Marvel Mods

Marvel Ultimate Alliance I & II => Mod Releases and Conversions => Topic started by: Noelemahc on February 05, 2007, 03:38AM

Title: Converted XML1 Characters? Oh my!
Post by: Noelemahc on February 05, 2007, 03:38AM
No, there aren't any complete conversions yet. BliZZ was asking me for some extra files besides the skins though, so here are the ones done so far, PD style. These aren't usable anywhere as the local XML format is incompatible with the XMLB format. BliZZ volunteered to excruciate himself by converting them, so applaud the man and don't complain about results you get from using the raw files.

http://h1.ripway.com/ivank/XML1/XML1skel.rar
Skeletons for Gambit (due to different menu pose as opposed to XML2), Emma, Jubilee, Psylocke, Beast and Magma.

http://h1.ripway.com/ivank/XML1/Beast.rar
http://h1.ripway.com/ivank/XML1/Frost.rar
http://h1.ripway.com/ivank/XML1/Magma.rar
Loose files for Beast, Emma and Magma (Jubes and Betsy will be upped much later, as I've got classes to attend now). These contain the effects, the powerstyles, the icons and the entities (Magma only). Note that I didn't sift anything into folders as they're all self-explanatory and revitalizing XML1 procrastinatory effect dir structure (separate folders for powers, powerups and extras; while MUA and XML2 ditch everything into a single effect folder) is not in my plans. Also note that they don't have talent files in their FBs, which is sort of aggravating. I'll have to look for them elsewhere.
There are only 4 icons due to only 4 powers being present - a Buff, a ranged attack, and either a melee attack or an area attack. And the Xtremes, of course. ALL the effects models and textures are already present in MUA, even Magma's lava sled, which, to my knowledge, is not used anyplace in MUA (or XML2 for that matter). Again, these exist in MUA and XML2 with the new, simplified, dir structure, which differs from XML1s.
Title: Re: Converted XML1 Characters? Oh my!
Post by: BliZZ on February 05, 2007, 04:24AM
Quote from: Noelemahc on February 05, 2007, 03:38AMALL the effects models and textures are already present in MUA, even Magma's lava sled, which, to my knowledge, is not used anyplace in MUA (or XML2 for that matter). Again, these exist in MUA and XML2 with the new, simplified, dir structure, which differs from XML1s.

I'm confused by this. Are you saying that every XML1 Effect is already in MUA? Cause I don't see folders for these guys. Well, I see Beast's, but I assume he is missing some and those are just his boss effects.
Title: Re: Converted XML1 Characters? Oh my!
Post by: Noelemahc on February 05, 2007, 09:04AM
Not the effects. Pay attention to what I'm saying. Effects MODELS. Like all the magma_ .IGBs you can see in MODELS/EFFECTS, and all the textures used by the effects files. So, the only thing stopping us from using these files directly is the difference between the script formatting of XML1 and XML2/MUA.
Title: Re: Converted XML1 Characters? Oh my!
Post by: BliZZ on February 05, 2007, 12:36PM
Sorry for my misreading. I'll get to work on Frost now. :P
Title: Re: Converted XML1 Characters? Oh my!
Post by: Noelemahc on February 05, 2007, 12:54PM
http://h1.ripway.com/ivank/XML1/Jubilee.rar
Jubes!

Clarification: All the effects files resided in effects/powers, hence the need for adding a character name to sift through them. Note the good tendency of naming the files after powers. Too bad they stopped doing that.
The effects from effects/powerups (the effects shown on other characters after being affected by powers, or buff effects on self) were named <charname>_<effectname>.xml, but I didn't bother with subdirs, adding "powerup" into their name instead. You either cut the "powerup" out and restore the directory structure as it was in XML1 or just alter the entry in the powerstyle and dump everything into one effect folder.

Educated guess: try comparing the contents of XML2 Beast's and XML1 Beast's effects. If there are similarities, you might be able to find a way to automate the conversion process by using WordPad's auto substitution functions :D The same goes for Frost as well, naturally.
Title: Re: Converted XML1 Characters? Oh my!
Post by: BliZZ on February 05, 2007, 01:23PM
(http://img464.imageshack.us/img464/7738/untitled2vs5.th.jpg) (http://img464.imageshack.us/my.php?image=untitled2vs5.jpg)

I can see some DEFINITE similarities. I'll see if the obvious way of conversion works, and if not, move on from there.
Title: Re: Converted XML1 Characters? Oh my!
Post by: BliZZ on February 05, 2007, 02:41PM
(http://img161.imageshack.us/img161/5618/untitled2af5.th.jpg) (http://img161.imageshack.us/my.php?image=untitled2af5.jpg)

Emma's power1_charge. Only took about an hour or so to fix up. Hopefully the rest will take less time. :P
Title: Re: Converted XML1 Characters? Oh my!
Post by: BliZZ on February 05, 2007, 03:31PM
Emma's power1_confuse.

