Mortal Kombat Outworld Assasins XL

In Progress mortal kombat outworld assassins XL 2.0

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The project is currently under development.
Wombat2112
making green screens on 3d games is difficult, you have to find a way to dump the textures of the simplest level you can find & modify all of them to be green , then create a texture pack & implement it in the emulator, i don't know if the ps2 emulator can do that tho.

the only game i know that is heaviliy modded in the ps2 is dragon ball z budokai tenkaichi -
https://www.youtube.com/watch?v=IPQiDcSUmNI

but its textures are modified in the game itself , not trough outside folders like with the N64

if you can contact the person who mods this , maybe he can help you find a way to mod the mortal kombat game or even find a way to extract the character models & use them in with smash brothers brawl - (it is easier to texture mod & the camera is more 2d)

the inverse could be true, if the emulator features re-recording or TAS, make a texture dump of the character, alter all his textures green, re-play the game-play - use the green character re-play to chromakey the silouette of your character- & then use the normal footage re-play & the siloutete to invert the background & keep the character frames.


other methods involve programs that can dump all of the direct 3d polygon information trough direct x 9 & 10, then you edit the info in a 3d program like maya or blender, but im not sure if it can also dump animation sequences.

last, the most painful method is using TAS tools with the emulator, load the level play with the character, record the video or re-play the sessiion & frame by frame using photoshop, extract the character....
 
oldyz said:
Wombat2112
making green screens on 3d games is difficult, you have to find a way to dump the textures of the simplest level you can find & modify all of them to be green , then create a texture pack & implement it in the emulator, i don't know if the ps2 emulator can do that tho.

the only game i know that is heaviliy modded in the ps2 is dragon ball z budokai tenkaichi -
https://www.youtube.com/watch?v=IPQiDcSUmNI

but its textures are modified in the game itself , not trough outside folders like with the N64

if you can contact the person who mods this , maybe he can help you find a way to mod the mortal kombat game or even find a way to extract the character models & use them in with smash brothers brawl - (it is easier to texture mod & the camera is more 2d)

the inverse could be true, if the emulator features re-recording or TAS, make a texture dump of the character, alter all his textures green, re-play the game-play - use the green character re-play to chromakey the silouette of your character- & then use the normal footage re-play & the siloutete to invert the background & keep the character frames.


other methods involve programs that can dump all of the direct 3d polygon information trough direct x 9 & 10, then you edit the info in a 3d program like maya or blender, but im not sure if it can also dump animation sequences.

last, the most painful method is using TAS tools with the emulator, load the level play with the character, record the video or re-play the sessiion & frame by frame using photoshop, extract the character....


Idk if this would make a difference or not but WWE for instance has a plain green model to that performs the animations maybe the character could be painted in another program? Or just use 2D shots? Since MK Armageddon is 2d-ish that might be easier to try it on?
 
Wombat2112

here is what ill try to do, ill set up an n64 sample that you can use to see what i mean - can you capture video? because it can serve like an intro for a tutorial of sorts

edit:

I watched footage of armaggedon, its going to be nearly impossible to rip the characters using normal game-play-

the game is completely 3d so

the camera zooms in & out constantly & pans up & down in angles 3/4-ish fashions - you will need to fire up the game & see if the camera can be made to only follow a character in re-play mode - like in smash brothers meelee/brawl, where the camera can focus on a character's center offset during re-plays
 
Ripping from Game Cube could be easier. I've ripped somethings from MK:DA on the past:
https://www.spriters-resource.com/gamecube/mortalkombatdeadlyalliance/

92769.png


But I can't remember the name of the tool :(

Edit: here https://www.youtube.com/watch?v=jv1JvOSPsW4
 
O Ilusionista said:
.....

Edit: here https://www.youtube.com/watch?v=jv1JvOSPsW4

indeed. 3d ripper can help, he can get the character model, i don't know if the character's original animations could also be exported tho...

in any case Wombat2112 might have to record some game footage and use mixamo to "stop" motion his ripped  3d model to duplicate/re-create the animations he needs.

