Okay, here's some to start this thread. Torn out of the X-Box version of XML1 and converted to MUA format.
Ultimate Iceman with the fancy hat; Uncanny Marrow and X-Treme Psylocke. Very fun, neh?
They don't look pretty as they aren't high-res (Iceman's largest is 64x; Marrow's is 256x; Psylocke's is 128x), but still. They're all convert-mipped down to 16x. Enjoi.
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/Snap1.jpg)
http://h1.ripway.com/ivank/XML1/XML1set1.rar
Alright! Psylocke! ;D
Skins which would need to be converted:
Ultimate Magma (its not REALLY Ult, but then again, its not REALLY anything)
Fiery Magma
Jubilee
Emma's base costume
Avalanche
Dark Avalanche
Havok's XML1 Costume
Mystique's Red Custume
Shadow King
If you want to just up the non-converted costumes, I'll help with the converting.
EDIT: For shame, I forgot the man himself, Mr. Madrox, aka Multiple Man.
No sweat, I can do it. I will do it, just to keep meself busy :D
As one with no Xbox to speak of (just a lowly PS2), let me just say that you frickin rock.
Here's a high-def, bump-mapped Psylocke skin for ya'll.
http://www.box.net/public/l71qem3064
Low-def
http://darkmythology.fotopic.net/p37583823.html
High-def
http://darkmythology.fotopic.net/p37583822.html
Enjoy :)
This is based off Dark Psylocke, I assume? Good job man!
In case anyone needs them for modding purposes, here are the texture offsets for the XML1 models (skimmed from Texture Finder, so they're in decimal):
QuoteMarrow Eyes-Man Psylocke
256x - 48181 64x - 41761 128x - 57519
128x - 138337 32x - 45937 32x - 82607
64x - 113717 16x - 46961 16x - 17695
32x - 19589 64x - lost the snip of paper that had it >.<
16x - 39065
http://www.box.net/public/mbbl57baal
Psylocke in a standard 90's yellow and blue training uniform.
Not too bad for about 12 minutes, though the gloves/boots need to be adjusted a little.
Next move.
Left to right: Dark Avalanche (or Gladiator Avalanche, if you want it so); Spacesuit Beast; Classic Avalanche; Classic Beast.
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/Snap2.jpg)
File link: http://h1.ripway.com/ivank/XML1/XML1set2.rar
Texture offsets:
QuoteAvalanche Avalanche Dark Beast Beast Space
128x - 68781 13133 53367 34315
64x - 30817 43577 82135 83735
32x - mip of previous 32433 16863 mip of previous
16x - N/A 36465 mip of previous 8x-91755
(The "mip of previous" means you save the preceding size with mipmap count set to two and insert the unified DDS data into the IGB. Saves time, neh?
The polygon corruption on the chin of the first one is NOT, repeat, NOT my fault. It looked that way even before the colour swap. Sorry.
And one more for the road.
Left to right: Spacesuit Emma Frost, Gladiator Cyclops, Spacesuit Cyclops, Uncanny Emma Frost
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/Snap3.jpg)
File link: http://h1.ripway.com/ivank/XML1/XML1set3.rar
Texture offsets:
QuoteSpace Emma Gladiator Cyke Space Cyke Uncanny Emma
128x - 30889 31465 47135 64539
64x - 97949 13129 112911 22759
32x - 107125 24225 28979 32127
16x - N/A 31125 N/A mip of previous
I think the Space Cyke one IS present in XML2, but am too lazy to check. Imagine that. If it is in there, and its max text resolution is above 128x, then I hope Blizz will convert his :P
P.S.
Can anyone please PM me the 0502 and 2201 IGBs from MUA's ACTORS folder? I've accidentally busted my backups of these and am not very interested in a reinstall right now. Problem solved. Props go to nba2k. Thanks!
P.P.S. The future plans include:
Spacesuit Gambit;
Gateway;
Havok;
Jubilee;
Multiple Man;
Uncanny Magma;
Ultimate-styled Magma;
Fiery Magma;
Spacesuit Magma;
Mystique in Red;
Gladiator Phoenix;
Spacesuit Psylocke;
Shadowking Basic;
Shadowking Alternate;
Gladiator Wolverine;
Gladiator Xavier;
Astral Plane Xavier.
