Author Topic: The XML -> MUA Project ?? (old)  (Read 21160 times)

Offline BliZZ

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The XML -> MUA Project ?? (old)
« on: May 20, 2007, 07:34am »
An idea brought up by Burning Rage in this thread. I had been think of simply porting XML1 to XML2, but porting both as a whole entity to MUA would definitely be sweet. Quick ProvCon list:
Pros:
Bigger Character roster (this is BIG pro)
More interactive game-play (grab-smashes, in-flight powers, etc)
We could probably get more people interested in helping with a MUA mod than an XML2 mod

Cons:
Fewer RPG elements (no upgrading stats, only one slot for equipment per char, etc)
We'd have to get a mannequin for EACH character (which'd be a pain-in-the-ass)
Fewer DR missions

I don't know, I think the pros out-weigh the cons on this one. Plus, if we get this mod running with a separate executable, I wouldn't feel pangs of guilt at removing Colossus/Storm from main MUA for Venom/Capt Marvel :laugh:

Anyway what do you guys think? With a separate executable/different herostat/acts named ActA-ActJ (so as not to interfere w/ MUA's Act1-Act5 system of naming), this could be mod for the ages!

Here is my proposed Character Roster (mostly it is gonna be the ones for the XML project + 6):
1. Wolverine (MUA version)
2. Colossus (MUA version)
3. Iceman (MUA version)
4. Storm (MUA version)
5. Cyclops (DLC version)
6. Magneto (DLC version)
7. Sabretooth (DLC version)
8. Nightcrawler (DLC version)
9, Avalanche
10. Beast
11. Bishop
12. Emma Frost
13. Gambit
14. Juggernaut
15. Phoenix
16. Psylocke
17. Pyro
18. Rogue
19. Scarlet Witch
20. Sunfire
21. Toad
22. Mystique??
23. Havok??
24. Jubilee??
25. Magma??
26. Blob??
27. Quicksilver or Angel??

The first 21 are pretty much confirmed as "If we do this, they are in", but the last 6 are definitely open for debate, imho.

Well? Discuss.
« Last Edit: March 11, 2014, 06:27am by Teancum »

Offline BliZZ

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Re: The XML -> MUA Project ??
« Reply #1 on: May 20, 2007, 10:01am »
Thinking about it a little more, I think Mystique should also make it to the "Definitely In" list. Which leaves 5 slots, and a bunch of possibilities.

Here's the list I'm looking at:
Havok
Blob
Jubilee
Magma
Quicksilver
Angel
Polaris
Multiple Man
Cable
Cannonball

^^We'd need to decide on 5 of those.^^

Anywho, if anyone would be interested in helping out on a mod like this, say so here. If we do this, we'd need quite a few workers.

Offline DJay Saint

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Re: The XML -> MUA Project ??
« Reply #2 on: May 20, 2007, 11:51am »
My picks for the roster?

X-men:
1.  Wolverine
2.  Cyclops
3.  Jean Grey
4.  Rogue
5.  Storm
6.  Gambit
7.  Polaris
8.  Emma Frost
9.  Psylocke
10. Colossus
11. Iceman
12. Beast
13. Angel
14. Magma
15. Sunfire
16. Bishop
17. Nightcrawler

Brotherhood:
18. Magneto
19. Mystique
20. Pyro
21. Sabretooth
22. Avalanche
23. Toad
24. Blob
25. Scarlet Witch
26. Quicksilver
27. Juggernaut

If we can get at least two more, then I would like Havok and Shadowcat.  If anything, I would prefer Havok over Bishop, since he's already done, it'd be a waste not to use him.

As far as the mannequin thing goes, we could do that, OR we could try to port over the menu style from XML2.  However, that would be a retarded amount of people to scroll through.  We can always try to port over the equipment stuff from XML2 so you can have 3 equipment per person.  All of the older stuff will work with the updated game engine, so we should be able to work it out somehow.  I'm going to write an e-mail to Ravensoft here soon and see if I can't get some kind of help.  One of my instructors works with Activision, and met the guys at Raven before, so he said they shouldn't have a problem modding their games, and someone might actually help.  So, that's what I'm going to do.  The things I want the most are how to break the character limit, and how to make new z_voice files so I can use the voices from XML1, as well as create an entirely new voice set.
Some day, someone will best me.  But it won't be today, and it won't be you.


The artist formerly known as Burning Rage.

