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Hatsune Miku: Project MUGEN extend (850,480) (Read 121433 times)

Started by Dissidia, March 31, 2014, 09:55:51 am
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Hatsune Miku: Project MUGEN extend (850,480)
#1  March 31, 2014, 09:55:51 am
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Arranged Version:
Spoiler, click to toggle visibilty
Classic Version:
Spoiler, click to toggle visibilty
Normal Version:
Spoiler, click to toggle visibilty

Lifebars Custom:
Spoiler, click to toggle visibilty
Lifebars Normal:
Spoiler, click to toggle visibilty

It's Hatsune Miku's screenpack/motif sequel for MUGEN, now in 850,480 resolution. Three selectable motifs are available for you to choose from: "Arranged", "Classic", and "Default".

NOTE: If you are familiar with screenpacks with the use of localcoords, localcoords = 426.66,320.25 for characters will be required. I've included two stages of mine: "Miku Lounge and Violet Sky" already fixed. More information is available in the extend Readme.

For OpenGL users, there seems to be a glitch when half the Arranged Portraits are scaled awkwardly on Select but not a big deal.

-------------------------------------------------------------------------------
"Arranged" version lets you create your own portraits and stats with the addition of the 9000,2 victory portraits.
"Classic" version keeps the traditional custom portrait from the previous screenpack.
"Default" version uses the default 120x140 portraits.

New and Revamped Lifebars
-------------------------------------------------------------------------------
'Arranged" and "Classic" versions will use the traditional 9000,35 portraits with the addition of 9000,8000 Simul/Turns portraits.
"Default" version will use the default portraits.

Templates are also available for you to choose from. Have fun contributing!
DOWNLOAD
MIRROR[/center]
Last Edit: April 11, 2014, 09:49:30 am by Dissidia
Re: Hatsune Miku: Project MUGEN extend (850,480)
#2  March 31, 2014, 09:57:59 am
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You went for really good user preference. Good job.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#3  March 31, 2014, 12:01:32 pm
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Congrats on the full release. What did you update from the VIP release we got earlier?
Re: Hatsune Miku: Project MUGEN extend (850,480)
#4  March 31, 2014, 01:02:52 pm
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Sweet, thanks for the release.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#5  March 31, 2014, 01:37:37 pm
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Nice,
The arranged version looks great.

"Do I look like, A normal person?"
Last Edit: March 31, 2014, 01:40:51 pm by HouTaRou
Re: Hatsune Miku: Project MUGEN extend (850,480)
#6  March 31, 2014, 06:23:19 pm
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using the classic version, ran on 1.1 open gl and i have a pretty crappy CPU and i got absolutely no lag on the stages or sp.

such a solid and beautiful SP great release dis :)
Re: Hatsune Miku: Project MUGEN extend (850,480)
#7  March 31, 2014, 06:36:47 pm
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This looks so damn sexy!!!
Re: Hatsune Miku: Project MUGEN extend (850,480)
#8  March 31, 2014, 06:39:41 pm
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Nice!
Mains:
Brawl: Marth, Ike, Snake, Toon Link, and Lucario
Super Street Fighter IV: Juri
Ultimate Marvel vs. Capcom 3: Deadpool, Wesker, and Zero
Mortal Kombat 9: Stryker, Scorpion
Injustice: Harley Quinn, Superman, Scorpion

Umezono said, 24 minutes ago
im sure jason flailing a rusty machete into luigis midsection will be okay just as long as we remove the blood

We can do that with a beam saber already. I don't see the problem with that! :laugh2:
Re: Hatsune Miku: Project MUGEN extend (850,480)
#9  March 31, 2014, 06:44:47 pm
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I need to learn how to make things like this, it looks gorgeous.

Thanks for the share.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#10  March 31, 2014, 07:13:34 pm
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Re: Hatsune Miku: Project MUGEN extend (850,480)
#11  March 31, 2014, 07:41:50 pm
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looks awesome dizz gotta love those lifebars but since it requires some res to all chars/stages i bet someone will that edit make it 640x480
Re: Hatsune Miku: Project MUGEN extend (850,480)
#12  March 31, 2014, 08:24:37 pm
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What a nice surprise! Maybe this will revive the custom ports thread!
Re: Hatsune Miku: Project MUGEN extend (850,480)
#13  March 31, 2014, 10:22:14 pm
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It's quite stunning.

