Marvel Mods

X-Men Legends I & II => Modding => The X-Men Legends PC project => Topic started by: Norrin Radd on October 19, 2007, 05:03pm

Title: Visual Guide: X-Men Legends
Post by: Norrin Radd on October 19, 2007, 05:03pm
This thread is a visual guide for the X-Men Legends (no not XML2) game loaded in Marvel Ultimate Alliance. It will show a picture from each level of the game, in order. It also shows the progress being made on the conversion. Some of the pictures are just temporary until I can get some better ones. Click on the images for enlarged images.




***---figures have been removed due to bandwidth concerns---***
Title: Re: -- still working on it PLEASE dont ruin it --
Post by: Norrin Radd on October 19, 2007, 05:04pm
in case I need space in the future
Title: Re: -- still working on it PLEASE dont ruin it --
Post by: Norrin Radd on October 19, 2007, 05:16pm
also in case I need space
Title: Re: Visual Guide: X-Men Legends
Post by: Norrin Radd on October 19, 2007, 11:01pm
i think i reserved enough space now for the future, so feel free to comment or give suggestions, or ask questions.
Title: Re: Visual Guide: X-Men Legends
Post by: nodoubt_jr on October 19, 2007, 11:05pm
 :bowdown1:
i love the XML1 maps, so bright and nice, especially the mansion ones.  Great job!
Title: Re: Visual Guide: X-Men Legends
Post by: Norrin Radd on October 19, 2007, 11:08pm
thanks, its just too bad about the shadow issue though (the big red parts on some maps for the people who dont know). Im surprised it hasnt happened very often since the first few NYC missions, so im keeping my fingers crossed
(and thanks for the juggernaut npc nodoubt_jr)
Title: Re: Visual Guide: X-Men Legends
Post by: BliZZ on October 20, 2007, 07:51am
It looks look it is only gonna affect the NYC maps /crosses fingers
Title: Re: Visual Guide: X-Men Legends
Post by: wolverine_93 on October 31, 2007, 12:22pm
what playable characters are there/going to be
Title: Re: Visual Guide: X-Men Legends
Post by: Norrin Radd on October 31, 2007, 12:24pm
You can be whoever you want to be, but the list of converted XML1/XML2 characters can be found here: http://marvelmods.com/forum/index.php?topic=155.0
Also if you wanted you could always use other custom XMen characters found in the Mod Catalog
Title: Re: Visual Guide: X-Men Legends
Post by: BliZZ on October 31, 2007, 12:25pm
what playable characters are there/going to be

I think that shouldn't be too hard for anyone to guess :) Heck, it shows like 10 of them in those screenies.
Title: Re: Visual Guide: X-Men Legends
Post by: Norrin Radd on October 31, 2007, 12:29pm
right, i forgot if the game is going to be played out like it was actually made and no cheats are used, then you would have the normal roster, as BliZZ is suggesting in the last post, for more info on playable characters in XML1 http://en.wikipedia.org/wiki/X-Men_Legends
Title: Re: Visual Guide: X-Men Legends
Post by: brohara on November 05, 2007, 02:55pm
Wow, this is an exciting prospect, Norrin, getting to play new maps in MUA.
What's the plan here; a big download of the maps/npc's and then a certain
entry point within the game? How would you access this 'extra' game?
Title: Re: Visual Guide: X-Men Legends
Post by: BliZZ on November 05, 2007, 03:03pm
Wow, this is an exciting prospect, Norrin, getting to play new maps in MUA.
What's the plan here; a big download of the maps/npc's and then a certain
entry point within the game? How would you access this 'extra' game?

