Author Topic: Old XML1 level conversion thread  (Read 14313 times)

Offline Teancum

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Old XML1 level conversion thread
« on: August 12, 2007, 07:18pm »
Act1:
New York City - Alison rescue (nyc/alison)
nyc1
  --Zone animations not set up (whole mission)
  --Lava FX need colored
nyc2
  --Earthquake'd ground moves up a second time when you exit subway (low priority)
nyc2b
  --Pyro's fire doesn't attach to trees, but is there after you go through the tunnel
  --Floating trash can right after Extraction Point
  --Extraction Point not save-only. Perhaps have the Extraction Point, but manually call the SaveGame function upon activation?
  --Mystique fight is off, she morphs at the wrong time, isn't dead when the fight is "over", etc
nyc3
  --No HUD for Alison
nyc4
nyc5
blackbird
   --Skipped for now


Mansion1 (mansion/man1)
hangar1a
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
mansion1a_1
   --Opening conversation needs truncated
      --Removed ability to do tour (for now)
mansion1a_2
   --Removed ability to do tour (for now)
subbasement1a
   --Removed ability to do tour (for now)


HAARP Facility (/haarp/ext, haarp/int)
haarp_ext01
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
  --Players start at opposite end (the exit)
haarp_ext02
haarp_ext03
haarp_ext04
haarp2_1
haarp2_2
haarp2_3
haarp2_6
  --does not load
ice_tunnel1
ice_tunnel2
haarp_ext_boss
  --boss fight not tested

Mansion2 (mansion/man2)
mansion_back2
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
mansion2_1
mansion2_2
subbasement2

Sewers 1 (sewers/hub)
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)

USS Arbiter (arbiter/deck, arbiter/a_int)
arb_fd1
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
  --Missing electrified water effect (whole mission, also Nuke Plant missions)
arb_fd2
arb2_1
arb2_2
arb2_3
arb2_4
arb3_1
arb3_2
arb3_3
arb3_4

Sentinel Flashback (nyc/fb)
nyc_fb1
  --No way to force a specific team (whole mission)
  --Sentinels have no arms/attacks (whole mission)
  --Zone animations not set up (whole mission)
nyc_fb2
nyc_fb3
  --Sentinel #3 spawns above gameplay world (and so cannot complete this level)
nyc_fb4


Juggernaut Flashback (mansion/jugrnt)
  --Effects don't play during opening cutscene
  --No way to force a specific team


Act2:
Mansion3 (mansion/man3)
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
danger_room (Magma)
hangar3
mansion3_1
mansion3_2
subbasement3b


Nuclear Plant (nuke_plant/nuke)
nuke1_1
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
nuke1_2
nuke1_3
nuke1_4
nuke2_2
nuke2_2a
nuke2_3


Muir Island (muir_is/muir2)
mui_comcore
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
muir_brig
muir_comcore
muir_in2


Mansion4 & Mansion GRSO Attack (mansion/man4)
grso_debriefing
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
mansion_back4
mansion_back4_grso
mansion_front4_grso
mansion4_1
mansion4_2
subbasement4


Astral Plane part 1 (astral/ast1)
astral1_1
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
astral1_2
astral1_3
astral1_4


WeaponX (weapon_x/secret) --This is the Cyclops/Havok/Wolverine mission
wx3_1
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
wx3_2
wx3_3


WeaponX Flashback (weapon_x/wfb)
wx1_1
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
wx1_2
wx1_3


Act3:
Mansion5 (mansion/man5)
mansion_front5
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
mansion5_1
mansion5_2
subbasement5
subbasement5a


Sewers 2 (sewers/healer)
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)


Mount (mount/mount)
mount1
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
mount2
  --Avalanche spams his Quake xtreme


Mansion6 (mansion/man6)
mansion6_1
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
mansion6_2
subbasement6

Muir Island - Juggernaut (muir_is/muir3)
muir_brig
  --Cutscene only???
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
muir_in3

New York City Riots (nyc/riots)
nyc3_1_1
  --Sentinels have no arms/attacks (whole mission)
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
nyc3_1_2
nyc3_1_3
nyc3_2_1
nyc3_2_2

Sewers 3 - GRSO (sewers/grso)
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)

Act4:
Mansion7 (mansion/man7)
mansion7_1
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
mansion7_2
status_meeting
subbasement7

Astral Plane part 2 - Rescue Illyana (astral/ast3)
astral3_2
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
astral3_3
astral3_4
astral3_5
colosseum

Sentinel Factory (hive/ext, hive/int)
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
  --Last level does not load

