Author Topic: The XML -> MUA Project ?? (old)  (Read 21246 times)

Offline Teancum

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Re: The XML -> MUA Project ??
« Reply #30 on: May 21, 2007, 05:06pm »
The other issue I have is the fact that they don't really 'go' together.  Granted, I haven't finished XML1 yet, but I'm guessing they're at least a few months apart.  But, more power to us if it all flows well.

The last issue I have is that we haven't successfully built a full XML1 level yet.  Yes, I know it's possible, but to me it stands to reason to get that done first and then go from there once we understand the process.  It just seems like we're getting ahead of ourselves.  Having been a part of/project lead on many total conversions in the last 10 years I can say we really need to find out how long it'll take and how deep we have to go.  Let's get a DR working in XML2 just to be sure we know what we're doing, then move on to MUA and the actual XML1 missions.
« Last Edit: May 21, 2007, 05:08pm by Teancum »

Offline BliZZ

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Re: The XML -> MUA Project ??
« Reply #31 on: May 21, 2007, 05:11pm »
They don't flow as in one long saga. But there is nothing saying we can't use some MUA map to make an 'in-between' mission, where Apoc's forces kidnap Polaris, Prof, and Quicksilver :thumbsup:

I agree that the levels are very important. However, you are FAR better than I at coding and scripting. I'd almost be wasting my time trying to figure it out. :P That's not to say I can't help once it has been figured out the first time, but my forte is the char conversions.

I'll just keep trying to get Bishop's ****ing bullets to work for now :banghead:

Offline Teancum

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Re: The XML -> MUA Project ??
« Reply #32 on: May 21, 2007, 05:33pm »
Is that a hint for me to work on getting a XML1 level running?  :D  I'll get back into it.

Nice thought on the 'transition' level.  Stealing a MUA level is perfect.  Murderworld anyone?  (since the X-Men fought Arcade lots)

Offline BliZZ

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Re: The XML -> MUA Project ??
« Reply #33 on: May 22, 2007, 08:47pm »
The inevitable "OMG wihc costhumes" post :laugh: I'll try and get pics for those that we don't already have. I'll try and order tham how they could potentially be ordered in game.

1. Angel = Classic (Red or Blue, Human or Blue skin?? My choice - Blue skin, red outfit), Original, Horseman of Death (XML2), Ultimate
2. Avalanche = Classic, X-Corps, Rictor??, Modern (XML1)
3. Beast = Classic, Astonishing, Original (XML2, except his belt needs some modifying), Ultimate (XML2)
4. Bishop = Original, Classic (XML2), Age of Apocalypse (XML2), Modern (XML2)
5. Blob = Classic (except the one with yellow rings, I'm not gonna take the effort to find it, you know the one), Original, Age of Apocalypse, Ultimate (XML2)
6. Colossis = Ultimate (MUA), Classic (MUA), Astonishing (MUA), Retro (MUA)
7. Cyclops = Classic, Original (XML2), Astonishing (XML2), Ultimate (XML2)
8. Emma Frost = New X-Men, Classic (XML2 Custom), Astonishing, Uncanny (XML1)
9. Gambit = Ultimate, Classic (XML2 Custom), Age of Apocalypse (XML2), Modern (XML2)
10. Iceman = Classic (MUA), Spiky (MUA), Bobby Drake (MUA), Original (MUA)
11. Jubilee = Classic, Ultimate (XML1), Generation X, Modern
12. Juggernaut = Ultimate, Classic (XML2), Age of Apocalypse (XML2), Modern (XML2)
13. Magma = We need a Magma fan for this one :P
14. Magneto = Classic (XML2 Custom), 80's (XML2 Custom), Xorn (XML2 Custom), Ultimate (XML2)
15. Mystique = Classic (the one with the skirt), Uncanny (XML1), Ultimate, Modern (XML2)
16. Nightcrawler = Astonishing (XML2), Classic (XML2), Age of Apocalypse (XML2), Ultimate (XML2)
17. Phoenix = Classic, Original (XML2), Dark Phoenix (MUA), Ultimate (XML2)
18. Psylocke = Classic, Original, X-Treme (MUA custom), Retro
19. Pyro = Classic, Freedom Force, Ultimate, Modern (XML2)
20. Quicksilver = Ultimate, Classic, Original, Modern (XML2)
21. Rogue = Classic, Ultimate (XML2), Ae of Apocalypse (XML2), Modern (XML2)
22. Sabretooth = Modern, Classic (XML2), Age of Apocalypse (XML2), Ultimate (XML2)
23. Scarlet Witch = Ulimate, Classic (XML2), Gypsy (XML2), Modern (XML2)
24. Storm = Astonishing (MUA), Retro (MUA), Ultimate (MUA), Classic (MUA)
25. Sunfire = Armored, Classic (XML2), Horseman of Famine (XML2), Modern (XML2)
26. Toad = Classic, Modern, Age of Apocalypse (XML2), Ultimate (XML2)
27. Wolverine = Modern (MUA), Classic (MUA), Astonishing (MUA), Ultimate (MUA)