The game will be fully separate, accessible through an exe. It will feature entirely separate game saves and wallpapers/loading screens/comic missions, and will not overwrite any MUA files. That is the plan, at least :beer:


There is also the possibility of an XML1/2 combo game, depending on how smoothly things go.....
Title: Re: Visual Guide: X-Men Legends
Post by: Teancum on November 05, 2007, 03:11pm
It's probably already been discussed (I can't keep up with our behind-the-scenes conversations anymore), but have we tried using Xbox igbs for the two NYC missions?
Title: Re: Visual Guide: X-Men Legends
Post by: Norrin Radd on November 05, 2007, 03:14pm
yes i tried, same problem

here is my reply after trying it:
Quote
sweet thanks, i just want to see if i get the same red effect or not
edit:
no, same problem, it might have lessened though using the xbox file. It seems to be red where all the shadows are ...

edit:
the arbiter has some problems too  :bawling: (not as significant though)


edit:
Wow, this is an exciting prospect, Norrin, getting to play new maps in MUA.
What's the plan here; a big download of the maps/npc's and then a certain
entry point within the game? How would you access this 'extra' game?
also, the movies too!
Title: Re: Visual Guide: X-Men Legends
Post by: Teancum on November 05, 2007, 05:16pm
I wonder if it's supposed to be calling some sort of texture and cannot find it.  Maybe there's a common texture igb that's missing that's also present in XML2 (which would be why nodoubt_jr has no problems).  Betcha money that's it.  It's probably found in some common folder.  With the red being so solid it screams "I'm missing something here!"

*EDIT*

The following are in X-Men Legends II/Textures and not in Marvel: Ultimate Alliance/Textures:
l_firestreak.IGB
l_fog.IGB
l_helllaser.IGB
l_indigostreak.IGB
l_indigostreak2.IGB
xmenicon.IGB

I'll keep looking
Title: Re: Visual Guide: X-Men Legends
Post by: Norrin Radd on November 05, 2007, 08:34pm
adding those didnt seem to affect it unfortunately
Title: Re: Visual Guide: X-Men Legends
Post by: the master$$$ on November 06, 2007, 02:37am
can this game be moded(just asking)
Title: Re: Visual Guide: X-Men Legends
Post by: Norrin Radd on November 06, 2007, 07:09am
can what game be modded? The pictures are from the game MUA, which has been modded to load levels from a different game, called X-Men Legends
Title: Re: Visual Guide: X-Men Legends
Post by: the master$$$ on November 06, 2007, 10:33am
oh sory i tought the contrery never mind
Title: Re: Visual Guide: X-Men Legends
Post by: Norrin Radd on November 06, 2007, 10:35am
this way, people can play x-men legends on the pc, using the MUA game engine
Title: Re: Visual Guide: X-Men Legends
Post by: the master$$$ on November 06, 2007, 10:38am
just one question how do you enter in this levels by talking to someone or its in the mua directory ore something else?
Title: Re: Visual Guide: X-Men Legends
Post by: Norrin Radd on November 06, 2007, 10:40am
when you start the game, it will be totally different, so when you click on Start Game, you wont start MUA, you will start XML (from the beginning)
Title: Re: Visual Guide: X-Men Legends
Post by: the master$$$ on November 06, 2007, 10:49am
...and when you finish all the xml missions you start with the mua ones wright?
Title: Re: Visual Guide: X-Men Legends
Post by: Norrin Radd on November 06, 2007, 10:51am
no, then the game is over, well thats how i view it, other people might want it differently, but if x-men legends 2 is converted to MUA also, then you could have it so when you end x-men legends, then you start x-men legends2

if you wanted to you could change it so that MUA would start after you are done the xmen missions
Title: Re: Visual Guide: X-Men Legends
Post by: the master$$$ on November 06, 2007, 10:52am
how can i do that ?
Title: Re: Visual Guide: X-Men Legends
Post by: Norrin Radd on November 06, 2007, 10:56am
you would need to edit the zonexmen.engb and the level engb's so that they know which act they are in, and i guess at the last level you would also need to make it so it loads the first level in MUA, also edit some other things i cant think of right now

one problem might be the npcstat, i dont know how many npc's the game will let you have , there might be way too many, so you may be stuck with only having a single game, either xml, xml2 or mua.