Do your best to become stronger. Become stronger, so you can do your best.

Mugen is a way for me to remain nostalgic with all of the dream matches I cooked up as a kid. It's also what I call a "Digital Action Figure Collection."
MaxBeta link=topic=155656.msg1876950#msg1876950 date=13867
Vegaz_Parrelli...also known as The Lord of the Rings.
[/quote said:
Re: Hatsune Miku: Project MUGEN extend (850,480)
#14  March 31, 2014, 10:36:52 pm
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Awesome work as usual Diss, I don't mind making ports for this new SP since I'm planning to use it too =)
Re: Hatsune Miku: Project MUGEN extend (850,480)
#15  March 31, 2014, 11:43:36 pm
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Excellent work, congratulation! Thank you for share your mugen stuffs!
Spoiler, click to toggle visibilty
LOL Elzee is very funny! XD
Re: Hatsune Miku: Project MUGEN extend (850,480)
#16  April 01, 2014, 01:18:01 am
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Been waiting for this forever!

Thanks Diss!

I just wanna know, how come whenever i put ANY of my characters in, with the right Localcoord, i get a "Cannot read .sff" error?
Re: Hatsune Miku: Project MUGEN extend (850,480)
#17  April 01, 2014, 02:14:02 am
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Been waiting for this forever!

Thanks Diss!

I just wanna know, how come whenever i put ANY of my characters in, with the right Localcoord, i get a "Cannot read .sff" error?

That sounds like an SFF issue. You sure you didn't delete anything in the def?
Re: Hatsune Miku: Project MUGEN extend (850,480)
#18  April 01, 2014, 02:16:03 am
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Sorry if this is noobish,
But in arcade mode after winning 1 fight Its over.
How do I add More fights?

"Do I look like, A normal person?"
Re: Hatsune Miku: Project MUGEN extend (850,480)
#19  April 01, 2014, 02:19:28 am
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Sorry if this is noobish,
But in arcade mode after winning 1 fight Its over.
How do I add More fights?

Oops! I forgot to add the rest of the numbers in the Arranged Version. Look in select and find "arcade.maxmatches =" and replace the 0s with 1 and above.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#20  April 01, 2014, 02:21:54 am
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All of the Characters work in my other mugens. If it makes any difference all my Chars SFF's were converted to 1.1.

And sometimes, the Error is "cannot read .snd".

Afaik i didnt delete anything.

Basically i just un-rared the SP, left the motif at default (Arrange) because i planned to make Portraits. Adding a Single character from my other Mugen (1.1) and then errors ensued.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#21  April 01, 2014, 02:23:22 am
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Saving older SFFs to 1.1 can usually lead to errors. It's recommended if you save them as is.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#22  April 01, 2014, 02:24:26 am
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K, ill just re-unrar the chars i want into ur SP and keep the converted into my old SP that work.