Offline BliZZ

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Re: The XML -> MUA Project ??
« Reply #3 on: May 20, 2007, 12:02pm »
I'm game for that roster. I'd say Jubilee instead of Polaris, though.

So, is this a go then? Want to set up a separate exe, that loads heroxmen, npcxmen, xmeninfo (charinfo), etc? Then go from there? I'm sure if we can get some progress shots to the public, we'll get people to hop aboard the wagon :P

Offline DJay Saint

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Re: The XML -> MUA Project ??
« Reply #4 on: May 20, 2007, 12:18pm »
That's be hawt.  I'll have to spend time figuring out the major changes between XML2 and MUA, and see if that menu can't work or not.  I really don't want to do 27 meshes for the character select menu.  :P (I still can't export my current ones because I have 3d Max 9, and the plug-in only works with 5, so I have to acquire 5 still)

Also, being in class and all, it will take me a while to get stuff done, so if you don't mind the wait, I don't mind working on the project.  Let's piss off and impress Raven at the same time.  :rofl:

Oh, and the models for the game.  Unless we figure out a way to make MUA accept XML2 models without having to channel flip, we might as well use the PS2 ones.  They look better anyhow.
« Last Edit: May 20, 2007, 12:21pm by Burning Rage »
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Offline BliZZ

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Re: The XML -> MUA Project ??
« Reply #5 on: May 20, 2007, 12:20pm »
Only 23 Mannequins. ;)

I'll keep chugging away on my char conversions, Then.

Offline DJay Saint

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Re: The XML -> MUA Project ??
« Reply #6 on: May 20, 2007, 12:23pm »
Being that it's XML1+XML2, are we using XML2's 20 rank system, or MUA's 15 rank system?
Some day, someone will best me.  But it won't be today, and it won't be you.


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Offline BliZZ

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Re: The XML -> MUA Project ??
« Reply #7 on: May 20, 2007, 12:29pm »
Stick with MUA's, I say. That way Storm, Colossus, Wolvy, and Bobby are done. Plus, Creed, Mags, Nightc, and Cyc will be done after simple ports from the DLC (whenever we get it). Plus, my Juggs, Gambit, and Witch are simply in need of mannequins/costumes. I assume the same out of Cates' Pyro/Sunfire (haven't tried them yet). So, by my calculations, that is 13/27 done in MUA's style. Let's stick w/ MUA's, but add welding/bridgebuilding/chargingbatteries where necessary.

Offline DJay Saint

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Re: The XML -> MUA Project ??
« Reply #8 on: May 20, 2007, 12:44pm »
Good.  I like MUA's better to begin with because it more closely resembled XML1's, which I thought was infinitely better than XML2.  Multiple options for powers are nice, but not when each one had 20 ranks... that was just insane.  Besides, some characters were kind of stretched a little so everyone would have the same number of powers.  I mean, since when did Rogue heal (it was nice though)?  All of Wolverine's powers were too similar to care, and Sabretooth was an exact clone of him.  Meh, I'm off to get some class work done.  I have to finish a level and a car model.
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Offline BliZZ

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Re: The XML -> MUA Project ??
« Reply #9 on: May 20, 2007, 12:52pm »


XMEN.exe loads heroxmen instead of herostat. They work fine in-game and everything. Yes, there are more chars than that (rogue, bishop, juggs, wanda, and toad are all hidden). Which means that we'll be able to do this without interfering with the official herostat.

Offline DJay Saint

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Re: The XML -> MUA Project ??
« Reply #10 on: May 20, 2007, 01:22pm »
:)  So are we using that menu select then, or the old fashioned one?  I personally miss the other one, that way we don't have to make eleventy mannequins, but either way is fine with me.  Also, do you know if Discreet is still around?  I'd like to get my hands on 3d Max5 so I can use the Alchemy plug-in, but I don't want to do it illegally.  I have Max 9, so maybe they won't mind me using 5 without having to purchase another license?
Some day, someone will best me.  But it won't be today, and it won't be you.


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Offline BliZZ

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Re: The XML -> MUA Project ??
« Reply #11 on: May 20, 2007, 01:25pm »
IF we can get mannequins, I prefer this one, as porting the menu could be an assload of work. They don't all need to be PERFECT either. For example, I think a cloud of smoke with glowing yellow eyes would make a great Nightcrawler mannequin :P

Offline DJay Saint

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Re: The XML -> MUA Project ??
« Reply #12 on: May 20, 2007, 01:28pm »
I'll see what I can do about getting Max 5, then get to work on the mannequins, as well as exporting my Rogue models.
« Last Edit: May 20, 2007, 01:42pm by Burning Rage »
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Offline BliZZ

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Re: The XML -> MUA Project ??
« Reply #13 on: May 20, 2007, 01:33pm »
As far as mannequins, I would think making usable ones where applicable would be great. For instance, Juggernaut already has Classic/Modern costumes, so modeling those again would be a waste. However, an Ultimate Juggs model would give us both a mannequin AND a 4th skin. Stuff like that.