is there a particular reason why you would want MUA to start after xml?
Title: Re: Visual Guide: X-Men Legends
Post by: nodoubt_jr on November 06, 2007, 12:28pm
also like they mentioned it would be separate exes, so one hex one would launch xml1/xml2 combo, and the other regular one would lauch MUA.  its not like you would have to pick one or the other.  Personally im more excited about playing X-Men Legends on PC then actually getting to play MUA, lol.  Norrin Radd  :bowdown1: awesome job
Title: Re: Visual Guide: X-Men Legends
Post by: Gevth on November 06, 2007, 03:28pm
Just one little question, and probably a silly one, but just to be sure:
Given that XML2 has 21 hero slots, and MUA 27, the character roster will be expanded for those games, right? Or will that be left for the players to decide?
Title: Re: Visual Guide: X-Men Legends
Post by: Teancum on November 06, 2007, 05:34pm
BliZZ/nodoubt_jr can correct me if I'm wrong, but here's the two plans:

XML2 Engine:
*You'll get the 14 X-Men from XML1, plus Bishop & Sunfire, then five more (almost 100% decided) X-Men.  The finals aren't definite, so I don't want to give it away.  It's just XML1.

MUA Engine:
*27 characters, a mix between X-Men and Brotherhood members.  The idea is that you play through XML1 with only X-Men unlocked, then after beating Magneto you'll continue to play (through XML2) and unlock Brotherhood characters. 
Title: Re: Visual Guide: X-Men Legends
Post by: nodoubt_jr on November 06, 2007, 07:58pm
XML2 will also get the in game danger room XML1 missions
Title: Re: Visual Guide: X-Men Legends
Post by: brohara on November 08, 2007, 09:48am


Quote
The idea is that you play through XML1 with only X-Men unlocked, then after beating Magneto you'll continue to play (through XML2) and unlock Brotherhood characters.

Hm... so should I take this to mean that we might not be able to play through the levels using non-X characters? What if I wanted to play Avengers instead, can I do that? Or is it not set up that way?
Title: Re: Visual Guide: X-Men Legends
Post by: BliZZ on November 08, 2007, 09:56am
It'll be the same as MUA. You will be able to edit your "heroxmen" file just like you are able to edit "herostat" for MUA itself.
Title: Re: Visual Guide: X-Men Legends
Post by: the master$$$ on November 08, 2007, 09:59am
cool i,l have venom and sabretooth
Title: Re: Visual Guide: X-Men Legends
Post by: the master$$$ on November 15, 2007, 03:53am
um...does this game have the same select screen like mua,cause that would be cool.for the mannequins i mean
Title: Re: Visual Guide: X-Men Legends
Post by: jonchang on November 15, 2007, 04:04am
:banghead: :banghead: :banghead: :banghead:

Would you like to create a separate "My Favorite Characters Discussion Thread"?
Title: Re: Visual Guide: X-Men Legends
Post by: the master$$$ on November 15, 2007, 04:07am
what do you mean by that i just asked about the salect screen
Title: Re: Visual Guide: X-Men Legends
Post by: jonchang on November 15, 2007, 04:49am
Check your PM's.
Title: Re: Visual Guide: X-Men Legends
Post by: Norrin Radd on November 15, 2007, 08:15am
:banghead: :banghead: :banghead: :banghead:

Would you like to create a separate "My Favorite Characters Discussion Thread"?

he posted a question, that is relevant to this topic, unlike your post, which lead to more useless posts, would like to create a separate "My Telling People Where To Post Thread"?

um...does this game have the same select screen like mua,cause that would be cool.for the mannequins i mean

as for the question, the character select screen in mua will be the same, but you can change other things like the startup menu so the xmen movie plays in the background so its not the spiderman/thor/etc. one
in xml2 you may be able to make the character select menu a bit similar to the xml1 one, im not sure, maybe nodoubt_jr knows more