Thanks, i'll let u know if it works :)
Re: Hatsune Miku: Project MUGEN extend (850,480)
#23  April 01, 2014, 02:26:17 am
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You're welcome. Nice to assist you.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#24  April 01, 2014, 02:26:52 am
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Works perfectly, Thanks again ^^
Re: Hatsune Miku: Project MUGEN extend (850,480)
#25  April 01, 2014, 02:48:03 am
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No problem. I believe I know the problem now.  Since I've added the MUGEN 1.0 Engine in the rar and you're saving your SFFs to 1.1 is most likely why. You have to use 1.1 to work.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#26  April 01, 2014, 02:51:55 am
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Oooh ok, so ill just replace the engine u included with a 1.1 Engine and it will work. Gotcha :)
Re: Hatsune Miku: Project MUGEN extend (850,480)
#27  April 01, 2014, 02:55:43 am
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^ replace the engine, plugins, the Microsoft.VC90.CRT folder, the Elecbyte.MUGEN.libs folder and the frag, lua, and vert files found in the data folder.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#28  April 01, 2014, 03:08:24 am
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Thanks! everything works! all my 1.1 SFF Chars work now :D
Re: Hatsune Miku: Project MUGEN extend (850,480)
#29  April 01, 2014, 07:09:54 am
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Ports progress so far, going to to do a lot before I post =)
Re: Hatsune Miku: Project MUGEN extend (850,480)
#30  April 01, 2014, 07:11:53 am
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nice work!
Re: Hatsune Miku: Project MUGEN extend (850,480)
#31  April 01, 2014, 07:46:12 am
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They're 1 pixel off on height, but those look great!
Re: Hatsune Miku: Project MUGEN extend (850,480)
#32  April 01, 2014, 07:54:07 am
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Ya i noticed, i'mma gonna lower it a bit, thanks!
Re: Hatsune Miku: Project MUGEN extend (850,480)
#33  April 01, 2014, 07:56:57 am
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Where is my 640x480 :brood:
Re: Hatsune Miku: Project MUGEN extend (850,480)
#34  April 01, 2014, 08:41:25 am
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Congrats on yet another great release, Diss. Thumbs Up
Re: Hatsune Miku: Project MUGEN extend (850,480)
#35  April 01, 2014, 08:45:09 am
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Ok progress, I'm planning to take requests, though I'll just add the characters that I want lol.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#36  April 01, 2014, 09:31:56 am
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I'm Using the default motif and um... is this a april fools joke for the default motif? I'm confused.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#37  April 01, 2014, 09:34:44 am
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Did you read? You need to put the localcoord = 426.66,320.25 for most characters.

Here a vid for the arranged version on how to make ports (1.1) =L
Last Edit: April 01, 2014, 10:03:14 am by Reverse Yu
Re: Hatsune Miku: Project MUGEN extend (850,480)
#38  April 01, 2014, 10:30:10 am
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"Do I look like, A normal person?"
Last Edit: April 01, 2014, 12:47:09 pm by HouTaRou
Re: Hatsune Miku: Project MUGEN extend (850,480)
#39  April 01, 2014, 10:55:10 am
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Here are some ports done. The ports in the DL are in the SS.
3 Hatsune Mikus Custom, 1 Megurine Luka Custom, Juri, Furudo Erika, Eva Beatrice and Shannon (runs on 850,480 localcoord), Yuri, Yoko, and Cody.



DL:
https://www.mediafire.com/?9jl7ukfu3ctyvf7
Re: Hatsune Miku: Project MUGEN extend (850,480)
#40  April 01, 2014, 06:14:48 pm
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i already request it from pm but you didn't answer. did you read my pm reverse yu?
http://signavatar.com/32255_s.gif

please visit my request thread. here
bad grammar is art
Re: Hatsune Miku: Project MUGEN extend (850,480)
#41  April 01, 2014, 07:10:40 pm
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Might as well make a topic for requests (separated from the older one, just for EXTEND ports).

Noob question, but is it possible to stretch the screen while in fullscreen mode?
Re: Hatsune Miku: Project MUGEN extend (850,480)
#42  April 01, 2014, 09:04:26 pm
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I Finally get it now.




 ;D

"Do I look like, A normal person?"
Re: Hatsune Miku: Project MUGEN extend (850,480)
#43  April 02, 2014, 08:00:56 pm
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I dont understand how u get the Green Sprite Layer over the Sprite that u place. I see Vector using a Keyboard Shortcut in the Video Tutorial but i dont understand what Shortcut that is. Because if i go to directly select "Move to Front", it moves it in front of the Text as well. So im missing something.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#44  April 02, 2014, 08:37:33 pm
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My apologizes, I solved the issue.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#45  April 02, 2014, 09:28:50 pm
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Re: Hatsune Miku: Project MUGEN extend (850,480)
#46  April 03, 2014, 03:28:12 pm
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I dont understand how u get the Green Sprite Layer over the Sprite that u place. I see Vector using a Keyboard Shortcut in the Video Tutorial but i dont understand what Shortcut that is. Because if i go to directly select "Move to Front", it moves it in front of the Text as well. So im missing something.