Some of the ones with images HAVE been done in the form of customs, but they either aren't perfect or could conceivably be done better. Yeah.

Obviously, not everyone is gonna agree. So, discuss!

Offline Teancum

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Re: The XML -> MUA Project ??
« Reply #34 on: May 22, 2007, 09:00pm »
Ultimate Witch, NXM Emma, GenX Jubes, Classic Pheonix and a few others should be pretty easy.

There's a couple really tough ones that could use a new model.  Namely the two new Beasts, Ultimate Remy, and Sunfire. 

Not a big fan of Ultimate Juggernaut, but that's more personal opinion than anything else.

For Magma:

New X-Men?, Instructor, Molten Form, and Alison Crestmere (alternate identity)

Taken from http://www.marveldatabase.com/Magma_%28Amara_Aquilla%29
« Last Edit: May 22, 2007, 09:05pm by Teancum »

Offline BliZZ

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Re: The XML -> MUA Project ??
« Reply #35 on: May 23, 2007, 03:25am »
You gotta consider that Molten Form is actually a boost. (She, unlike Iceman or Torch, has to boost to power on her "elemental" form)

That 4th one is "Ultimate"

Offline DJay Saint

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Re: The XML -> MUA Project ??
« Reply #36 on: May 23, 2007, 07:04am »
I agree with Amara's NXM outfit.  I totally despised her in XML1, because they made her sound like a doofus and look even worse.

I would like to at least see these outfits for Rogue:

dunno what to call it...
Jim Lee/Classic
Astonishing
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Offline BliZZ

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Re: The XML -> MUA Project ??
« Reply #37 on: May 23, 2007, 11:50am »
Jim Lee and Astonishing (called 'Modern') are both already there on my list... and wouldn't the other skin look kinda out of place without sunfire's powers?

Offline DJay Saint

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Re: The XML -> MUA Project ??
« Reply #38 on: May 23, 2007, 03:44pm »
Jim Lee and Astonishing (called 'Modern') are both already there on my list... and wouldn't the other skin look kinda out of place without sunfire's powers?

I'm also working on a way of giving her Sunfire's powers as a one skin exclusive, which will go to this skin after the classic gets done.

I know you listed them.  I was simply saying that I would like to see those skins, and the others I wouldn't care about.  I personally don't care for the Age of Apocalypse skin, so that leaves her Ultimate and XML1 ones to choose from, as well as a choice of skinning her Xtreme or her Uncanny outfit.  And no, I don't think that skin without the Sunfire powers would be out of place.  Regardless, she will have Sunfire's powers as a one skin exclusive anyhow, and I will get around to doing them whenever I get around to figuring out how in the hell to make Torpedo Strike deal damage, which for some reason I can't get it to, and figure out how in the hell to get Power Theft to work (it would be hella awesome if there were more powers to actually steal... I mean, in XML1 it was absolutely useless unless fighting a boss, and even then it barely dealt enough damage to warrant using it...).