Astral Plane part 3 - Save Professor X (astral/savepx)
astral1_1
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
astral1_3
astral2_1
astral2_2
astral2_3
final_astral
  --No way to force player to play as Professor X (Gladiator)

Mansion8 (mansion/man8)
hangar8
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
mansion8_1
mansion8_2
subbasement8
subbasement8b

AsteroidM (astroid_m/visit1)
asteroid1_1
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
asteroid1_2
asteroid1_3
asteroid2_1
asteroid2_2
asteroid2_3

MasterMold (mastermold/)
mastermold1
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
mastermold2

Other Stuff:
Danger Rooms (arena/)  --all done by nodoubt_jr
  --Want to add additional combatants (more X-Men, villains, etc)
arena_arb1
arena_arb2
arena_astm1
arena_astral1
arena_astral2
arena_dr
arena_haarp
arena_haarpint1
arena_mansion1
arena_nuke1
arena_nyc1
arena_nyc2
arena_sewers1
arena_snow1
arena_weapx1

Menus and Interface (menu, package/menus)
main_back
  --Uses Danger Room instead of Cerebro (lighting broken in Cerebro "level")
UI
  --Currently uses X-Men Legends II menu interface. Convert to MUA PS2 menus, add X-Men Legends logo, use XML1 menus where MUA doesn't cover it and reskin to match. Keep XML2 HUD setup for gameplay.

Effects
  --Several XML1-specific effects need converted. If you have time this would be a HUGE help.
« Last Edit: March 11, 2014, 06:07am by Teancum »

Offline nodoubt_jr

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Re: The OFFICIAL XML1 level conversion thread
« Reply #1 on: August 12, 2007, 07:35pm »
i got two of the arenas done, and i'll do the rest too.  im also going to start the Mansion Juggernaut Flasback, mansion/jugrnt/jugrnt01.
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What im currently working on: http://marvelmods.com/forum/index.php?topic=2275.0
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Offline BliZZ

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Re: The OFFICIAL XML1 level conversion thread
« Reply #2 on: August 12, 2007, 07:47pm »
Maybe you could expand the list to each of the individual maps and the names we'll use? Their Act# should be mostly the same between the XML2 conversion and the XML->MUA project, seeing as it'll begin both games. If you don't want to do that, I'll work it up later. Act0'd be NYC rescue Magma, Act1'd be HAARP, etc.

Offline Teancum

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Re: The OFFICIAL XML1 level conversion thread
« Reply #3 on: August 12, 2007, 08:18pm »
Yeah, maybe you could draw up how you want the acts themselves to pan out.  I have the general idea, but am slightly foggy since we've got flashbacks in there.

Offline nodoubt_jr

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Re: The OFFICIAL XML1 level conversion thread
« Reply #4 on: August 12, 2007, 08:38pm »
here are the two arenas ive done so far, Mansion and Danger Room.  They use xbox igbs, once i download the ps2 assests file i'll replace them with that (just need to make room in my computer).  just wanted to get this out in case people want to test them or something, or compare.  I'll up the jugger one as soon as im done. (good thing i had already converted juggernaut  :laugh:)

http://www.momoshare.com/file.php?file=70427ff1a84cb4ac95c070ede4a14950
Please search the forum before asking a question. I dont answer
PMs about modding, those questions should be posted in a public thread.
What im currently working on: http://marvelmods.com/forum/index.php?topic=2275.0
My mods are mine to booster/update, I will not give anybody permission to do it

Offline Norrin Radd

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Re: The OFFICIAL XML1 level conversion thread
« Reply #5 on: August 12, 2007, 08:43pm »
what is the naming convention eveyone using?
is it, for example
actX/nyc/
or
actX/nyc/fb/
or
nyc/fb (this was what was extracted)

we should probably all follow the same convention

Offline nodoubt_jr

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Re: The OFFICIAL XML1 level conversion thread
« Reply #6 on: August 12, 2007, 08:47pm »
thats a good idea, so far arenas are in there own folders under "xml1arenas", they were called "arenas" originally, i could change the name if its a problem.
Please search the forum before asking a question. I dont answer
PMs about modding, those questions should be posted in a public thread.
What im currently working on: http://marvelmods.com/forum/index.php?topic=2275.0
My mods are mine to booster/update, I will not give anybody permission to do it

Offline BliZZ

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Re: The OFFICIAL XML1 level conversion thread
« Reply #7 on: August 12, 2007, 09:04pm »
I think we should stick to a XML2/MUA-ish naming convention.