(http://img106.imageshack.us/img106/8909/untitled1np4.th.jpg) (http://img106.imageshack.us/my.php?image=untitled1np4.jpg)

The major difference is this: all effect files in MUA have everything alphabetically listed. I went through that detail for the first one, but not this one. It still appears to work the same. Thank GOD, as the alphabetization took FOREVER and was excruciatingly painful.
Title: Re: Converted XML1 Characters? Oh my!
Post by: BliZZ on February 05, 2007, 04:47PM
GYah! This frost_power2_fear is making me pull my hair out! Does anyone see the problem here? (the double-space after the 'name=' (it occurs twice) is how it should be, I believe) I feel like it is something obvious ( a semicolon or space somewhere), but its racking  my brains.

XMLB Effect {
looptime = 0.3 ;
persistloop = 0 ;
randlooptime = 0 ;
   OrientedSprite {
   name =  ;
   count = 1 1 ;
   life = 0.3 0.3 ;
   delay = 0.6 0.6 ;
   origin = 0 0 0 0 0 0 ;
   velocity = 0 0 0 0 0 0 ;
   acceleration = 0 0 0 0 0 0 ;
   gravity = 0 0 ;
   drag = 0 0 ;
   radius = 0 0 ;
   radius2 = 0 0 ;
   height = 0 0 ;
   red = 0 0 1 0 0 1 10000 -10000 ;
   green = 0 0 1 0 0 1 10000 -10000 ;
   blue = 0 0 1 0 0 1 10000 -10000 ;
   alpha = -4 4 0 -4 4 0 10000 -10000 ;
   size = -340 340 75 -340 340 75 10000 -10000 ;
   rotation = 0 0 0 0 0 0 10000 -10000 ;
   blend = additive ;
   orient = up ;
   texture = textures/misc_hitflash.png ;
   viewoffset = 0 ;
   primitiveflags = 256 ;
   spawnflags = 0 ;
   interval = 0 ;
   }

   Cylinder {
   name = fastshock ;
   count = 1 1 ;
   life = 0.3 0.3 ;
   delay = 0.6 0.6 ;
   origin = 0 0 0 0 0 0 ;
   velocity = 0 0 0 0 0 0 ;
   acceleration = 0 0 0 0 0 0 ;
   gravity = 0 0 ;
   drag = 0 0 ;
   origin2 = 0 0 0 0 0 0 ;
   velocity2 = 0 0 0 0 0 0 ;
   acceleration2 = 0 0 0 0 0 0 ;
   gravity2 = 0 0 ;
   drag2 = 0 0 ;
   uvscale = 0 0 4 0 0 4 10000 -10000 ;
   uvscroll = 0 0 0 0 0 0 10000 -10000 ;
   radius = 0 0 ;
   radius2 = 0 0 ;
   height = 0 0 ;
   red = 0 0 0.996 0 0 0.996 10000 -10000 ;
   green = 0 0 0.882 0 0 0.882 10000 -10000 ;
   blue = 0 0 0.506 0 0 0.506 10000 -10000 ;
   alpha = 0 -1 1 0 -1 1 10000 -10000 ;
   size = 0 90 60 0 90 60 10000 -10000 ;
   size2 = 0 0 20 0 0 20 10000 -10000 ;
   startarc = 0 0 0 0 0 0 10000 -10000 ;
   endarc = 0 0 6.283 0 0 6.283 10000 -10000 ;
   numsegments = 0 ;
   blend = additive ;
   orient = forward ;
   texture = textures/fx_avalanche.png ;
   viewoffset = 0 ;
   primitiveflags = 256 ;
   spawnflags = 2048 ;
   interval = 0 ;
   }