After these, I'll start looking at other potentials (like Uncanny Blob, Gladiator Blob, The Weapon X Director, Civilian Magma and the various soldiers in pursuit of finding one that could be used as a decent Punisher base).
here's the lines to paste into your muaskinner.cfg file to mod those igb files you listed:
Quote
AvalancheMUA.igb,DXT3,128,128,68781,64,64,30817,32,32,34913.
AvalancheDarkMUA.igb,DXT3,128,128,13133,64,64,43577,32,32,32433,16,16,36465.
BeastClassicMUA.igb,DXT3,128,128,53367,64,64,82135,32,32,16863,16,16,17887.
BeastSpaceMUA.igb,DXT3,128,128,34315,64,64,83735,32,32,85783,16,16,87831,8,8,91755.
CyclopsDoppleMUA.igb,DXT3,128,128,31465,64,64,13129,32,32,24225,16,16,31125.
CyclopsSpaceMUA.igb,DXT3,128,128,47135,64,64,113911,32,32,28979.
FrostMUA.igb,DXT3,128,128,64539,64,64,22759,32,32,32127,16,16,33151.
FrostSpaceMUA.igb,DXT3,128,128,30889,64,64,97949,32,32,107125.
run the skinnerUI, Menu File->CFG View, and paste the above in and you can export and import your bmps into it.
is that also RGB BGR flipped? (if so i have to add a -DXT3 option for next version)
ps: i didnt see the link for the XML1SET1.rar? is it there?
Set1 is the first post of this thread.
They're all saved as DXT3, dithered, 1-bit Alpha, BGR-flipped. I'll up the original, XML2-compatible RGB ones once I'm done with converting these. As an insurance that our overly zealous Blizz would work on the XML2 models and not steal my flame :P
Quote from: Noelemahc on January 08, 2007, 06:47AM
Spacesuit Gambit;
Gladiator Phoenix;
Gladiator Wolverine;
Astral Plane Xavier.
These, as well as Beast's and Cyc's costumes you already posted, are in XML2. Likely the same res (Original Beast only goes to 128). Also, both Blobs and ProfXs are in XML2, and they ARE higher res.
Also, good idea on posting offsets. I have a HUGE .txt featuring them. Uncanny Bishop is still incorrect, but the rest are golden.
Okay, you've smitten me :P
I'll go ahead with doing just the ones you asked for while I compare the list of XML1 and XML2 models and jot down the XML1 ones that don't appear in the second one. Just promise me that, eventually, you'll cover all of the XML2 material :P
Not all the grunts, but every character model is on my list.
While you are at the that, I have a request for you. Would you be willing to jot down which Storm (04xx) and Wolverine (03xx) are which in MUA? I want to double check that they are there.
Storm is number-to-skin accurate. That is, 01 is skin 1, etc.
01 - Astonishing
02 - Retro (Punk)
03 - Ultimate
04 - Classic
Wolveroonie is also number-to-skin accurate.
01 - Modern (the torn tee)
02 - Classic (Brown)
03 - Astonishing (Blue/Yellow)
04 - Ultimate
I'm surprised you don't keep a decompiled herostat on hand for such checks. :P
And I didn't mean the grunts at all. Just every decent and decent-ish character with their own superhero name in there. :P
i mean 032x and 042x, silly.
Also, in addition, Beast's Original and the Spacesuit/Gladiator costumes are the same in XML1/XML2. I'll do the others, but I won't REDO yours.
Quotei mean 032x and 042x, silly.
Oh. Lemme see... (MUA number - description - XML2 number)
0321 - Brown Wolvie - matches XML2
0322 - XML2 Camo Wolvie - matches XML2
0323 - XML2 Spacesuit Wolvie - matches XML2
0325 - Weapon X Nekkid Wolvie - matches XML2
0327 - Low-Tek Thing in the full bodysuit - a variation of the 0503 MUA skin.