Which green part are you referring to?

"Do I look like, A normal person?"
Re: Hatsune Miku: Project MUGEN extend (850,480)
#47  April 03, 2014, 05:36:38 pm
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Re: Hatsune Miku: Project MUGEN extend (850,480)
#48  April 03, 2014, 10:16:36 pm
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Question, I'm converting basically all the stages I used and some of them had localcoord 960, 720 so that they look fine with 640*480

any idea on what exactly i could do so that they would look fine with this resolution? I'm fine with sprite editing or moving stuff so that anything that gets messed up is ok. I just need the localcoords and bound help.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#49  April 04, 2014, 01:02:38 am
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Question, I'm converting basically all the stages I used and some of them had localcoord 960, 720 so that they look fine with 640*480

any idea on what exactly i could do so that they would look fine with this resolution? I'm fine with sprite editing or moving stuff so that anything that gets messed up is ok. I just need the localcoords and bound help.

1280, 720 should be fine.

Re: Hatsune Miku: Project MUGEN extend (850,480)
#50  April 04, 2014, 02:03:09 am
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yup, worked perfectly thanks
Re: Hatsune Miku: Project MUGEN extend (850,480)
#51  April 05, 2014, 04:50:16 pm
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Will this beauty be made 640x480?
Re: Hatsune Miku: Project MUGEN extend (850,480)
#52  April 05, 2014, 09:43:40 pm
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No plans as of now
Re: Hatsune Miku: Project MUGEN extend (850,480)
#53  April 05, 2014, 09:55:50 pm
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Is there a tutorial on converting characters to 1.1? The Lvl3 supers don't portrait full screen like in previous versions!
Re: Hatsune Miku: Project MUGEN extend (850,480)
#54  April 05, 2014, 09:59:12 pm
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Re: Hatsune Miku: Project MUGEN extend (850,480)
#55  April 06, 2014, 11:53:49 am
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very cool , thank you for your great work!
Re: Hatsune Miku: Project MUGEN extend (850,480)
#56  April 06, 2014, 04:40:39 pm
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the most confusing part is making that 9000,1 portrait the video provided by Reverse Yu is for 1.1 anyone got any idea on how to make it using the 1.1 one? o..o this screenpack is really great deserve me to use it for awhile.
"We Accept The Love We Think That We Deserve"
Re: Hatsune Miku: Project MUGEN extend (850,480)
#57  April 06, 2014, 11:57:44 pm
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Re: Hatsune Miku: Project MUGEN extend (850,480)
#58  April 07, 2014, 02:30:12 am
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Deleted!
Last Edit: April 07, 2014, 02:33:57 am by Predictabo
Re: Hatsune Miku: Project MUGEN extend (850,480)
#59  April 10, 2014, 04:43:43 pm
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Umm... Pictures aren't showing up.
Mains:
Brawl: Marth, Ike, Snake, Toon Link, and Lucario
Super Street Fighter IV: Juri
Ultimate Marvel vs. Capcom 3: Deadpool, Wesker, and Zero
Mortal Kombat 9: Stryker, Scorpion
Injustice: Harley Quinn, Superman, Scorpion

Umezono said, 24 minutes ago
im sure jason flailing a rusty machete into luigis midsection will be okay just as long as we remove the blood

We can do that with a beam saber already. I don't see the problem with that! :laugh2:
Re: Hatsune Miku: Project MUGEN extend (850,480)
#60  April 10, 2014, 11:24:44 pm
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All back up again.
Last Edit: April 11, 2014, 12:37:03 am by Dissidia

palletemaster09

Re: Hatsune Miku: Project MUGEN extend (850,480)
#61  April 11, 2014, 09:20:30 pm
how do you do to the font part it dosent work for the gimp but i made with name but its color white