On a side note, are there any good programmers here?  If someone would be willing to adapt the Alchemy plug-in to work with 3d Max 9, that would be awesome, and I would be willing to compensate.  Otherwise, I guess I would have to "acquire" 3d Max 5, which I don't want to do unless absolutely necessary.

EDIT:  Since I'm a fan of Magma, I'll also work on her eventually too, unless someone else wants to before hand.  I thought she was garbage in XML1, so I believe she could use a face lift. 
« Last Edit: May 23, 2007, 03:50pm by Burning Rage »
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 #39 on: May 23, 2007, 03:55pm »
The key to Torpedo Strike (for me) was to make it like Juggs' (or Thing's) "hold down the button to keep running" move, keeping the funnel animation intact. Sure, it makes it different from XML2, but it is hella fun (it is now almost exactly like WWoman's only decent move in JL Heroes, for those who have played it :P)

If you want me to up the current wip of Rogue (with the still broken Power Theft), I will.

PS: I'm also not sure if that "Costume Exclusive" thing'll work, since the game requires herostat/package data to match up. Good luck with that, though.

Offline DJay Saint

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Re: The XML -> MUA Project ??
« Reply #40 on: May 23, 2007, 04:02pm »
The key to Torpedo Strike (for me) was to make it like Juggs' (or Thing's) "hold down the button to keep running" move, keeping the funnel animation intact. Sure, it makes it different from XML2, but it is hella fun (it is now almost exactly like WWoman's only decent move in JL Heroes, for those who have played it :P)

If you want me to up the current wip of Rogue (with the still broken Power Theft), I will.

PS: I'm also not sure if that "Costume Exclusive" thing'll work, since the game requires herostat/package data to match up. Good luck with that, though.

If you wouldn't mind uploading the powerstyle, that'd be awesome.  I spliced in a little bit of Ms. Marvel, so the rest probably wouldn't match up anyhow.

Code: (Torpedo Strike) [Select]
FightMove {
   aireusetime = 4 ;
   aitype = projectile ;
   animenum = ea_power11 ;
   combotextfinisher = Clash ;
   combotextstarter = Decimating ;
   handler = ch_rogue_torpedo ;
   icon = 2 ;
   lockangles = true ;
   name = power3 ;
   powerup_tag = rogue_p3 ;
   priority = 5 ;
      require {
      cat = skill ;
      item = rogue_p3 ;
      level = 1 ;
      }

      trigger {
      arc = 180 ;
      damage = %rogue_p3_dmg ;
      damagescale = none ;
      damagetype = dmg_physical ;
      knockback = 245 ;
      name = punch ;
      tag = 100 ;
      tiles = true ;
      time = -1 ;
         damageMod {
         name = dmgmod_auto_knockback ;
         }

      }

      trigger {
      effect = char/rogue/p10_impact ;
      name = effect_sound ;
      tag = 101 ;
      time = -1 ;
      }

      trigger {
      name = powerusage ;
      powerusage = %rogue_p3_pwr ;
      time = 0 ;
      }

      trigger {
      bolt = Bip01 L Hand ;
      effect = char/rogue/p10_charge ;
      fxlevel = 2 ;
      name = effect ;
      time = 0 ;
      }

      trigger {
      bolt = Bip01 R Hand ;
      effect = char/rogue/p10_charge ;
      fxlevel = 2 ;
      name = effect ;
      time = 0 ;
      }

      trigger {
      effect = char/rogue/p10_charge ;
      fxlevel = 1 ;
      name = effect_sound ;
      sound = char/vogue_m/p10_charge ;
      time = 0 ;
      }