0421 - Classic Storm (as in Giant-Size X-Men #1 classic)
0422 - XML2 Camo Storm
0423 - XML2 Spacesuit Storm
These all also match up with their XML2 counterparts. You can dump'em, I guess.
QuoteAlso, in addition, Beast's Original and the Spacesuit/Gladiator costumes are the same in XML1/XML2. I'll do the others, but I won't REDO yours.
Ditto on Cyke's Gladiator/Dopple (0104 in XML2) costume. You can scratch that out as well. The Space suit, however, has a higher-res version as 0123 in XML2.
P.S. Remind me again, where does Raven get off reusing the same SHIELD Agent model over and over for several games without ANY sort of overhaul?
Moving along.
Left to right:
XML1 Havok, Uncanny Gateway (but if ya ask me, I like AoA Gateway more... he talks!), XML1 Madrox (can anyone make the classic Muir Island Madrox out of this model? Pwease?) and Ultimated (b/c Classic has a different top and a coat, not a jacket) Jubecita (is anyone else peeved they killed Skin off? And now Jubes seems to be getting the knife too, in Wolverine Origins).
They're all quite... low-tech, as you can see. That's because they're all NPCs or monstars, and, therefore, not shown close-up :P That, and the cel-shading of the XML engines works okay only on low-poly fuzzy-texture models (compare how XML1 and MUA models behave when inserted into XML2, you'll get the idea).
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/Snap4.jpg)
File link: http://h1.ripway.com/ivank/XML1/XML1set4.rar
Texture offsets:
QuoteHavok Gateway Madrox Jubilee
128x - 43129 74935 52031 65543
64x - 18321 20671 14739 34971
32x - 33041 19631 mip of prev. 19959
16x - 18065 30407 14483 83067
8x - 32977 mip of prev. N/A 20983
P.S. Next ish is gonna be Magma-only... As the protagonist of sorts for XML1, she has the most costumeses of all.
i updated the muaskinnerUi to version 1.1 to add those mods to support these IGB files. there is a -DXT3 type that does the BGR RBG flipping for the XML1 igb file types. also teh CFG Edit screen goes down to 8x8 now. (i didnt realize the mipmaps go that small on soem of them).
i also added some of those models into the default muaskinner.cfg file so they seem to work as you might need.
good luck and keep up the amazing modding BliZZ, Noelemahc, and all!
Quotei didnt realize the mipmaps go that small on soem of them
Actually, they go down to 4x4 on most of them (at LEAST all the XML1 playables, that's for sure), it's just that it's damn hard to find those teensy wee quads responsible for such small sizes.
Yeah, I've seen the occasional 8x8 floating around, but seeing as how they don't seem to be used, I skip 'em. Finding the 16x16 itself is a pain.
I find offsets by hand with texture finder, flip the colors, and reinsert by hand via hex editor. Mostly because I'm used to it, and I couldn't get muaskinner to work. Gotta check and see if that UI is more something I can use ;)
sure BliZZ!
give that new muaskinnerUI a try. it's way easier to use, and should make that process much easier. you can just use a single plane BMP (at the largest resolution) in regular colors, and the program will automatically flip the RGB, make the mips and insert them into the file for you. you'll have to make sure your muaskinner.cfg is updated with yur IGB files using the CFG Edit menu or the CFG View menu.
i think its easier to use, but let me know if you have any otehr ideas o make it more user friendly!
peace and super work your doing!!!
The necessity of knowing the offsets beforehand is what puts me, personally, off MUASkinner. Sorry.
Last update for the good stuff batch:
Left to right: High-Res Ultimate Magma, Spacesuit Magma, Low-Res Ultimate Magma (separate model, note the design differences!). I've also converted Fire Magma, but she refuses to show up in the selection menu and I'm too lazy to replace Fire Human Torch with her to see if that'll work. Bleh. She IS in the download though.
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/Snap5.jpg)
Left to right: Shadow King, Spacesuit Psylocke, Gladiator Shadow King, Red Mystique.