   Cylinder {
   name = cylinder ;
   count = 1 1 ;
   life = 0.3 0.3 ;
   delay = 0.6 0.6 ;
   origin = 0 0 1 0 0 1 ;
   velocity = 0 0 0 0 0 0 ;
   acceleration = 0 0 0 0 0 0 ;
   gravity = 0 0 ;
   drag = 0 0 ;
   origin2 = 0 0 0 0 0 0 ;
   velocity2 = 0 0 0 0 0 0 ;
   acceleration2 = 0 0 0 0 0 0 ;
   gravity2 = 0 0 ;
   drag2 = 0 0 ;
   uvscale = 0 0 5 0 0 5 10000 -10000 ;
   uvscroll = 0 0 0 0 0 0 10000 -10000 ;
   radius = 0 0 ;
   radius2 = 0 0 ;
   height = 0 0 ;
   red = 0 0 1 0 0 1 10000 -10000 ;
   green = 0 0 0.502 0 0 0.502 10000 -10000 ;
   blue = 0 0 0 0 0 0 10000 -10000 ;
   alpha = -4 3 1 -4 3 1 10000 -10000 ;
   size = 0 90 60 0 90 60 10000 -10000 ;
   size2 = 0 0 30 0 0 30 10000 -10000 ;
   startarc = 0 0 0 0 0 0 10000 -10000 ;
   endarc = 0 0 6.283 0 0 6.283 10000 -10000 ;
   numsegments = 0 ;
   blend = additive ;
   orient = forward ;
   texture = textures/skull2.png ;
   viewoffset = 0 ;
   primitiveflags = 256 ;
   spawnflags = 2048 ;
   interval = 0 ;
   }

   Cylinder {
   name = cylinder ;
   count = 1 1 ;
   life = 0.3 0.3 ;
   delay = 0.6 0.6 ;
   origin = 0 0 100 0 0 100 ;
   velocity = 0 0 200 0 0 200 ;
   acceleration = 0 0 0 0 0 0 ;
   gravity = 0 0 ;
   drag = 0 0 ;
   origin2 = 0 0 0 0 0 0 ;
   velocity2 = 0 0 0 0 0 0 ;
   acceleration2 = 0 0 0 0 0 0 ;
   gravity2 = 0 0 ;
   drag2 = 0 0 ;
   uvscale = 0 0 4 0 0 4 10000 -10000 ;
   uvscroll = 0 -1 1 0 -1 1 10000 -10000 ;
   radius = 0 0 ;
   radius2 = 0 0 ;
   height = 0 0 ;
   red = -0.008 -0.992 1 -0.008 -0.992 1 10000 -10000 ;
   green = 1.004 -1.506 0.502 1.004 -1.506 0.502 10000 -10000 ;
   blue = 0 0 0 0 0 0 10000 -10000 ;
   alpha = 0 -1 1 0 -1 1 10000 -10000 ;
   size = 0 80 20 0 80 20 10000 -10000 ;
   size2 = 0 80 20 0 80 20 10000 -10000 ;
   startarc = 0 0 0 0 0 0 10000 -10000 ;
   endarc = 0 0 6.283 0 0 6.283 10000 -10000 ;
   numsegments = 0 ;
   blend = additive ;
   orient = forward ;
   texture = textures/fx_avalanche.png ;
   viewoffset = 0 ;
   primitiveflags = 256 ;
   spawnflags = 0 ;
   interval = 0 ;
   }

   Line {
   name=  ;
   count = 1 1 ;
   life = 0.75 0.75 ;
   delay = 0 0 ;
   origin = 0 0 0 0 0 0 ;
   velocity = 0 0 200 0 0 200 ;
   acceleration = 0 0 0 0 0 0 ;
   gravity = 0 0 ;
   drag = 0 0 ;
   origin2 = 0 0 0 0 0 0 ;
   velocity2 = 0 0 0 0 0 0 ;
   acceleration2 = 0 0 0 0 0 0 ;
   gravity2 = 0 0 ;
   drag2 = 0 0 ;
   uvscale = 0 0 1 0 0 1 10000 -10000 ;
   uvscroll = 0 0 0 0 0 0 10000 -10000 ;
   radius = 0 0 ;
   radius2 = 0 0 ;
   height = 0 0 ;
   red = -2 1 1 -2 1 1 10000 -10000 ;
   green = -1.004 0.502 0.502 -1.004 0.502 0.502 10000 -10000 ;
   blue = 0 0 0 0 0 0 10000 -10000 ;
   alpha = -4 4 0 -4 4 0 10000 -10000 ;
   size = 0 0 40 0 0 40 10000 -10000 ;
   blend = additive ;
   orient = forward ;
   texture = textures/skull2.png ;
   viewoffset = 0 ;
   primitiveflags = 256 ;
   spawnflags = 0 ;
   interval = 0 ;
   }