Title: Re: Visual Guide: X-Men Legends
Post by: Teancum on November 15, 2007, 09:02am
Why don't we just use the XML1 main menu with Cerebro?
Title: Re: Visual Guide: X-Men Legends
Post by: nodoubt_jr on November 15, 2007, 12:44pm
in xml2 you may be able to make the character select menu a bit similar to the xml1 one, im not sure, maybe nodoubt_jr knows more

i havent really messed around with that, ive only messed around with the xml1 dangeroom menu
http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0003-1.jpg

but my guess is for an XML1 to XML2 format we would use everything from XML1, menu stuff and character select stuff.
Title: Re: Visual Guide: X-Men Legends
Post by: cvc on November 20, 2007, 02:22am
This is going to great guys fabulous job,I'm on the edge of my seat in anticipation. :hyper:

This means a danger room ooohhhh happy day when I can put my villains against the hero's  :hyper:

Oh yeah and a sentinel thats the right size..  :bowdown1: :bowdown1:
Title: Re: Visual Guide: X-Men Legends
Post by: the master$$$ on November 20, 2007, 04:09am
what mission are you making now
Title: Re: Visual Guide: X-Men Legends
Post by: brohara on November 22, 2007, 09:12am
I'm looking forward to the NY street levels for playing characters like Daredevil, Moon Knight, Spidey etc. I haven't played either XML 1 or 2, so this will be a nice extension of the game for me. I actually think keeping the MUA character select menu would be cool. Do the Danger Room missions have different environments in them (for example, are they all in the city streets or are there a few locations)?

When do you guys plan on releasing this? In the new year sometime? This is the project I'm most excited about on the site at the moment. definitely keep us updated, all news will be welcomed.

Thanks guys.
Title: Re: Visual Guide: X-Men Legends
Post by: the master$$$ on November 26, 2007, 11:29am
i think you could update  cyclops and nightcrawler now that the officials are made
Title: Re: Visual Guide: X-Men Legends
Post by: Teancum on November 26, 2007, 11:47am
When do you guys plan on releasing this? In the new year sometime? This is the project I'm most excited about on the site at the moment. definitely keep us updated, all news will be welcomed.

I can tell you that most of the heroes are done.  They need tweaks here and there and a few odds and ends, but that part is looking really good.  The long, tedious part is converting every single one of these levels.  XML1 used a different way to 'catalog' (for lack of a better word) everything.  So Norrin had to make special tools to convert things correctly.  If I had to guess I'd say it'll be at least six months.  It's basically just BliZZ and Norrin doing the bulk of the work, with Tommyboy, myself, Iammingy and a few others helping out here and there.  Nodoubt_jr is sortof by himself on the XML1->XML2 version, but he's always hard at work.

Long story short there's still lots and lots to do.  The biggest plus is that most characters are done, and levels are going smoothly.  It's just all the little stuff that takes forever.  Little crashes and whatnot take a long time to hunt down. 

I'm really stoked for this too, though.  After the PC version is complete, I'll be working on the Xbox port of XML1->XML2.  I realize XML1 is already on the Xbox, but doing things this way adds all the features and extra character slots of XML2.

*whew*  Anyone else tired of reading what I wrote?  Cuz I'm tired of typing. :P
Title: Re: Visual Guide: X-Men Legends
Post by: the master$$$ on November 26, 2007, 01:29pm
thx for the info teancum,will ceep it in mind
Title: Re: Visual Guide: X-Men Legends
Post by: Norrin Radd on February 08, 2008, 06:55pm
added some pics of the HAARP levels, see first post
Title: Re: Visual Guide: X-Men Legends
Post by: nodoubt_jr on February 08, 2008, 11:34pm
awesome, always love to see these xml1 pics
Title: Re: Visual Guide: X-Men Legends
Post by: iammingy on February 15, 2008, 05:15pm
Norrin Radd, do those red patches under the cars came from the car models? or Is the map just missing some "shadow decals" (kinda like cracks, etc.)?