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/Snap6.jpg)
File link: http://h1.ripway.com/ivank/XML1/XML1set5.rar
Texture offsets:
QuoteFire Magma - only has 64x texture, offset 32773
. LR Magma Space Magma HR Magma
256x N/A N/A 75781
128x 74035 24877 10617
64x 21811 61897 27033
32x 90129 42737 141317
16x 17867 42285 31129
8x 94499 42573 mip of previous
. SK Basic SS Psylocke SKG:Armour SKG:Body Misty Q
128x 13151 54279 193775 39727 24777
64x 29599 34775 35631 210159 16261
32x mip of prev. 31723 78983 75223 82437
16x mip of prev. 34519 80007 84355 13137
8x 29535 N/A 80307 84259 83477
The textures for SK Basic and SKG Body are identical, except that, of course, the Basic one has the 32 and 16 added back-to-back to the 64 as mips, so you can save them as one file, not three.
Hmm, for testing purposes, could you guys tell me if you get them black spots with my skins in the conditions you normally get them, say, from Blizz's? Because I don't-- but it had been shown in the past that you never get black spots on the comp00ter you've compiled the textures on because that's just how nVidia's pluck-in functions.
Bleh. The forum's giving me grief on load times.
Anyways, here's the portrait pack for some of those, and a bit of XML2 ones that originated from XML1.
All ripped from XML1 loading screens and concept art bonuses. Observe:
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/XML1set.jpg)
File link: http://h1.ripway.com/ivank/XML1/PortraitureXML1.rar
The titles are mostly self-explanatory. I hope you can guess who is who in the preview. Yesss.
Next stop? XML2 loading screens and concept art bonuses, of course! They got lots of neato stuff in there!
EDIT: Yeah, I know the preview is actually a mirror image of the pics as they would appear in-game. Bear with me, I'm suffering from a slight overdose of oranges. I think all that acid's gonna burn a hole in my guts. Remember kids, don't OD on citrus type fruits :D
dude loading screens too... as borat would say "izz niice!"
Loading screens from XML1 can be used in MUA with just a palette change, but the process of finding offsets is a tad tedious. I'll tackle them all at once, but muchly later, 'kay? :D
The wait is over, the cannon fodder is IN!
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/XML1b1.jpg)
Left to right: Acolyte Mental, Acolyte Energy, Brother Energy, Brother Mental.
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/XML1b1a.jpg)
Left to right: Director of Weapon X, Brother 'Lite' (or Gladiator Brother).
Archive: http://h1.ripway.com/ivank/XML1/XML1baddies1.rar
Offsets:AcolyteEnergy.igb,-DXT3,256,256,59817,128,128,10689,64,64,42609,32,32,159297,16,16,160321,8,8,160577,4,4,160641.
AcolyteMental.igb,-DXT3,128,128,25563,64,64,20411,32,32,24539,16,16,20139,8,8,52139.
BrotherEnergy.igb,-DXT3,128,128,32333,64,64,20305,32,32,75913,16,16,20049,8,8,76937.
BrotherLite.igb,-DXT3,128,128,62859,64,64,29995,32,32,34091,16,16,81743,8,8,19839,4,4,35115.
BrotherMental.igb,-DXT3,128,128,59041,64,64,29981,32,32,14281,16,16,34125.
DirectorWeaponX.igb,-DXT3,128,128,60999,64,64,97555,32,32,80863,16,16,25063,8,8,80767.
Enjoi. The remaining Acolyte models are reused in XML2 with much higher texture resolutions, I will convert those once I'm done with XML1 fodder. Excelsior!
Resumption of proceedings (14 new models!):
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/XML1c1.jpg)
Left to right: Morlock Healer, XML1 Rogue (different from XML2 Ultimate Rogue, as it turns out - look at the collar, for instance!). Props go to Burning Rage for pointing the difference out to me.
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/XML1c2.jpg)
Left to right: GRSO squad members -- Stealth, Captain, Officer, SuperPowerGloves wielder. These look alike, but are actually different, both in polycounts and texture resolutions. Their older brother, the GRSO Elite, was reused with a much higher-poly model in XML2, so he will be out some other day.
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/XML1c3.jpg)
Left to right: HAARP Leader (other HAARP soldiers are used in XML2), GRSO Riot Squad, Weapon X Guard, General Kincaid.