-

personally , i am trying to find anything that could turn/export video captures of "mocap suit" into bone position data ...

people can texture edit any character using emulation to make the desired character have a "mocap" suit look
maxresdefault_112.jpg

there has to be something out there that can get this done.

after you have this data, its only a matter to feed it into a 3d program, apply it to the model , position the camera & export frames -
of course learning how to figure out that workflow might take just as long as manually animating the single character.. but after that you will be able to make animations faster for any model

 
i found this, so far:

https://www.youtube.com/watch?v=Ft47dyJi9T4

https://kubadownload.com/app/voodoo-camera-tracker-download

https://visualmarker.software.informer.com/2.0/

https://dgeeme.software.informer.com/

so in theory, you could use the game/replay footage itself to generate the motion data for your characters.

https://www.youtube.com/watch?v=mCdR3d6S6Wc
 
Hope progress is going well despite the green screen setbacks. Yeah PCSX2 can be tricky i bet...i long for the days when you could manipulate 2d layers on and off in emulators like zsnes, MAME, NeoRageX, i think a nes one had such a feature aswell...with the sixth gen consoles, things can get more complicated than that. But i wish you the best of luck. There's some really good advice on here, i've seen nsw25's work and he definitely knows his stuff when it comes to green screens, thanks to the community for being so helpful towards this project (and in general) aswell.

"There is this kicking Transformers game that was only released in Japan I love it but it's slow for me."
Oh yeah!I know that game!I played it for a bit myself.
A Transformers G1 hack and slash game, decades before the wonderful "Transformers Devastation"...

One thing i wanted to mention about that, it was developed by "Winky Soft", the people who developed one of my all time favorite beat 'em up games ever, "Denjin Makai II" also known as "Guardians"...so you can imagine my hype when i saw a game developed by the same company that developed one of my favorite games, of my favorite game genre, with one of my favorite licenses!

Altho i couldn't get into it, and did not live up to the hype...it really did sound like the definitive Transformers G1 (original cartoon/comics) videogame at the time, what i mean is, i was like "Finally!a GOOD transformers game" (or at least, decent / playable)
Transformers, the original one, or "g1", not armada, the michael bay movie universe, or anything like that: It had a pretty bad and spotty history when it comes to videogames up until that point (2003)...i can only remember the NES game, also only for japan, 'convoy no nazo' or something, and it was bad...the C64 one, "battle for the earth" which...i have no idea what it is about or how to play it...and apparently another c64 platformer one, which seems somewhat more like a regular platformer but still nothing to write home about...
And optimus prime flies around when he transforms ._.
Yeah...i've no idea...lol
And it was all we had as far as Transformers game goes up until 2003, more than a decade later...real waste of a license if you ask me. But oh well.

Sorry about the rant, thought i'd throw in that little random trivia tidbit about winkysoft since i found it curious when i first found out about it.

PS: You can also play as G1 Optimus Prime and Megatron in the smash brothers clone "DreamMix TV: World Fighters" for the PS2/Gamecube. Ok, i've done enough derailing haha, please continue discussing the development of this epic and promising openbor project n.n
 
it's great work and best in class of Mortal Combat Openbor games and thanks for workon.

btw, i got some trouble in malfunction / no movables of gamepad / joystick configuration in stuck screen when playing it in linux (Emuelec) openbor .
Others of openbar paks somehow are working in linux after changing control settings. btw, conversely and interestingly the pak can be playable to set up control config in Windows openbor.

Any idea and take on this issue?

Thank you
 
@Gurtag hasn't logged in for almost two years and so far as I know this game is finished, so I've changed thread prefix to complete. Added to resources, made @Gurtag the owner and associated with this discussion thread.

DC
 
Gurtag updated Mortal Kombat Outworld Assasins XL with a new update entry:

mortal kombat outworld assasins xl new vercion 2.0

hey ppl... first than anything thanks a lot to all the comunity for all the help.. this wouldnt have been posible with out the assistance and all the code you provided time after time, again thank you very much to you all...
finally after a few years awol got to pack a new vercion, it is still far from finished but wanted to post an update rater than let it rot in my pc.. life is about to get busi again and could go missing in action yet again.. anyway enjoy..

here my lame atempt at video...

Read the rest of this update entry...
 
hey ppl... first than anything thanks a lot to all the comunity for all the help.. this wouldnt have been posible with out the assistance and all the code you provided time after time, again thank you very much to you all...
finally after a few years awol got to pack a new vercion, it is still far from finished but wanted to post an update rater than let it rot in my pc.. life is about to get busi again and could go missing in action yet again.. anyway enjoy..

download

here my lame atempt at video montage

 
Removed the link to third party and replaced with uploaded resource. @Gurtag, please do not link to third party download sites like Mediafire - those are soft banned. If you need help uploading resources, let us know.