(http://www.marvelmods.com/ftp_users/NorrinR/xml1/visualguide/scaled/act0/nyc2.png)

Especially in this pic: missing the shadow decal for the light post
(http://www.marvelmods.com/ftp_users/NorrinR/xml1/visualguide/scaled/act1/fb/nyc4.png)

Thanks. I understand now.
Title: Re: Visual Guide: X-Men Legends
Post by: Norrin Radd on February 15, 2008, 06:13pm
they are not from the car models, they are in the map themselves, so when there are no cars (or lamposts) the red still exists

edit:
as an example for comparison, this is a pic nodoubtjr gave me of a level loaded in XML2, notice the shadows, in MUA all the shaded region is red for me (the shaded region is white for BliZZ)
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0243.jpg)
Title: Re: Visual Guide: X-Men Legends
Post by: Teancum on February 15, 2008, 10:15pm
My guess is that it's due to MUA having a new shader system.  If you use Xbox or PS2 MUA world models in MUA PC it does similar things.
Title: Re: Visual Guide: X-Men Legends
Post by: TheStorm on February 20, 2008, 05:03am
Wow,You guys are geniuses :)

This looks really good :D

I can't wait :D

I have the X-Men Legends 1 for X-Box but I don't own the original X-Box anymore so I can't play it...Anyway if I could help with my cd anyhow I'd be glad to :D

...Although I'm not sure how I'd do that...

:storm:
Title: Re: Visual Guide: X-Men Legends
Post by: pr1983 on February 28, 2008, 12:24pm
small question... the x-men that are in mua, will it be those versions we get in this game? having played all 3, i have to say i love the most recent cyclops and colossus (bar the siberian express being absent), and the chance of using those in xml and revisiting those levels with the new improved chars would be awesome...
Title: Re: Visual Guide: X-Men Legends
Post by: Norrin Radd on February 28, 2008, 08:32pm
i dont think there will be playable characters released with this mod, most of the characters have already been converted and can be downloaded from the character mod catalog
Title: Re: Visual Guide: X-Men Legends
Post by: pr1983 on February 29, 2008, 12:03am
thats what im saying, my bad if i didnt explain, i meant to ask, the x-men that will be playable, are they going to be direct ports with the levels, or will they be the versions that were in the official character mod and so on...
Title: Re: Visual Guide: X-Men Legends
Post by: Norrin Radd on February 29, 2008, 12:10am
personally i dont have any plans to make character ports, since blizz and others did most of the work porting the characters not in mua

i think nodoubt_jr made some conversions of the xml1 characters to xml2 using the moves they had in xml1
Title: Re: Visual Guide: X-Men Legends
Post by: pr1983 on February 29, 2008, 12:12am
ah, ok...
Title: Re: Visual Guide: X-Men Legends
Post by: Teancum on March 04, 2008, 09:23am
Love all the new pics in the first post (hadn't checked for a while).

I'm back on board for the project, as I'm almost done with all my other stuff.  Where do you want me?  I was thinking of doing the menus, but if there's something else you'd like me on I'm all over it.
Title: Re: Visual Guide: X-Men Legends
Post by: Norrin Radd on March 04, 2008, 10:05am
That's great. One thing that should be looked into is entering/exiting the mansion. Right now, when you enter the mansion after a mission, you still have your team, instead of changing to Magma. Also, when leaving the mansion, you want to choose your team, but that could probably be done by calling the Team Select menu.

For the mansion tour in the first mansion visit, Jean and the Prof. follow you only if the levels are set to combat (as opposed to non-combat), so the version of Magma you probably want to switch to shouldnt have powers (unless the mansion tour can be scrapped completely, or there is some way around this)
Title: Re: Visual Guide: X-Men Legends
Post by: Teancum on March 04, 2008, 10:24am
We should remove all of the spawn points for players in the mansion but one, that'll kill off the other three, then I'll use ChangeActivatingHero() to change the player in _HERO_1 to something like a magma_nopowers NPC.
Title: Re: Visual Guide: X-Men Legends
Post by: Senkaku on March 04, 2008, 10:28am
WOW! there really is no limit to modding great job norrin!
Title: Re: Visual Guide: X-Men Legends
Post by: Norrin Radd on March 04, 2008, 10:30am
We should remove all of the spawn points for players in the mansion but one, that'll kill off the other three, then I'll use ChangeActivatingHero() to change the player in _HERO_1 to something like a magma_nopowers NPC.

although this would mean that if you enter the mansion from the front door, you wont enter the mansion from the front door, if you catch my drift....