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/XML1c4.jpg)
Left to right: Policeman, SWAT squad, Nuclear Plant Guard, Marrow's Lieutenant (one of the few Morlocks NOT appearing in XML2).
Archive: http://h1.ripway.com/ivank/XML1/XML1set6.rar
Offsets:GRSOCaptain.igb,-DXT3,256,256,58445,128,128,42061,64,64,25945,32,32,24745,16,16,19433,8,8,33249.
GRSOOfficer.igb,-DXT3,128,128,57681,64,64,79597,32,32,25105,16,16,76453,8,8,76709.
GRSORiot.igb,-DXT3,128,128,53153,64,64,28073,32,32,35553,16,16,36769,8,8,36657.
GRSOSPG.igb,-DXT3,128,128,24413,64,64,66953,32,32,40797,16,16,24081,8,8,66889.
GRSOStealth.igb,-DXT3,256,256,78077,128,128,49649,64,64,143613,32,32153637,16,16,46893,8,8,154661,4,4,154757.
HAARPLeader.igb,-DXT3,128,128,73121,64,64,93109,32,32,92085,16,16,24953,8,8,25209,4,4,92069.
Kincaid.igb,-DXT3,128,128,75959,64,64,96163,32,32,100259,16,16,25447,8,8,25719.
MarrowsLieutenant.igb,-DXT3,128,128,32225,64,64,91389,32,32,95517,16,16,96541,8,8,32161,4,4,91373.
MorlockHealer.igb,-DXT3,128,128,38023,64,64,79183,32,32,83279,16,16,32687,8,8,79087.
NukeGuard.igb,-DXT3,128,128,43145,64,64,12021,32,32,19177,16,16,11765,8,8,25337.
Police.igb,-DXT3,128,128,65729,64,64,82129,32,32,92561,16,16,93585.
PoliceSWAT.igb,-DXT3,128,128,14617,64,64,45577,32,32,95069,16,16,43525,8,8,45481.
RogueXML1.igb,-DXT3,128,128,51507,64,64,25499,32,32,22763,16,16,95631,8,8,23787,4,4,23851.
WeaponXGuard.igb,-DXT3,128,128,20277,64,64,88545,32,32,94181,16,16,88289,8,8,14441,4,4,14409.
I'm putting the XML2-compatible versions up in its conversion thread as we speak. Excelsior!
If you're doing the ones which are just slightly different between games, like Rogue, then the following are also different:
Ultimate Jean (Butch Haircut)
Ultimate Storm (has a Ponytail, not spiky from XML2/long hair from MUA)
Classic Wolvy (its classic, not astonishing, so it has bigger pointy ears and shoulderpads)
Nightcrawler's base costume (classic is actually an atl costume, his base one is dark blue/red with a belt. doesn't have swords, so it may not be useful, but it is still different :P)
I'll take a look at those, thanks :D
Next stop: checking and comparing the Morlocks and Demons and Sentinels between XML1/2/MUA. After that, XML1 is done for and I move on to XML2 enemies, as the Mutant Mixes intrigue me as possible alternative costumes for some charries.
Quote from: BliZZ on February 11, 2007, 06:34AM
Classic Wolvy (its classic, not astonishing, so it has bigger pointy ears and shoulderpads)
I was just about to mention that... :D
Oh... and he has those blue underwear looking things over his pants too. :P
[nitpick]Speaking of this model, has anyone played the PS2 version? If you look at the classic Wolverine skin, his back is severely sunk in. Is it the same way on the X-box version too? This was really annoying to look at, which made me shy away from this skin. It can be fixed on PC for MUA and XML2 for sure, but seeing it on XML1 for PS2 was kind of depressing that Raven would make an oversight like that. *shrugs*[/nitpick]
BTW, thanks for the models. ;)
Ah'm phukt.
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/Compare.jpg)
This is a comparison shot of how the Box textures hold up against the PS2 textures in XML1 models.
Note the "stair-step" effect in colours on the cleavage, the boots and the gloves.