Sol Badguy





Ky-Kiske





     Posted: April 11, 2014, 09:54:58 pm
i really help because in gimp they didn't have a bank gothic :(
Re: Hatsune Miku: Project MUGEN extend (850,480)
#62  April 12, 2014, 04:34:00 am
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Really recommend using Photoshop it works best.i use Photoshop and they keep the font if u installed the font that is..
"We Accept The Love We Think That We Deserve"

palletemaster09

Re: Hatsune Miku: Project MUGEN extend (850,480)
#63  April 12, 2014, 08:34:08 am
awww :( ok
Re: Hatsune Miku: Project MUGEN extend (850,480)
#64  April 12, 2014, 09:17:09 am
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awww :( ok

sorry man maybe theres a way for gimp ..but now idk i thought of using gimp for first time when i saw this screenpack being released but after it didnt work with gimp i jus go with photoshop..
"We Accept The Love We Think That We Deserve"

palletemaster09

Re: Hatsune Miku: Project MUGEN extend (850,480)
#65  April 12, 2014, 06:11:11 pm
ok give me the link so i can download it :) thanks
Re: Hatsune Miku: Project MUGEN extend (850,480)
#66  April 12, 2014, 09:20:48 pm
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Well Photoshop costs money, so you gotta buy it. However I also use GIMP and had a similar problem. I installed the font, but I couldn't figure out how to replicate the effects. I tried doing it myself, but it didn't come out right. I did find a way around that though.

In the system.def file, if you scroll down to the Character Select definition and go to the Name section, you have to change p1.name.offset to 15,417 and the p1.name.font to 4,0,1 Also change p2.name.offset to 837,417 and p2.name.font to 4,0,-1.

It should look like this:
;Name
p1.name.offset = 15,417  ;Position to put name
p1.name.font = 4,0,1     ;Set to -1 for no display
p1.name.spacing = 0,28
p2.name.offset = 837,417
p2.name.font = 4,0,-1
p2.name.spacing = 0,28

The victory portraits have the same thing as the big portratis, so in the system.def, go to the victory definition screen and go under the Winner's portrait and name section. Only the p1.name.offset, and p1.name.font need to be change, so get rid of the semicolons in front of them and change them to this:
p1.name.offset = 100,320
p1.name.font = 4,0,1

This is how the portraits should look without the text:


How they'll look in game:


How the victory portraits should look:


And how they'll look in game:


So yeah, let me know how it turns out okay?
Last Edit: April 12, 2014, 09:33:32 pm by Urrnge
Re: Hatsune Miku: Project MUGEN extend (850,480)
#67  April 15, 2014, 06:22:56 pm
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looks pretty  good :)
Re: Hatsune Miku: Project MUGEN extend (850,480)
#68  April 15, 2014, 06:29:28 pm
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palletemaster09

Re: Hatsune Miku: Project MUGEN extend (850,480)
#69  April 16, 2014, 03:06:35 am
thank you urrnge
Re: Hatsune Miku: Project MUGEN extend (850,480)
#70  April 17, 2014, 02:12:08 pm
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Re: Hatsune Miku: Project MUGEN extend (850,480)
#71  April 18, 2014, 09:28:49 am
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I have question about localcoords = 426.66,320.25, it's for all chars or only low res?
Re: Hatsune Miku: Project MUGEN extend (850,480)
#72  April 18, 2014, 11:38:02 am
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I have question about localcoords = 426.66,320.25, it's for all chars or only low res?
Low res I think, if you have a character that comes with its own localcoords already listed leave it alone and see how it looks in game, generally that's how it worked for me.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#73  April 18, 2014, 09:21:47 pm
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I have question about localcoords = 426.66,320.25, it's for all chars or only low res?

It's for both Hires and Lores, however, if the character is a 640,480 or higher localcoord'd character, you'll have to rescale everything.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#74  April 18, 2014, 10:34:19 pm
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Technically use. Though if anyone is originally using 640x480, then you usually just have to make it 850x480 localcoord, and just finish making the portrait at the psd file and then resize it by 100%. For localcoords for HD characters that uses 1338,756 localcoords (Nu, and my chars), you scale the port by 314% and it should be fine.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#75  April 20, 2014, 01:24:47 pm
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I have question about localcoords = 426.66,320.25, it's for all chars or only low res?