That is why I didnt do that already
Title: Re: Visual Guide: X-Men Legends
Post by: Teancum on March 04, 2008, 10:47am
I follow I think.  It's transitioning from level to level versus different sections of the same level (like the basement hallway to the hangar).  Or is the hangar separate?
Title: Re: Visual Guide: X-Men Legends
Post by: Norrin Radd on March 04, 2008, 10:55am
By loading levels with scripts, you can make it so your team loads at certain portions of the level:
loadmap( mapname, "locationname")

This allows you to load your team at the mansion front door for instance if you have come in through the front, or load by one of the elevators if thats how you came in. If you remove all of the load points then yes you will only have one character, but you will always load from the same point, no matter where you came from. The hangar only has one load point, that is why only one character is in the hangar, even if you're on a team of 4
Title: Re: Visual Guide: X-Men Legends
Post by: Teancum on March 04, 2008, 11:23am
So I'm lost as to why that's a problem.  I don't have the files/game in front of me, but I thought the 2nd floor/subbasement/1st floor/outside were all different levels.  So that being said one....  Ah, I follow now, multiple entrances and exits.  Gotcha.

Okay, here's another option:  We create a duplicate X-Mansion hub.  We use the same level assets, but only have one spawn point for whatever section of the mansion we transition to after a combat level.  or would a character come back if I were to enter an area that has more than one point?  I.E. exit the hangar and have another character reappear.

If that doesn't work I'll have to look into the PY functions to find a way around this.

*EDIT*

I seem to remember a maxheroes variable in the exe, and I'm guessing it's for level xmlbs.  Try setting maxheroes = 1.
Title: Re: Visual Guide: X-Men Legends
Post by: SpongeSpider on April 02, 2008, 03:52pm
This mod looks very promising, it's like buy MUA and get a much better graphic XML for free! Anyway, I hope you guys can figure out the problem.
Title: Re: Visual Guide: X-Men Legends
Post by: Joosteh on May 29, 2008, 03:28pm
I can't for this! Pleaaaaase hurry up :P Pleaaaase? :D  :spiderwoman:
Title: Re: Visual Guide: X-Men Legends
Post by: Teancum on May 29, 2008, 04:59pm
This one's gonna be a long wait.  It's literally a project the size of a game.  Anything you can do to help would make the release go faster.
Title: Re: Visual Guide: X-Men Legends
Post by: Joosteh on May 30, 2008, 02:25pm
Tell me, anything u need :) I got the Ps2 version of the game. Im glad to help.
Title: Re: Visual Guide: X-Men Legends
Post by: warmachine300 on August 05, 2008, 12:50am
This looks amazing. Can't wait to play it. I love Jeans annimated series costume. Cyclops and Rogue need one of those too. But my biggest request would be. CAN SOMEONE PLEASE, PLEASE, PLEEASE GIVE STORM A CAPE!!! I don't know whats activisions problem on why they didn't give storm a cae in the first place.

Great work
Title: Re: Visual Guide: X-Men Legends
Post by: Grig 32 on August 05, 2008, 05:39pm
There's a pretty good reason why Storm has no cape... the cape itself clips THROUGH her feet :( the cape can't be animated and it looks pretty stupid to see a character running around with a cape cutting through the middle of her legs
Title: Re: Visual Guide: X-Men Legends
Post by: firebird25 on October 17, 2008, 02:54pm
Speaking of Storm, I think Storm's XML ponytail skin should be replaced by MUA's real Ultimate Storm.