Moreover, PS2 textures, as they are palettized RGBAs, don't need to be modified in any way to be usable in MUA, which saves lots of time. BUT, since they're palettized in a relatively exotic way, we will lose the ability to modify their textures for reskins.
So here's the million dollar question - should I re-rip the already-done models or not?
There will be a weight gain of about 40% because the PS2 stores geometry differently (but, amazingly, it looks the same on the PC), but who cares about some 40% if we're talking about a gain of only 50 kbs per model on average?
To be honest, I don't think the differences are severe enough to warrant re-ripping all the models all over again. You've already spent enough time with the X-box versions, and I think being able to modify the textures for reskins is more valuable than a little less zig zag in cleavage.
However, if you don't plan on modifying the textures and taking the models as is, then I don't see the harm in it if someone wants a little higher resolution model. I do like the fact that they don't have to be modified to work in MUA though. That's sexy. :D
EDIT: The reason I say this is that with the X-box models, stairstepping in the skins is nothing a little photoshopping can't fix. Sometime in the near future, I plan on dusting off that old copy of 3D Max I got and rounding out a little bit of the blockiness from the XML1 models, and reskinning them as to make them look hi-def and awesomefied with the advanced lighting (or whatever they call it) feature of MUA.
Okay, I fiddled more. Yeah, the textures in these can also be modified, via Photshop with the nVidia DDS pluck-in -- export as an 8-bit palettized RGB image, everything works. From now on, all future rips will come from the PS2 version because I'll have to spend more time importing the skins into MUA to take snaps than to rip them!
Let's commemorate.
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/PS2s1.jpg)
Short Hair Ultimate Jean and Animated Series Wolverine!
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/PS2s1-x.jpg)
Why we love the PS2? Right-o, full compatibility with both XML2 and MUA without any modifications!
Archive: http://h1.ripway.com/ivank/XML1/XML1PS2s1.rar
Not listing the offsets because they're quite easy to find. Look inside of Texture Finder in either of the last two bitmap modes, note the offset and step back 1024 bytes for the palette's offset. Ka-ching!
I know who I WILL have to re-rip though. Psylocke's both costumes and Emma's other costume, because their Box textures look wonky in MUA, and I'll also ponder the possibility of re-ripping Marrow (because she's my favourite Morlock) and Eyes-Man (because his Box texture is very low-res). I've also compared the Morlock models -- aside from the one above, XML2 is also missing two of the big bruisers. Then we compare the Sentinel versions and the various demons...
Howsabout you also consider re-ripping Jubes, MultiMan, and Avalanche? They also all look a bit wonky, and they each deserve at least one reasonable skin. Oh, and Dark Avalanche; why not see if the PS2 one's chin ISN'T corrupted.
Yeah, alright. *adds them to the to-do list*
Since it's a matter of simple hexing and nothing more I can do what I want and still have time to experiment.
Fresh factoids: the v5 nVidia pluck-in outputs the files in EXACTLY the format XML1 PS2 uses for the textures if you save the 32-bit image into 8-bit index. Furthermore, the v6 nVidia pluck-in (but NOT the v7 one!) outputs a 4-bit index file in the same format as used in MUAPSP, at least at the same sizes for the texture and palette sections. I, of course, highly doubt it will look good in-game (4 bits = 16 colours), but still, it's another guessing point, isn't it?
Well, if they look this good, then I guess there's no point in redoing some of the models/textures. :P
However, bringing back what I said earlier, does the PS2 Wolverine have any problems with the model in XML2 or MUA? I know while playing XML1 with the animated series skin on PS2, Wolverine's back was sinking in really bad. I'm not sure if it was a problem with the model or something else. *shrugs* I'll try it out when I get home. Thanks for the find! :D
EDIT: While screwing around in class (yay for game design major) I threw the Wolverine skin in XML2 for fun. The good news is, while standing idle, Wolverine doesn't look like he has a gaping hole in his back like he does on the PS2. The bad news is, whenever he moves, Wolverine's back looks goofy... just the same as it does on the PS2. It's hard to explain, but something you'll have to look at in game. Just look at the mid to upper back and you'll notice part of it points out and moves while he walks/runs. Small detail, but annoying nonetheless and calls for a fix.
