Le@N
Member
Convert with different codec, LAME MP3 doesn't add silence.they add a little bit of silence on the ends of the file
Besides this model looks really weird.Wasn't Sonya modeled already by Gojira?
Convert with different codec, LAME MP3 doesn't add silence.they add a little bit of silence on the ends of the file
Besides this model looks really weird.Wasn't Sonya modeled already by Gojira?
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.
Hey Cal did you test the other 2 mugen Standard builds?Bleed have you had a chance to test Interlokos newest build. Is it working for you?
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!
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.
![]()
Hey Cal, the pit stage is not in the stages folder, or i can't see it
@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.
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.