DC
 
Great hit feedback and smooth controls. An excellent work.THis is my gameplay video.

nice gameplay man 😁... in easy is the tutorial.. will help you with some stuf like refill in those small shrines and blocking/parrying.


Removed the link to third party and replaced with uploaded resource. @Gurtag, please do not link to third party download sites like Mediafire - those are soft banned. If you need help uploading resources, let us know.

DC
hey damon sorry man... when updating saw an option for sternal link and since allready had uploaded to mediafire i went with it..
will go for the internal cite storage next time...
 
Dude, the combos, effects, and sprites are cool as hell!

I just have three points to make:

- The screen could be 16:9;
- The HUD could be bigger;
- And man, that first level with the horse was way too long/unfair.

You know, the on-foot levels are relatively short, and I think a horse level that's longer than the on-foot ones ends up feeling a bit odd.

I'm grateful you shared this new version of the project with us... Keep up the good work and best of luck in life! ;)
 
Dude, the combos, effects, and sprites are cool as hell!

I just have three points to make:

- The screen could be 16:9;
- The HUD could be bigger;
- And man, that first level with the horse was way too long/unfair.

You know, the on-foot levels are relatively short, and I think a horse level that's longer than the on-foot ones ends up feeling a bit odd.

I'm grateful you shared this new version of the project with us... Keep up the good work and best of luck in life! ;)

- The screen could be 16:9;

i know nothing of that kind of stuf ;p .. just piked the resolution biger enough to fit a platform level...


- The HUD could be bigger;

that sound interesting i never thought about it, will def play around with that...


- And man, that first level with the horse was way too long/unfair.

my favorite bonus level ;p ... took me quite some to make it so i maded it long enough to enjoy it hehe.. once you know the drill is piece of cake.. jump the stones, dodge the spikes, deal with the ghost riders and it is over...


thanks a lot for the feedback man..
 
Here is ZVitor's project as an example:


The HUD position/size, as well as the FOV and aspect ratio, are great. I have nothing against the FOV in your project, but I found it a bit tiring to keep looking down—it makes the characters look like ants, and that kind of FOV doesn't work very well for a combo-based game.

Look, I liked your tutorial, but perhaps you could simplify it by following the style of ZVitor's tutorial.
my favorite bonus level ;p ... took me quite some to make it so i maded it long enough to enjoy it hehe.. once you know the drill is piece of cake.. jump the stones, dodge the spikes, deal with the ghost riders and it is over...
Dude, I get it. One weird thing that happened in this level was my character dying and respawning at the start of the level. Death in this level should be handled the same way as in the on-foot sections—meaning the character dies and respawns at the exact spot where they died.

Just my humble opinion on a project with great potential.

Best of luck!
 
Here is ZVitor's project as an example:

The HUD position/size, as well as the FOV and aspect ratio, are great. I have nothing against the FOV in your project, but I found it a bit tiring to keep looking down—it makes the characters look like ants, and that kind of FOV doesn't work very well for a combo-based game.
i will def take dive at mod the hud a bit, but it will not be anything like that, it may fit zvitor game but not mine, not only i am fine with FOV but also cause it wouldnt work parctically, i maded so that it now suport 4 players so acomodating that hud size is a no go.. plus any platformer level will sufer from it and am making more of those at some point...
as for the FOV not working very well for a combo based game i personally disagree. i fact one of the reasons i maded so is because of enemies going out of screen so often thus cuting out combos half way most of the time, this when i started moding magass original game...

Look, I liked your tutorial, but perhaps you could simplify it by following the style of ZVitor's tutorial.

what would it needs to be simplified? i allready thought i maded simplier enough, it only features 4 or 5 lessons...


Dude, I get it. One weird thing that happened in this level was my character dying and respawning at the start of the level. Death in this level should be handled the same way as in the on-foot sections—meaning the character dies and respawns at the exact spot where they died.

Just my humble opinion on a project with great potential.

Best of luck!

i designed it specifically that way so you have to actully beat the level, for next update i will making it so you just jump to next after dieing... respawning like normal level wouldnt work well for that kind of level...

would you consider posting a small play trough? i could grasp better your point about the game...

thanks for your feedback man..
 
Simplify the tutorial by putting the controls on the screen, similar to what ZVitor does in his games.
As for the other stuff... It's all good, dude; I really understand your point of view.

Man, I’d even record a video, but my laptop is so old it might just explode if I tried. XD

Thanks for your time and attention so far. ;)
All the best!
 
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