Author Topic: Converted XML1 Skins Galore (a.k.a. "You asked for it!")  (Read 28201 times)

Offline Noelemahc

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Re: Converted XML1 Skins Galore (a.k.a. "You asked for it!")
« Reply #15 on: January 08, 2007, 12:46pm »
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

Crimson Dynamo says:
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Offline BliZZ

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Re: Converted XML1 Skins Galore (a.k.a. "You asked for it!")
« Reply #16 on: January 08, 2007, 12:48pm »
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.
« Last Edit: January 08, 2007, 12:50pm by BliZZ »

Offline Noelemahc

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Re: Converted XML1 Skins Galore (a.k.a. "You asked for it!")
« Reply #17 on: January 08, 2007, 01:04pm »
Quote
i 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.
Quote
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.
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?

Crimson Dynamo says:
In Soviet Russia, the games mod YOU!

If anyone needs any art for icons or portraits, feel  free to ask, I'll see what I can do.

Offline Noelemahc

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Re: Converted XML1 Skins Galore (a.k.a. "You asked for it!")
« Reply #18 on: January 08, 2007, 11:42pm »
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).

File link: http://h1.ripway.com/ivank/XML1/XML1set4.rar
Texture offsets:
Quote
Havok             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.
« Last Edit: February 05, 2007, 03:29am by Noelemahc »

Crimson Dynamo says:
In Soviet Russia, the games mod YOU!

If anyone needs any art for icons or portraits, feel  free to ask, I'll see what I can do.

nba2kstuff

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Re: Converted XML1 Skins Galore (a.k.a. "You asked for it!")
« Reply #19 on: January 09, 2007, 12:32am »
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!

Offline Noelemahc

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Re: Converted XML1 Skins Galore (a.k.a. "You asked for it!")
« Reply #20 on: January 09, 2007, 01:12am »
Quote
i 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.

Crimson Dynamo says:
In Soviet Russia, the games mod YOU!

If anyone needs any art for icons or portraits, feel  free to ask, I'll see what I can do.

Offline BliZZ

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Re: Converted XML1 Skins Galore (a.k.a. "You asked for it!")
« Reply #21 on: January 09, 2007, 04:31am »
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 ;)

nba2kstuff

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Re: Converted XML1 Skins Galore (a.k.a. "You asked for it!")
« Reply #22 on: January 09, 2007, 04:45am »
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!!!

Offline Noelemahc

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Re: Converted XML1 Skins Galore (a.k.a. "You asked for it!")
« Reply #23 on: January 09, 2007, 04:49am »
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.

Left to right: Shadow King, Spacesuit Psylocke, Gladiator Shadow King, Red Mystique.

File link: http://h1.ripway.com/ivank/XML1/XML1set5.rar
Texture offsets:
Quote
Fire 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.
« Last Edit: February 05, 2007, 03:29am by Noelemahc »

Crimson Dynamo says:
In Soviet Russia, the games mod YOU!

If anyone needs any art for icons or portraits, feel  free to ask, I'll see what I can do.

Offline Noelemahc

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Re: Converted XML1 Skins Galore (a.k.a. "You asked for it!")
« Reply #24 on: January 09, 2007, 06:31am »
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.

Crimson Dynamo says:
In Soviet Russia, the games mod YOU!

If anyone needs any art for icons or portraits, feel  free to ask, I'll see what I can do.

Offline Noelemahc

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Re: Converted XML1 Skins Galore (a.k.a. "You asked for it!")
« Reply #25 on: January 15, 2007, 07:16am »
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:

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
« Last Edit: February 05, 2007, 03:29am by Noelemahc »

Crimson Dynamo says:
In Soviet Russia, the games mod YOU!

If anyone needs any art for icons or portraits, feel  free to ask, I'll see what I can do.

Offline detourne_me

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Re: Converted XML1 Skins Galore (a.k.a. "You asked for it!")
« Reply #26 on: January 15, 2007, 09:56am »
dude loading screens too...   as borat would say "izz niice!"

Offline Noelemahc

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Re: Converted XML1 Skins Galore (a.k.a. "You asked for it!")
« Reply #27 on: January 15, 2007, 10:05am »
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

Crimson Dynamo says:
In Soviet Russia, the games mod YOU!

If anyone needs any art for icons or portraits, feel  free to ask, I'll see what I can do.

Offline Noelemahc

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Re: Converted XML1 Skins Galore (a.k.a. "You asked for it!")
« Reply #28 on: February 10, 2007, 03:48am »
The wait is over, the cannon fodder is IN!

Left to right: Acolyte Mental, Acolyte Energy, Brother Energy, Brother Mental.

Left to right: Director of Weapon X, Brother 'Lite' (or Gladiator Brother).

Archive: http://h1.ripway.com/ivank/XML1/XML1baddies1.rar
Offsets:
Code: [Select]
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!

Crimson Dynamo says:
In Soviet Russia, the games mod YOU!

If anyone needs any art for icons or portraits, feel  free to ask, I'll see what I can do.

Offline Noelemahc

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Re: Converted XML1 Skins Galore (a.k.a. "You asked for it!")
« Reply #29 on: February 11, 2007, 06:07am »
Resumption of proceedings (14 new models!):

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.

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.

Left to right: HAARP Leader (other HAARP soldiers are used in XML2), GRSO Riot Squad, Weapon X Guard, General Kincaid.

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:
Code: [Select]
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!
« Last Edit: February 11, 2007, 06:10am by Noelemahc »

Crimson Dynamo says:
In Soviet Russia, the games mod YOU!

If anyone needs any art for icons or portraits, feel  free to ask, I'll see what I can do.