It's for both Hires and Lores, however, if the character is a 640,480 or higher localcoord'd character, you'll have to rescale everything.

That must be why characters like Asura background LVL 3 don't scale the whole screen. Unfortunately, I'm a noob at all this
Re: Hatsune Miku: Project MUGEN extend (850,480)
#76  April 20, 2014, 05:01:27 pm
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Re: Hatsune Miku: Project MUGEN extend (850,480)
#77  April 21, 2014, 02:43:50 am
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I can't edit Aurora City perfectly form in 850,480 ;___;
Last Edit: April 21, 2014, 04:14:00 am by Akuserareta
Re: Hatsune Miku: Project MUGEN extend (850,480)
#78  April 21, 2014, 08:53:23 am
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I have question about localcoords = 426.66,320.25, it's for all chars or only low res?

It's for both Hires and Lores, however, if the character is a 640,480 or higher localcoord'd character, you'll have to rescale everything.

That must be why characters like Asura background LVL 3 don't scale the whole screen. Unfortunately, I'm a noob at all this

Maybe it can help





Thanks for showing me that, unfortunately, I've been out the mugen game too long. I must await the 640x480 release. I physically don't have the time to scale the preferred characters to thegame.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#79  April 21, 2014, 10:36:03 pm
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I have question about localcoords = 426.66,320.25, it's for all chars or only low res?

It's for both Hires and Lores, however, if the character is a 640,480 or higher localcoord'd character, you'll have to rescale everything.

That must be why characters like Asura background LVL 3 don't scale the whole screen. Unfortunately, I'm a noob at all this

Maybe it can help





Thanks for showing me that, unfortunately, I've been out the mugen game too long. I must await the 640x480 release. I physically don't have the time to scale the preferred characters to thegame.

Likewise I have too many characters to edit. This screenpack is simply amazing however I will patiently wait for the 640x480 release. Amazing work Dissidia.


Spoiler, click to toggle visibilty
Last Edit: April 21, 2014, 10:40:43 pm by sonicbillymays
Re: Hatsune Miku: Project MUGEN extend (850,480)
#80  April 21, 2014, 10:40:36 pm
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Re: Hatsune Miku: Project MUGEN extend (850,480)
#81  April 22, 2014, 04:23:16 am
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Likewise I have too many characters to edit. This screenpack is simply amazing however I will patiently wait for the 640x480 release. Amazing work Dissidia.
It's not going to happen anytime soon. The closest you're gonna get is Uchiha's edit.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#82  April 22, 2014, 05:16:30 pm
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Yo estoy realmente feliz con la versión 850x480 Dissidia :3 ya arregle todo, y solo ando editando los chars y stages que me gustan, pero Aurora City no se ve bien en 850x480 es el único stage que no funciona bien, y es una lastima porque me gusta mucho, pero adoro este screenpack. :3
Re: Hatsune Miku: Project MUGEN extend (850,480)
#83  April 22, 2014, 05:40:44 pm
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English

Rest in peace, Tamez. Thank you for everything.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#84  April 22, 2014, 05:58:53 pm
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I'm really happy with the 850 version Dissidia and I fixed everything and I'm only editing the characters and stages I like, however Aurora City doesn't look good in 850, it's the only stage that doesn't function properly, and it's a shame because I like it a lot, but I adore this screenpack

Re: Hatsune Miku: Project MUGEN extend (850,480)
#85  April 22, 2014, 06:44:26 pm
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Re: Hatsune Miku: Project MUGEN extend (850,480)
#86  April 22, 2014, 07:15:06 pm
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Nah man see we all made a bet the other day when we was trying out the shrooms and shit and well like loser has to toss a salad. And I don't mean tossing a traditional salad like my buddy keith thought, i mean the other salad tossing he almost did because he didn't understand what the dudes was sayin and shit so like he was in a real sticky situation, and i mean literally because h-
Re: Hatsune Miku: Project MUGEN extend (850,480)
#87  April 22, 2014, 07:15:58 pm
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Oxe, is now a good time for this?

