Mortal Kombat HD Remix with MUGEN

do you still have that scorpion model you made? I want to put it in super smash bros brawl. So can you give me a download link of it if you have it?
 
Hi guys,
I've been watching this thread for a while. Really cool stuff! Impressive work and great job!

I wanted to point out a little detail you may or may not have realized so far.
In MK1, they used really DRAMATIC lighting. They had white highlights that were blown out, and black shadows on the characters.

View attachment 4255

Using Photochop CS3, I've adjusted the Levels to demonstrate what I'm talking about here.
This style also helps the image 'pop' more, and look less grey.


-PortableMK
http://pmk.mortalkombatonline.com/

Exactly, I was also going to mention this. Scorpions outfit/vest should be a lot brighter and dramatic.
 
^I asked about lighting long time ago, I'll quote my question and Bleeds reply for you guys:

One thing I'd like to know... MK1 has a really strong lighting on the back of every character;
sqkuhg.jpg


you can see the completely blown-out highlights on the back, much more than MKII for example;

11r5hs4.jpg


Bleed do you plan on recreating strong light on characters, and how does that even look on 3d models?


I tried, I have a light blasting the costume right now, but it won't go white. I have to set the light strength to something way stronger than normal to blow the colors out like that.

It looks like it's a problem to create such blown up light with 3D software to look good.
 
^I asked about lighting long time ago, I'll quote my question and Bleeds reply for you guys:






It looks like it's a problem to create such blown up light with 3D software to look good.

It can be done but would require quite a bit of re-rendering time. Not sure if Bleed is up for that this far into the character creation process.
 
It can be done but would require quite a bit of re-rendering time. Not sure if Bleed is up for that this far into the character creation process.

My point was that a similar effect can be achieved by using the "Levels" tool in Photoshop.
By reducing the highest setting, it will start to blow out the higher whites.
After you've rendered the 3D models, there may be a way to automatically run all the sprites through a process that applies the affect to all of them. I think it's called a "batch process"
 
@Cataclyte : The character looks similar but if you look at the sprites they are all just wearing the same clothes. Mix n' matching them to make "warriors". What really doesn't make sense is that one guy is holding a basketball. lol
 
My point was that a similar effect can be achieved by using the "Levels" tool in Photoshop.
By reducing the highest setting, it will start to blow out the higher whites.
After you've rendered the 3D models, there may be a way to automatically run all the sprites through a process that applies the affect to all of them. I think it's called a "batch process"

I understand what you're saying and it's actually a good idea but I think lighting is something that would need to be done in the original modeling software if we want it to look as natural as it does now. I don't think we would achieve that by using levels or lighting effects in photoshop.

Something like simply changing the color of an outfit would probably work well this way, but even that may be easier to do in the artists' 3D software. I could be wrong.
 
Hey guys, so I decided to do some sound effect ripping from Shaolin Monks and thought I would post the results here. You guys can see what ya like, if anything, and use it how ya like. I can do some tweaking if need be. I know I bowed out of sound effect creation a while back, but I don't mind ripping and/or modifying sounds.

Anywho, most of these are from that Shaolin Monks session. Enjoy.


Character Names Set A: http://www.mediafire.com/?awj3jrehrrhcnc7

Character Names Set B: http://www.mediafire.com/?rqaxi03js905gah

Scorpion and Sub Zero Sound Effects: http://www.mediafire.com/?95f3yrqkkr5wc98
 
I'm not that strong with lighting, so I'm guessing there is a way to get that white highlight, I just don't know how. I've searched online but haven't found the answer.

Using level adjustment after the render may work, it's worth a try. A render is not supposed to be the final product. There should be some post work done to give it some final touches, Level adjustment is one option.
 
@Cataclyte : The character looks similar but if you look at the sprites they are all just wearing the same clothes. Mix n' matching them to make "warriors". What really doesn't make sense is that one guy is holding a basketball. lol
I think basketball and viking helmet guys had something to do with NBA Jam which was also developed by Midway in early '90s. NBA Jam Tournament Edition uses MK characters in earlier revisions as secret characters as well as Ed Boon & John Tobias as playable secret characters too, among others.
Here are some of the secret NBA Jam T.E. characters scraped from later revisions:

1625s8z.png


You can see the gorilla wearing viking helmet. So I guess the unused basketball and viking guy sprites from MK2 are Midway guys working on NBA Jam maybe. One can only wonder what their purpose in the game was supposed to be, if any. Maybe they were supposed to hang from Acid Pool hooks?

sn0utd.png
 
If it was me that was doing the reissue of mK, I improve all that was missing and took what was not good at letting trilogy as well as the following example. It costs dream .. Remake this would be wonderful!!!

But ae is my suggestion!