}

Title: Re: Converted XML1 Characters? Oh my!
Post by: BliZZ on February 05, 2007, 04:51PM
Never mind, it seems I found it. And it WAS a silly mistake, I missed a space in the 'name =' line after 'Line {' :P
Title: Re: Converted XML1 Characters? Oh my!
Post by: BliZZ on February 05, 2007, 08:24PM
http://www.momoshare.com/file.php?file=42df1cedd9648bf8554f59568fdad59e

Emma's effect files, all converted to XML2/MUA format. Not her icons, ps, or some faux talent file, just the effects :P

I want to say Jubi is next, but she has a daunting amount of files. I guess she's next, although it probably won't be done for a while.
Title: Re: Converted XML1 Characters? Oh my!
Post by: Noelemahc on February 05, 2007, 09:17PM
Good job! That should give us a headstart :D
QuoteNot her icons, ps, or some faux talent file, just the effects
Leave the icons be, man. Until we decide on a full powerset, doing anything other than extricating them from the IGB is pointless, and I'm already doing that as I rip the files from the FBs. Once I mop up Betsy, I'll up the lot as BMPs.
Title: Re: Converted XML1 Characters? Oh my!
Post by: Noelemahc on February 05, 2007, 11:26PM
Okay, here goes.

The set for Psylocke (includes two of the three of her boltons - one's already present in MUA, but I have a sneaky suspicion that they're just duplicates of it): http://h1.ripway.com/ivank/XML1/Psylocke.rar

And the icons of all the remaining playables:
IGBs: http://h1.ripway.com/ivank/XML1/icons.rar
BMP dumps: http://h1.ripway.com/ivank/XML1/XML1iconsBMP.rar

Preview (note that no icons from here made it into XML2 in any way, all were redrawn):
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/th_List.jpg) (http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/List.jpg)
(click for big picture)

And, for the catch-up, the herostat and npcstat. Why? Because THEY contain the talent listings!
http://h1.ripway.com/ivank/XML1/Stats.rar
And also, because the npcstat actually defines the playability of Professor X. You know what this means?



Yup, you got it.




We can circumvent the character limit of herostat by adding new chars into npcstat and then activating them via dialogue scripts in the same manner as Ghost Rider was activated when you first meet him! Lah-di-dah! I gotta test the theory, of course, but I think it SHOULD work juuuust fine...
Title: Re: Converted XML1 Characters? Oh my!
Post by: BliZZ on February 06, 2007, 01:03PM
Thanks for that. And, just to clarify, when I spoke of the icons above I meant to make it clear what I did and didn't convert.

Anyway, Jubes is on hold. With the talent file in my possession, I'm gonna attempt to make Emma fully playable in MUA.
Title: Re: Converted XML1 Characters? Oh my!
Post by: BliZZ on February 06, 2007, 04:39PM
(http://img64.imageshack.us/img64/792/untitled1an2.th.jpg) (http://img64.imageshack.us/my.php?image=untitled1an2.jpg)(http://img483.imageshack.us/img483/2926/untitled2gr4.th.jpg) (http://img483.imageshack.us/my.php?image=untitled2gr4.jpg)(http://img363.imageshack.us/img363/1886/untitled3cf9.th.jpg) (http://img363.imageshack.us/my.php?image=untitled3cf9.jpg)

FAR from done. I've only scratched the surface of the ps and talent files. Just showing that it is very possible to do. :P
Title: Re: Converted XML1 Characters? Oh my!
Post by: BliZZ on February 07, 2007, 09:47AM
I got side-tracked by the fact that I can't get Emma's moves to deal damage. :P

So I'm currently working on Jubes' effects. 11 out of 19 done.
Title: Re: Converted XML1 Characters? Oh my!
Post by: BliZZ on February 07, 2007, 11:43AM
http://www.momoshare.com/file.php?file=2662bbad74fdae12c8b4ac30a00dc6cc

Jubilee's effects in XML2/MUA format, all 18 of them. Yeah, I miscounted, the 19th is the ent file, which I will do if I ever get around to a Jubilee mod. :P
Title: Re: Converted XML1 Characters? Oh my!
Post by: Noelemahc on February 07, 2007, 12:07PM
So, should I proceed to the FX of the other XML1-only chars (after checking whether they've been featured, file-wise, in XML2), like Shadow King, Avalanche and Marrow?
Title: Re: Converted XML1 Characters? Oh my!
Post by: BliZZ on February 07, 2007, 12:13PM
Yea, sure.