P.S. - Am I right to assume that the skeletons will work too since the models/skins work? If so, I'll just nab the PS2 version for my PC so I have the files at my disposal in case I need something specific you haven't ripped yet. Thanks again.
QuoteAm I right to assume that the skeletons will work too since the models/skins work?
As I've already said in our PM exchange, the skeletons work fine both in MUA and XML2 and both BliZZ and I can attest to that :D
As for the back... Probably a rigging problem. I'll see what hexing it can achieve, might be a simple skeleton labeling problem, like the bolton problems I've had with some models from MUA X-Box.
Okay, next step up.
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/PS2-1.jpg)
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/PS2-2.jpg)
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/PS2-3.jpg)
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/PS2-4.jpg)
I'll let pictures yell louder than words, and will just add the following: Psylocke looks significantly better, Avalanche still has the polygon problems, PS2 Iceman has a 64x128 texture instead of 64x64 so he looks marginally better, Marrow looks frickin' sweet (mainly because she's the only 256x-er in the bunch)... And so on.
Two new skins - long-haired Ultimate Storm and an alternate Uncanny Nightcrawler (whom I marked as TAS because the overall design does remind me of the animated version).
Archive: http://h1.ripway.com/ivank/XML1/XML1PS2s2.rar
This also includes the Master Mold model, as it's the only Sentinel not appearing in XML2, but it is HUGE and requires a non-standard skeleton, so it's included 'as is'. When we start porting baddies with their skeletons, he'd be an interesting Danger Room course, dontcha think?
P.S. A model got harmed in the process of taking these snaps... Would anyone be kind enough to donate 0202.igb (DD's second costume) to me so I could replace mine?
More gooey fun.
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/PS2s3-1.jpg)
Left to right: Ilyana Rasputin, Moira McTaggert, Morlock Bruiser C, Morlock Bruiser A (he's not REALLY that big, he's just multiplied by Colossus's playerscale, sorry about that XD).
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/PS2s3-2.jpg)
Left to right: Morlock Claw B, Morlock Civilian Male, Morlock Claw C, Morlock Civilian Female.
Archive: http://h1.ripway.com/ivank/XML1/XML1PS2s3.rar
All the other Morlocks are present in XML2. Moira's here because the XML2 model is at the same resolution and I don't really want to suffer through dealing with its mips. Next stop: making a reskin of a PS2 model so I'd be able to write a tutorial on doing that :D
EDIT: Done (http://marvelmods.com/forum/index.php?topic=7.msg2749#msg2749). Hope it's clear enough for those whom it may concern.
Let's end the day with a bang, shall we?
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/PS2s4-2.jpg)
Left to right: Comatose Ilyana (I honestly didn't think the blanket was nailed to her, she comes off as posessed by spirits), Lab Tech Yellow, Crewman, Kid Anny.
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/PS2s4-3.jpg)
Left to right: Lab Tech Orange, Civilian Male, Civilian Kid, Kid Denise.
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/PS2s4-4.jpg)
Left to right: Bishop Kid, Danger Room Robot Leader, Astral Ghost, Civilian Female.
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/PS2s4-5.jpg)
Left to right: Kid Steve, Danger Room Robot, Fire Demon, Kid Janice.
Note that the kids and the demon were obviously designed with a different skeleton in mind, although all but one of them hold their own pretty well against adult-human-proportioned skeletons :D
Also, all the kids and most of the soldiers from earlier issues actually have TWO models and TWO skinsets per IGB, but I do not know how to make the game show the second one. Yeah. Dangnabbit.
Archive: http://h1.ripway.com/ivank/XML1/XML1PS2s4.rar
Excelsior!
Just an FYI, darkmythology made a high-res version of the Xtreme Psylocke based on Dark Psylocke (just like he did with Ultimate Cyclops), so yours is a little redundant.
Thanks for the rest though. (PS: I'm gonna finish off the last bosses soon, so if you need help with the xml2 scrubs, just holler)
Also, if you don't mind, I'd like to begin organizing all the XML1 and XML2 skins that you and I did into that Mega-Pack, so its less work at the end. Have any objections with that?