Mortal Kombat - Remake

- Goro e Shang Tsung one fatality
- Reptile Fatalite and new moves
- Reptile playable (secret code)
- Goro e Shang Tsung playable (secret code)
- More fast
- More blood
- Song Remixes
- Pit Botton add
- A.I.
- new finish


Mortal Kombat 2 Remake

- Shao Kanh and Kitato fatalites (two fatalites)
- Remove babality
- noob saibot, jade, smoke fatalites and exclusive moves
- sub zero add 3º fatalite remake MK1
- Add Pit Botton secret and goro lair
- Kano and Sonya playable secrets and fatalites and moves (super secret)
- More Blood
- New finishs
- add Test you might

Mortal Kombat 3 Remake

- 22 chars ultimate fatalites re-creating 3 fatalites
- Remove babality
- Remove animality
- add Brutality
- Motaro e shao kanh fatalites (tree fatalites)
- add Test you might
- New Finishs
- Larger fighters, exemple MK2
- Rayden,Cage, baraka, secrets, rain and noob playable new fatalites and new movies(super secret)
- new finishs
- new AI
 
Perhaps there should be a separate thread for ideas on a remake with new additions. This thread is becoming cluttered with posts about what to change about gameplay and various other things.

As much as the ideas are appreciated, this thread is simply not the place for them, as the people working on this HD version of MK1 have stated various times that this version will be faithful to the original game. The only things being updated are the graphics.
 
If it was me that was doing the reissue of mK, I improve all that was missing and took what was not good at letting trilogy as well as the following example. It costs dream .. Remake this would be wonderful!!!

But ae is my suggestion!

Mortal Kombat - Remake

- Goro e Shang Tsung one fatality
- Reptile Fatalite and new moves
- Reptile playable (secret code)
- Goro e Shang Tsung playable (secret code)
- More fast
- More blood
- Song Remixes
- Pit Botton add
- A.I.
- new finish


Mortal Kombat 2 Remake

- Shao Kanh and Kitato fatalites (two fatalites)
- Remove babality
- noob saibot, jade, smoke fatalites and exclusive moves
- sub zero add 3º fatalite remake MK1
- Add Pit Botton secret and goro lair
- Kano and Sonya playable secrets and fatalites and moves (super secret)
- More Blood
- New finishs
- add Test you might

Mortal Kombat 3 Remake

- 22 chars ultimate fatalites re-creating 3 fatalites
- Remove babality
- Remove animality
- add Brutality
- Motaro e shao kanh fatalites (tree fatalites)
- add Test you might
- New Finishs
- Larger fighters, exemple MK2
- Rayden,Cage, baraka, secrets, rain and noob playable new fatalites and new movies(super secret)
- new finishs
- new AI

It is tough, but I keep reminding myself that people who make these suggestion simply out of enthusiasm for the project. Then I see the number of posts and I realize this person is completely new. So I don't want to scare new fans of our project away, but please please please read. Every 3 pages someone asks for something cool and new. I respond each time that we aren't changing anything but graphics. Maybe we should shorten the response to something like "read page #blah-blah-blah". So cool ideas, wrong place for them as Mikey said.
 
I'm not that strong with lighting, so I'm guessing there is a way to get that white highlight, I just don't know how. I've searched online but haven't found the answer.

Using level adjustment after the render may work, it's worth a try. A render is not supposed to be the final product. There should be some post work done to give it some final touches, Level adjustment is one option.


That hard light on the fighters has kind of a distinct shape. Seems like it could work with some light dodge brushes, only problem is that it can't easily be done (to my knowledge) as a batch process because it would be a slightly different shape in each frame of character movement, unless we tried an overall hard light dodge from the side and see if that's close enough? Sometimes light dodge appears to sort of wrap around the shape, even in a 2D photo.

I agree, anything is worth a shot.

The next few days I'll be studying for an exam so I'll be out of the picture during that time, besides ringing in on the forum here and there.

portablemk, I'm not sure if you mentioned this because you'd like to give the batch process a shot, if so, that's fine with me, if not, I don't mind trying when I can. Do you work with light/color dodging and burning? It looks to me like a hard white/slightly yellow dodge.
 
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Guys, do not tou sujerindo no, I'm saying that the idea was mine would these modifications, which in my opinion would play very good, because would correct all faults. But sorry, anyway.

Congratulations remake of MK, is getting wonderful'm anxious to see the game running!

^ ^
 
I think basketball and viking helmet guys had something to do with NBA Jam which was also developed by Midway in early '90s. NBA Jam Tournament Edition uses MK characters in earlier revisions as secret characters as well as Ed Boon & John Tobias as playable secret characters too, among others.
Here are some of the secret NBA Jam T.E. characters scraped from later revisions:

1625s8z.png


You can see the gorilla wearing viking helmet. So I guess the unused basketball and viking guy sprites from MK2 are Midway guys working on NBA Jam maybe. One can only wonder what their purpose in the game was supposed to be, if any. Maybe they were supposed to hang from Acid Pool hooks?

sn0utd.png

The Dead Pool idea is great and you may very well be correct.


Also, was Scorpion ever finished or is the creator taking a break from him for now?
 
It is tough, but I keep reminding myself that people who make these suggestion simply out of enthusiasm for the project. Then I see the number of posts and I realize this person is completely new. So I don't want to scare new fans of our project away, but please please please read. Every 3 pages someone asks for something cool and new. I respond each time that we aren't changing anything but graphics. Maybe we should shorten the response to something like "read page #blah-blah-blah". So cool ideas, wrong place for them as Mikey said.

Or instead of telling them to search the entire thread which is HUGE make a FAQ that can be referred to.
 
The voices from MK1 were going to be used, so we don't really have a need for the ones in MKSM.


All new sound effects or music should sound close to the original.
 
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