Rest in peace, Tamez. Thank you for everything.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#88  April 22, 2014, 07:28:12 pm
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How about a PayPal donation for you to 640x480 it yourself? Would that put some fire under the buttocks?
-_- Come on Kao. Are you forreal?  I don't want to be having stacks of lawsuit papers and angry emails over particular resources I don't own just for silly donations. Sorry.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#89  April 25, 2014, 05:18:04 pm
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How about a PayPal donation for you to 640x480 it yourself? Would that put some fire under the buttocks?
-_- Come on Kao. Are you forreal?  I don't want to be having stacks of lawsuit papers and angry emails over particular resources I don't own just for silly donations. Sorry.

Dissidia do you send me Aurora City and Tower stages on 850x480 please, because on your page are 640x480 onegai uwu
Re: Hatsune Miku: Project MUGEN extend (850,480)
#90  April 30, 2014, 03:08:54 am
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Does anyone have ports for Lyzer, Flamme, and Fliz?
Re: Hatsune Miku: Project MUGEN extend (850,480)
#91  May 02, 2014, 05:32:03 am
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Does this screen pack support full screen? When i change the setting in data/mugen to full screen it remains as if were window, and when i use (alt-enter) to make it full screen everything is delayed. Besides that I liking this screen pack. :)
Re: Hatsune Miku: Project MUGEN extend (850,480)
#92  May 02, 2014, 07:50:11 am
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You can enable fullscreen on OpenGL mode in 1.1, but on System/Direct mode, sadly you can't. Same goes with 1.0
Re: Hatsune Miku: Project MUGEN extend (850,480)
#93  May 02, 2014, 07:29:15 pm
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Thanks this will do :)
Re: Hatsune Miku: Project MUGEN extend (850,480)
#94  May 05, 2014, 04:51:02 pm
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diss any chance of seperate dl for the lifebars?
Re: Hatsune Miku: Project MUGEN extend (850,480)
#95  October 09, 2014, 01:21:59 am
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How do you make the portrait in the classic version show the character's idle sprite too? like in the photo. I can't figure out how to do it.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#96  October 10, 2014, 01:00:43 am
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You have to get a sprite from the sff file and add it in the portrait.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#97  October 11, 2014, 01:34:53 am
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Re: Hatsune Miku: Project MUGEN extend (850,480)
#98  October 13, 2014, 10:17:23 am
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I think you should have posted this in the Miku Portrait Thread.

Rest in peace, Tamez. Thank you for everything.
Re: Hatsune Miku: Project MUGEN extend (850,480)
#99  October 13, 2014, 10:56:39 pm
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Re: Hatsune Miku: Project MUGEN extend (850,480)
#100  October 14, 2015, 12:32:08 am
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Open up the mugen.cfg in the data folder with notepad. Once open you'll see these 3 lines near the top.
Code:
motif = data/Systems & Select/Project MUGEN Extend System/system.def  ;Use this line if using a motif that overwrites system files.
;motif = data/Systems & Select/Project MUGEN S.P. System/system.def
;motif = data/Systems & Select/Default System/system.def

Simply add a semicolon to the beginning of the first line and delete the semicolon from the third line so that it looks like this.

Code:
;motif = data/Systems & Select/Project MUGEN Extend System/system.def  ;Use this line if using a motif that overwrites system files.
;motif = data/Systems & Select/Project MUGEN S.P. System/system.def
motif = data/Systems & Select/Default System/system.def

That's all there is to it. Next time you have an issue with installing something just make a thread in this board. Another thing just to be safe, when adding characters to the select.def make sure you're using the select.def inside the Default System folder.
Last Edit: October 14, 2015, 12:35:28 am by MangoBox
Re: Hatsune Miku: Project MUGEN extend (850,480)
#101  June 27, 2016, 11:30:41 pm
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sorry to bump. but. is there a tutorial to add portraits?