      chain {
      action = idle ;
      result = idle ;
      }

   }

Maybe I should move the damage to the impact trigger.  This is how (mostly) it was defined in XML2.
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 #41 on: May 23, 2007, 04:36pm »
Code: [Select]
   FightMove {
   aireusetime = 8 ;
   aitype = melee ;
   animenum = ea_power11 ;
   combotextfinisher = Clash ;
   combotextstarter = Decimating ;
   energypersecond = %rog_torpedo_pwr ;
   handler = ch_charge_move ;
   icon = 9 ;
   is_power = true ;
   lockchaining = true ;
   locktransitionangles = true ;
   name = power10 ;
   noautoaim = true ;
   powerup_tag = captam_shield ;
   priority = 5 ;
   startchaintime = 0.2 ;
   turnrate = 0.2 ;
      require {
      cat = skill ;
      item = rogue_torpedo ;
      level = 1 ;
      }

      trigger {
      name = unlock_loop_chaining ;
      }

      trigger {
      button = samepowerhold ;
      name = button_hint ;
      time = 0 ;
      }

      trigger {
      name = powerusage ;
      only_non_looped = true ;
      powerusage = %rog_torpedo_pwr ;
      time = 0 ;
      }

      trigger {
      arc = 180 ;
      damage = %rog_torpedo_dmg ;
      damagescale = none ;
      knockback = 120 ;
      name = punch ;
      tag = 1 ;
      tiles = true ;
      time = -1 ;
         damageMod {
         name = dmgmod_ground ;
         }

         damageMod {
         name = dmgmod_auto_knockback ;
         }

      }

      trigger {
      life = -1 ;
      name = powerup ;
      remove_on_node_end = true ;
      time = 0 ;
         special_fx {
         bolt = Bip01 Spine2 ;
         effect = char/rogue/p10_charge ;
         fxlevel = 1 ;
         how_used = primary ;
         }

         special_fx {
         effect = char/rogue/p10_charge ;
         fxlevel = 3 ;
         how_used = primary ;
         }

      }

      trigger {
      name = sound ;
      sound = char/rogue/p10_charge ;
      time = 0 ;
      }

      chain {
      action = samepowerhold ;
      result = power10_break ;
      }

      chain {
      action = touch ;
      result = power10_break ;
      }

      chain {
      action = idle ;
      result = fastballland ;
      }

   }

   FightMove {
   animenum = ea_lunge_land ;
   is_power = true ;
   lockangles = true ;
   lockspeed = true ;
   locktransitionangles = true ;
   name = power10_break ;
   noautoaim = true ;
   playspeed = 1 ;
   priority = 5 ;
      chain {
      action = idle ;
      result = idle ;
      }

   }

The only problem is that she stands up for an eighth of a second before rolling. Working on it as we speak (er, type :P).

Out of curiousity, what Ms marvel powers did you give her? I prefer her "pure" (ie, with 5 of her own XML2 moves), that way they don't go to waste.

Offline DJay Saint

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Re: The XML -> MUA Project ??
« Reply #42 on: May 23, 2007, 04:39pm »
Not really any powers, just her combat skeleton for the animations...  Now Rogue has an animation to charge her Energy Overflow, I liked Ms. Marvel's flying animation, and also gave Rogue her grab-smash.  All her powers are from XML2 though.

I also made her a bruiser_light, that way most of the points she gets are Body.  She has Strike and Melee upgrades for her outfit passives.
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 #43 on: May 23, 2007, 04:41pm »
Lulz. I gave Rogue Ms marvel's grab-smash, all her melee anims, slow flying (left fast flying as Rogue's).

Looks like our Rogue's are closer than anticipated :laugh:

Offline DJay Saint

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Re: The XML -> MUA Project ??
« Reply #44 on: May 23, 2007, 04:44pm »
:rofl:  Yeah, her melee animations too... forgot about those.  I just thought they fit her really well.  She has her normal walk and run animations, none of that constant flying like Ms. Marvel.  It looks like the only thing I did different was an icon set (I really like that icon set I did... I think it came out rather well in it's finished form), and probably the passives (oh, and one boost is different than yours).

EDIT:  [/spam]
« Last Edit: May 23, 2007, 04:48pm by Burning Rage »
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.