I think all of Beast's MAY be in XML2, just named differently. His XML2 PS file has all 4 XML1 attacks, it just has differently named effects (the XML2 ones) linked to them.
Title: Re: Converted XML1 Characters? Oh my!
Post by: Noelemahc on February 11, 2007, 12:33PM
Addition: as per Burning Rage's clarifications, here's Rogue's XML1 skeleton which is supposed to differ from XML2's as well.
http://h1.ripway.com/ivank/XML1/07_rogueXML1.rar
Back to the drawing board now, kids.
Title: Re: Converted XML1 Characters? Oh my!
Post by: DJay Saint on February 14, 2007, 08:35AM
Emma's XML1 power style is in .eng format, as opposed to .engb...  I've tried using nba2kstuff's xmlbcui program to decompile it for giggles, and it produces nothing.  How do I decompile the .eng file so I can view it?  I just wanted to do a little comparitive analysis.

Also, I didn't notice the HUD head models from XML1 anywhere...  Were they already ripped and I missed them, or they on the "to do" list?
Title: Re: Converted XML1 Characters? Oh my!
Post by: BliZZ on February 14, 2007, 08:38AM
Notepad!
Title: Re: Converted XML1 Characters? Oh my!
Post by: Noelemahc on February 14, 2007, 08:42AM
Or WordPad. I like WordPad more, because it is easier to keep track of all the spaces in it. Or maybe it's just me.
QuoteAlso, I didn't notice the HUD head models from XML1 anywhere... 
Since my main task is MUAfication, I don't much care for the polygonal heads on the HUD as it doesn't use them. As for portraits, I really don't like the style both XMLs use, so I'd rather make my own when I can.
Title: Re: Converted XML1 Characters? Oh my!
Post by: DJay Saint on February 14, 2007, 08:43AM
I tried that and got a bunch of random characters...  ::)

EDIT:  I'll try it with WordPad and see how it goes.  I realize it's not your main focus, but can I get Emma's, Psylocke's, and Magma's polygonal heads from you please?

Extra EDIT:  You got the textures from the PS2 version of the game.  Can I also rip the HUD heads from there too?  If so, I got the disc, so I could rip them myself when I get home.  Thanks.
Title: Re: Converted XML1 Characters? Oh my!
Post by: BliZZ on February 14, 2007, 08:46AM
And therein lies the problem. It takes a shitload of work to convert, and it is not fun. I only got Emma's first power done before putting it into my 'to do' pile.
Title: Re: Converted XML1 Characters? Oh my!
Post by: Noelemahc on February 14, 2007, 08:48AM
QuoteI tried that and got a bunch of random characters...
Have you been smoking what we've been smoking? It's an XML-like code, dude.
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/Teckst.png)
The only weird symbols in there are the <angle brackets> :D
QuoteCan I also rip the HUD heads from there too?  If so, I got the disc, so I could rip them myself when I get home.  Thanks.
Your funeral :D I could of course rip them, given the time.
Title: Re: Converted XML1 Characters? Oh my!
Post by: DJay Saint on February 14, 2007, 08:55AM
Bah...  I'm an idiot.  I opened the wrong file...  Clicked too far on the list and nabbed the .engb instead of the .eng I meant to.  So yeah, obviously notepad works.

If you wouldn't mind, I'd appreciate if you could rip them some time since you already know how to do it, and I have yet to start ripping, so I'd have to spend time to figure them out.  I'll figure that out later though.  Thanks for understanding my stupidity.  :D
Title: Re: Converted XML1 Characters? Oh my!
Post by: nodoubt_jr on May 01, 2007, 10:36PM
Quote from: Noelemahc on February 05, 2007, 11:26PM
And, for the catch-up, the herostat and npcstat. Why? Because THEY contain the talent listings!
http://h1.ripway.com/ivank/XML1/Stats.rar
And also, because the npcstat actually defines the playability of Professor X.

any chance of a re-upload for this
Title: Re: Converted XML1 Characters? Oh my!
Post by: Serph21 on July 09, 2007, 08:51AM
Quote from: Noelemahc on February 05, 2007, 03:38AM

http://h1.ripway.com/ivank/XML1/Magma.rar


will you please re-upload this? thanks a bunch :D
Title: Re: Converted XML1 Characters? Oh my!
Post by: BliZZ on July 09, 2007, 12:02PM
I've got the files, I'll try and upload them when I get home, kay?
Title: Re: Converted XML1 Characters? Oh my!
Post by: Serph21 on July 10, 2007, 02:38AM
Quote from: BliZZ on July 09, 2007, 12:02PM
I've got the files, I'll try and upload them when I get home, kay?

ayt...thanks :D