QuoteJust an FYI, darkmythology made a high-res version of the Xtreme Psylocke based on Dark Psylocke (just like he did with Ultimate Cyclops), so yours is a little redundant.
Yeah, I know -- he posted it on the firstest page of this thread, remember? I just felt completist-ish. Yeah.
QuoteI'm gonna finish off the last bosses soon, so if you need help with the xml2 scrubs, just holler
Nah, I think I'll manage. XML1's last bastion is a few more robots and a couple of demons and then it's over and I'm moving on to XML2 and the mipmap nightmare of doom. I kinda got used to not having to bother with the mips :D
QuoteAlso, if you don't mind, I'd like to begin organizing all the XML1 and XML2 skins that you and I did into that Mega-Pack, so its less work at the end. Have any objections with that?
Yeah, sure. Sounds like a good idea, actually, though I would like to press the point that you should wait with uploading it until we're 100% done, alright? Just a paranoid thought I had :P
http://www.momoshare.com/file.php?file=29bff5bc45a598e982daabda909ee9cc
Mega-Pack
EDIT: Oops, I didn't see your post :(
Nah, just kidding. Its DD's second costume for you. :D
Jeez, ya almost gave me a heart attack!
Thanks anyway. :D
Quote from: Noelemahc on February 13, 2007, 10:27AMXML1's last bastion is a few more robots and a couple of demons and then it's over and I'm moving on to XML2 and the mipmap nightmare of doom. I kinda got used to not having to bother with the mips :D
Did we ever get Street Gear/Civilian Magma? Don't forget her :P
By the by, see the # of dls the above file has and see that my evil trick worked ;D At least on a few poor souls.
Oh, poot. I forgot all about her *headdesks*
Okay, so it's civvie Magma (I'll re-rip her skins as well, while we're at it :P The 256x skin should look godlike in MUA's advanced lighting) and the demons and robots left to knock off and then I'm on to XML2 and the various cannon fodder :D
Alright, here we are.
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/Demons.jpg)
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/Magmas.jpg)
Had a jump of enthusiasm, so Magma previews use Magma's skeleton. Yeah. The polygon corruption on Space Magma occurs only in the menu, don't fret :D Fire Magma still won't appear in the preview -- probably the way she's coded, to only be used as an overlay when Alison calls her Flame Form buff :D
{N.B. Note the differences in breast size -- as if different modelers sculpted each one of Magma's skins XD}
Archive: http://h1.ripway.com/ivank/XML1/XML1PS2s5.rar
Notes: This also includes the Sentinel Spider and the three Bots (Suicide, Stealth and Shocker). The Spider, like the Master Mold, was a giant boss and cannot be used for a playable, but it CAN be used as a megaboss again, with its own skeleton of course. The Bots aren't bipeds so previews are useless. They use a construction similar to the AIM Reavers from MUA or the Culling Probes of XML2. Speaking of similarity, the Danger Room Robots posted earlier bear an uncanny resemblance to Ultron Strikers of MUA. Don't you agree?
The next step of the plan is to rip EVERY skeleton there is in XML1 and upload that so that unique skeletons can be reused for their respective skins and non-unique skeletons may be used to add diversity into various places. So there. Including playables, yes. ALL of them. Along the way I will also rip their powerstyles to minimize the effort one will have to put into bringing them over to XML2 or MUA. Yeah, so there.
After that, XML1 is through completely. :D
Are these the last ones? What about the Advanced Sentinels (freaky human/sentinel mixes)?
The X-Box ones showed up all goofy in-game. Hadn't tested the PS2 ones yet. Will anyway, since I'm currently doing the mop-up ripping (effects, powerstyles and HUD-heads (which, in XML1 exist for EVERY human-sized character, and for some super-sized ones too) and will eventually get to them as well :D
Done.
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/AdvSent.jpg)
Archive: http://h1.ripway.com/ivank/XML1/XML1PS2S.rar
Also includes all three of the not-yet-uploaded XML1 Large Sentinels.