Here is what I have worked up and, barring any of the int/ext HAARP or NYC maps being out of order, it is complete up to a point. (And, yes, the ext_boss fight is last as it is the Toad fight)

Act0

nyc/alison/nyc1_1_1 -> act0/nyc/nyc1
nyc/alison/nyc1_1_2 -> act0/nyc/nyc2
nyc/alison/nyc1_1_2b -> act0/nyc/nyc3
nyc/alison/nyc1_1_3 -> act0/nyc/nyc4
nyc/alison/nyc1_1_4 -> act0/nyc/nyc5
nyc/alison/nyc1_1_5 -> act0/nyc/nyc6


Act1

nyc/alison/blackbird -> act1/man/blackbird1
mansion/man1a/mansion1a_1 -> act1/man/mansion1
mansion/man1a/mansion1a_2 -> act1/man/mansion2
mansion/man1a/hanger1a -> act1/man/hanger1
mansion/man1a/subbasement1a -> act1/man/subbasement1
haarp/ext/haarp_ext01 -> act1/haarp/haarp1
haarp/ext/haarp_ext02 -> act1/haarp/haarp2
haarp/ext/haarp_ext03 -> act1/haarp/haarp3
haarp/ext/haarp_ext04 -> act1/haarp/haarp4
haarp/int/haarp2_1 -> act1/haarp/haarp5
haarp/int/haarp2_2 -> act1/haarp/haarp6
haarp/int/haarp2_3 -> act1/haarp/haarp7
haarp/int/haarp2_6 -> act1/haarp/haarp8
haarp/int/icetunnel1 -> act1/haarp/haarp9
haarp/int/icetunnel2 -> act1/haarp/haarp10
haarp/ext/haarp_ext_boss -> act1/haarp/haarp11

Offline Norrin Radd

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Re: The OFFICIAL XML1 level conversion thread
« Reply #8 on: August 12, 2007, 09:08pm »
so does everyone agree on what blizz said for convention, like this (im assuming he meant like this)

act0/nyc/alison
act1/nyc/alison
act1/mansion/man1a
...

except this wouldnt count the arenas, only the act levels

Offline BliZZ

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Re: The OFFICIAL XML1 level conversion thread
« Reply #9 on: August 12, 2007, 09:14pm »
No, I went filename -> filename. I feel like they should be simplified/shortened, as they are in XML2/MUA. For instance, nyc1_1_1 in the nyc/alison folder would become nyc1 in the act0/nyc folder (dropping the now unnecessary "alison" folder). I'll try to map out all of the map files by act (excluding arenas/mocaps), if you guys agree with my naming idea :)

Offline Norrin Radd

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Re: The OFFICIAL XML1 level conversion thread
« Reply #10 on: August 12, 2007, 09:17pm »
should we make sure none will overlap first, since we will be combining them in a single folder

edit:
i agree to a naming convention that using actX in the name, and as long as we have a reference for what the names should be for all the levels, im cool with that

Offline BliZZ

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Re: The OFFICIAL XML1 level conversion thread
« Reply #11 on: August 12, 2007, 09:20pm »
Yeah, that is what I was doing. I don't think any should, since nyc in XML2 was called "newyork" and the man in XML2 was "mansion".

Offline nodoubt_jr

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Re: The OFFICIAL XML1 level conversion thread
« Reply #12 on: August 12, 2007, 09:25pm »
im good with the naming. flashbacks go within the levels right? just need to know were to put the flashback im working on.

so should i keep arena's in "xml1arenas"?
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What im currently working on: http://marvelmods.com/forum/index.php?topic=2275.0
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Offline Norrin Radd

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Re: The OFFICIAL XML1 level conversion thread
« Reply #13 on: August 12, 2007, 09:32pm »
the arenas are just like sims in mua or danger rooms in xml2? its been a long time since ive played xml1 but i think they were accesible from the mansion. will we be able to set something  up where you talk to someone in the mansion and can load these arena levels? i think that might be cool. if so, i dont see any problem with leaving them as 'xml1arenas' especially since they arent a part of any act

Offline BliZZ

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Re: The OFFICIAL XML1 level conversion thread
« Reply #14 on: August 12, 2007, 09:36pm »
Here is the Act Breakdown I am looking at: (I have the MUA conversion in mind, if you XML2ers want a different breakdown just say so)

Act0: NYC Mission

Act1: Mansion1, HAARP, Mansion2, Sewers1, Arbiter (this includes Sentinel/Juggernaut flashbacks)

Act2: Mansion3, Nuclear Plant, Muir, Mansion4, MansionGRSO, Astral1, WeaponX (this includes WeaponX flashback/Magma Mission)

Act3: Mansion5, Sewers2, Mount, Mansion6, MuirJuggernaut, NYCRiots, Sewers3

Act4: Mansion7, Astral2, Factory, