look almost like Cage has a comb-over instead of just a part. Of course, I know it's a WIP, but just thought I'd sum up how it looked from my end. But that's just me :-p Everything else on it looks amazing so far!
 
Guys I'm working on stages right now and have a few questions:
I'm grouping objects in psd files in layers the same way they are in the game, so I can hide and show them easily to export.
First question is: Should I update this file on dropbox?

The second question is about Courtyard stage:
This is how is in psd file:
temp.jpg

The problem is about the visible part. We can't make it full visible without having the character walking outside the fighting area.
This is how it looks now:
mugen001.jpg

Second question: What do you think about this issue? Something similar happens in arcade game.

I've been working on Goro's Lair too and found some issues with the bones and the floor.
Bones issue fixed. I just need to work on the floor, in the psd file there is just 1 image and parallax effect won't look right. I'll try to split the image like arcade version.

Another question:
The scorpion sprites aren't updated in dropbox, right?
 
Hi interloko, it's good to see you working on stages.

I feared there would be problems coding some of them. I don't mean for this to be a knock on calactyte, I find his stages very beautiful, but I think the first step should've be riping original stages layer by layer, studying exactly how they work and THEN do HD graphics (if you want them to work like the original did, that is)
I believe Bleed had same issues with the floor on Throne Room, like you have with Goro's Lair

Goro's Lair layer by layer;

http://img37.imageshack.us/img37/3014/do07yv.png

That's like 8 layers for the floor, they each slide one atop of the other at different speeds, to give illusion of depth and distance. Graphically they're done in such a way that on neither point of movement they (layers) don't look too weird one next to the other. Samo goes for Throne Room. This is something that wasn't done for HD remake, where floor on most stages is just one layer as far as I can tell.


edit:
On the Courtyard, the small bottom left pillar and big pillar in the far back are not visable, only if you go throught the invisible wall via cheat.

Left inv. wall:
0030b.png


Right inv. wall:
0031l.png


Cheat:
0032t.png


I think you did it right, no need to change anything imo.
 
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Hi Interloko,

It's perfect the way you have it now. Don't worry about showing the foreground posts. I created them simply because they are there in the original. But even in the existing arcade game you can't see them.

Please make a folder in dropbox called "Interloko Edited Stages" and then drop your files in there.

Bleed can you answer that question for Interloko about Scorpion being updated or not?


Guys I'm working on stages right now and have a few questions:
I'm grouping objects in psd files in layers the same way they are in the game, so I can hide and show them easily to export.
First question is: Should I update this file on dropbox?

The second question is about Courtyard stage:
This is how is in psd file:
View attachment 4874

The problem is about the visible part. We can't make it full visible without having the character walking outside the fighting area.
This is how it looks now:
View attachment 4875

Second question: What do you think about this issue? Something similar happens in arcade game.

I've been working on Goro's Lair too and found some issues with the bones and the floor.
Bones issue fixed. I just need to work on the floor, in the psd file there is just 1 image and parallax effect won't look right. I'll try to split the image like arcade version.

Another question:
The scorpion sprites aren't updated in dropbox, right?
 
@la_luna,

Unfortunately we weren't nearly that organized back then. Stick around for MK2 and I'm thinking I can do much better in that regard.
 
@interloko

Latest versions of all the stages is now up on dropbox. Palace gates had a few adjustments to the guards and sizing of the building structures. Warrior's Shrine remains incomplete until I have all the characters.

Mid-foreground Elements, carpet coloring, background wall and throne room columns have all been adjusted in Throne Room stage.

Announcer Voice is in the announcer voice folder and Justin Slaughter will put up his music tracks today or tomorrow in the "Music" folder. Remember the goal is to have something that looks and sounds just like the game but with Scorp and Subzero selectable.

Thanks! I can't wait to see what you come up with.
 
@interloko

Latest versions of all the stages is now up on dropbox. Palace gates had a few adjustments to the guards and sizing of the building structures. Warrior's Shrine remains incomplete until I have all the characters.

Mid-foreground Elements, carpet coloring, background wall and throne room columns have all been adjusted in Throne Room stage.

Announcer Voice is in the announcer voice folder and Justin Slaughter will put up his music tracks today or tomorrow in the "Music" folder. Remember the goal is to have something that looks and sounds just like the game but with Scorp and Subzero selectable.

Thanks! I can't wait to see what you come up with.

Ok, I'll remake Throne Room then. Speaking if that, I've cuted the number of sprites for shang watching and clapping. I'll upload it later (or make an animation) to show it.

Also in palace gates torch animations I made some changes.
All torch animations had duplicated sprites. I've deleted the duplicates and split the right torchs in two animations since one of the will be placed in the foreground and the other in background

Edit: I've heard a sound file with the announcer. It's pretty good but some of them need more work. also i need separated wav files to implement it.
let me check it again and i'll tell you what speaches need some changes IMO.
 
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I haven't updated Scorpion's sprites in dropbox, I'll do that today.


[edit]

Sprites with the new palette, that has blood and bone colors on it, is in the "MK1 Ninjas" folder.
 
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Are you guys talking about making a demo version? I see Cal talking about a version with only Scorpion and Sub-Zero selectable.
 
right, not something for release just for our own purposes and testing. I should have clarified that. I wonder when 1.1 Mugen becomes official?
 
@interloko

Announcers voices are in the folder now cut up into wav files. I realize some of them may be placeholder but I'm sure it won't be difficult to swap them out on an as needed basis.
 
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