Mortal Kombat HD Remix with MUGEN

Yeah once you start posing, a bunch of mistakes become apparent.

One I had was the topology on the shorts, you can see it looks weird when he does the splits. I made a new set of shorts for him today, with a better edge flow.

I have this trick that I like to use to figure out the best topology now. I make some test models, like a hip, an arm, a hand.

Make a very basic mesh for it, boxes basically with extrusions. Rig it, pose it and continue to model the mesh while it's rigged.

You can animate the skeleton and have a good idea of how it'll work in different poses. That's what I used to fix the hands for Cage, and now the shorts.
 
Yeah once you start posing, a bunch of mistakes become apparent.

One I had was the topology on the shorts, you can see it looks weird when he does the splits. I made a new set of shorts for him today, with a better edge flow.

I have this trick that I like to use to figure out the best topology now. I make some test models, like a hip, an arm, a hand.

Make a very basic mesh for it, boxes basically with extrusions. Rig it, pose it and continue to model the mesh while it's rigged.

You can animate the skeleton and have a good idea of how it'll work in different poses. That's what I used to fix the hands for Cage, and now the shorts.

you are right bleed, you know, I found another way to find out how to make good topology... you try to model big muscles of the body with patch modeling.. it's so ease to use and it gives an smooth topology and of course.. low poly too I guess. and it will show you how to make nice deforming topology... I had that same topology problem with the first model of liu I did... when I opened his mouth you can see the texture over stretched.. thanks good gojira's model had nice and clean topology.. maybe in some areas can be a little improved but it's a really nice topology... thanks gojira.. where ever you are haha LOL
 
unfortunately I have not. I am hoping I can do this tonight once my son falls asleep...may have to try tomorrow though

Ok I was able to get your most recent build to work no problem on my personal laptop. Perhaps the problem at work was that I have a dual monitor setup. At any rate, INTERLOKO...you have outdone yourself. The gameplay to me is exactly like MK1. The feeling of nostalgia that I feel while playing this half-built version of the game is really indescribable

I executed every move and I can say that I am personally very happy with the amount of frames of animation you were able to keep. I'd like to get Bleed's opinion before you make a decision as to how many sprites you should use. It feels very smooth. I think fatalities, and special moves should use as many frames of animation as possible without negatively effecting gameplay. So obviously Fatalities can have every single frame if there is memory for it.

There is of course a slight but noticeable loading time between matches. Is this unavoidable or merely because you haven't yet had the chance to really optimize the code? Also I notice that drop shadows don't exist in the character select. There was some conjecture as to whether or not it would be possible to include those or not.

Overall though: please move forward with updating as much as you can. I'm am still seeing the old "Goro Lives" image in there for example. I can't wait to execute fatalities and to see Test Your Might implemented.

Fantastic work sir. Please don't stop!
 
Hi Interloko

So I've created a much more accurate pit statue. The newest version of the Photoshop PSD is on the Dropbox with the same name. I've just updated the RAR. When you get a chance, can you please update it within your build?

PIT_STATUE_2013.png


FinaalZRender.png





Ok I was able to get your most recent build to work no problem on my personal laptop. Perhaps the problem at work was that I have a dual monitor setup. At any rate, INTERLOKO...you have outdone yourself. The gameplay to me is exactly like MK1. The feeling of nostalgia that I feel while playing this half-built version of the game is really indescribable

I executed every move and I can say that I am personally very happy with the amount of frames of animation you were able to keep. I'd like to get Bleed's opinion before you make a decision as to how many sprites you should use. It feels very smooth. I think fatalities, and special moves should use as many frames of animation as possible without negatively effecting gameplay. So obviously Fatalities can have every single frame if there is memory for it.

There is of course a slight but noticeable loading time between matches. Is this unavoidable or merely because you haven't yet had the chance to really optimize the code? Also I notice that drop shadows don't exist in the character select. There was some conjecture as to whether or not it would be possible to include those or not.