Basically, the point of my post is to not waste your time re-modeling costumes we already have :thumbsup:

Offline Teancum

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Re: The XML -> MUA Project ??
« Reply #14 on: May 20, 2007, 06:44pm »
The other issue is that you've got a max of six costumes, two of which require a cheat.  However, a possible work around would be this: 

1-Add a second entry in the herostat, like so:

Code: [Select]
   stats {
   ailevel = 1 ;
   autospend = bruiser ;
   body = 7 ;
   canbeallythrown = true ;
   characteranims = 03_wolverine ;
   charactername = Wolverine (Additional Costumes) ;  ----------Changed
   gen_charge_color = 0.8 0.2 0.2 1 ;
   level = 1 ;
   level_every_skill_reward = 99 ;
   menulocation = 34 ;  ---------Original Menu location +27
   mind = 4 ;
   name = Wolverine ;
   playable = true ;
   powerstyle = ps_wolverine ;
   scale_factor = 1 ;
   scriptlevel = 3 ;
   skin = 0320 ;
   skin_01_name = Weapon X ;
   skin_02 = 21 ;
   skin_02_name = Spacesuit ;
   skin_03 = 22 ;
   skin_03_name = Horsemen of Apocalypse ;
   skin_04 = 23 ;
   skin_04_name = Yeah... another costume ;
   sounddir = wolv_m ;
   strength = 10 ;
   team = hero ;
   textureicon = 2 ;
      Race {
      name = Mutant ;
      }

      Race {
      name = XMen ;
      }

      BoltOn {
      bolt = Bip01 L Hand ;
      model = models/bolton/claw_left ;
      slot = ebolton_clawleft ;
      }

      BoltOn {
      bolt = Bip01 R Hand ;
      model = models/bolton/claw_right ;
      slot = ebolton_clawright ;
      }

      talent {
      level = 1 ;
      name = wolv_p1 ;
      }

      talent {
      level = 1 ;
      name = wolv_frenzy ;
      }

      talent {
      level = 1 ;
      name = wolv_rage ;
      }

      talent {
      level = 1 ;
      name = block ;
      }

      talent {
      level = 1 ;
      name = grab ;
      }

      talent {
      level = 1 ;
      name = might ;
      }

      talent {
      level = 1 ;
      name = healing_factor ;
      }

      talent {
      level = 1 ;
      name = melee_moves ;
      }

      talent {
      build = e3 ;
      level = 1 ;
      name = wolv_lunge ;
      }

      talent {
      build = e3 ;
      level = 1 ;
      name = wolv_p7 ;
      }

      talent {
      level = 1 ;
      name = fightstyle_default ;
      }

   }

You'll notice I only changed charactername, menulocation, and the skins.  Using the same 'name' value should store all variables the same.  In other words, the game won't be able to tell the difference between either 'set' of costumes.  As far as it's concerned (theoretically) it thinks it's the same.  So when you spend money on one 'set' it uses it on the other.

2-Update team_back.xmlb (just two short entries shown)

Code: [Select]
Here's the additions we're making to Wolverine's pad:

   item {
   down =   ;
   left = pad23_model ;
   model = ui/models/m_invis ;
   name = pad07_model ;
   right = pad17_model ;
   type = MENU_ITEM_MODEL ;
   up = pad34_model  ; -------So when we hit 'up' when Wolvie's selected his other costumes load
   }

Here's Wolvie's alternate costume pad.  Notice we can still hit left/right to go back to normal characters

   item {
   down = pad07_model  ;  -----back to the shipped Wolvie's costumes
   left = pad23_model ;
   model = ui/models/m_invis ;
   name = pad34_model ;
   right = pad17_model ;
   type = MENU_ITEM_MODEL ;
   up =   ;
   }


Anyways, that's the theory.  It stands to reason anyways.  That gives us 8 costumes per character.  And all we have to do is hit 'up' when a character is selected to select alternate costumes.  No need for another Mannequin, and the camera won't move anywhere.  Just the text at the bottom will change to "Wolverine (Additional Costumes)".