Overall though: please move forward with updating as much as you can. I'm am still seeing the old "Goro Lives" image in there for example. I can't wait to execute fatalities and to see Test Your Might implemented.

Fantastic work sir. Please don't stop!
 
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Okay this one is pretty close, I think the cloth is looking too light and maybe the torso is leaning back too much, but it'll do...

I figured out what the problem was, and it was lag. I recorded mame with Fraps, and used a video editor to count the frames. That timing was off and totally messed me up for a while.

SubZeroHD-walk03_zps2474522e.gif


watching videos on the new tests, when subzero walks not keep the original position, it is the position of the scorpion
 
@Bleed: Waht do you think about the animations? are looking right for you?

@Calactyte: I'll update the pit with the new lion.
Later I'll sugest something to do with the sub zero ice.

@rrc1980: I haven't added the Sub walking sprites yet. I have to change ALL the ninja sprites because now they have a different pallete with blood.
 
Hi Interloko,

Sorry about that. The file is still copying. It should be up there within the hour. It is a 200 MB file and unfortunately my ISP upload speed is terrible...so bare with me.

EDIT: File is uploaded. You know my ISP upload speed is terrible but my smart phone data plan is 4G. So I tethered my laptop and used that upload speed which is sadly, almost 5 times faster than my landline ISP.
At any rate it worked.

Since you are updating the LION in the Pit also don't forget to change the Goro lives image to the updated one.

Hey Cal, the pit stage is not in the stages folder, or i can't see it
 
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OK I'll take a look tomorrow.
Today I've changed (and added a few) Sub Zeros' sprites with new pallete. I'll be updating Scorpion's in next days
 
I think the animations are looking fine, it'll do.

Nice work Cris, I wonder how she looks with better shaders, what program are you using?

Looks like your lights need a larger shadowmap setting, so they don't look so jagged.
 
Its very good to see that INTERLOKO's skills have silenced the haters and disbelievers on this thread not long ago. I think it is very obvious at this poijnt what he brings to the table coding wise. It is also very nice to see Le@N contributing in such a POSITIVE way. Beneath the rough, sandpaper like exterior is an MK MUGEN VETERAN, and in turn a great asset to this endeavor of everyones.

It is also nice to see that others in this team have skills on par with bleeds and watch everyone grow from the interaction. This is a truly postitive experience for the whole community. Even the Haters like FrozenWorm have there purpose>

LONG LIVE MK M.U.G.E.N

------------------------------------------------------------------------------------------------------------------------
Real talk, the thing was, no offense.///...

from the perspective of only this thread it did appear as if Interloko left.
But, as an OG MK MUGEN Fan, Let me say, Interloko is the GrandFather of all this shit. MANY, MANY, Users have come and gone over the years. He has always remained. He is a founder/pioneer/etc. There was never a question on our side of the community what project he was doing. After all, he ventured here with bleed and rantonmalo aka badmouse, in the begining of this thread to get the ball roling on this. he is the "Ed Boon" so to speak.

No Offense, but the perspective of this thread is skewed. forgive my english. JAJJJjajajajajjajaja.
 
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@Bleed: Waht do you think about the animations? are looking right for you?

@Calactyte: I'll update the pit with the new lion.
Later I'll sugest something to do with the sub zero ice.

@rrc1980: I haven't added the Sub walking sprites yet. I have to change ALL the ninja sprites because now they have a different pallete with blood.

comments that are just the small details to make the game 100%.
the work of this project is really fantastic! keep it up! :D
 
I think the animations are looking fine, it'll do.

Nice work Cris, I wonder how she looks with better shaders, what program are you using?

Looks like your lights need a larger shadowmap setting, so they don't look so jagged.

I used this program only for joke a little, and even if both imagined that would shape a character and still have a lot to learn. The program that i use to make the Sonya and "Blender 2.58 which is an old version"
 
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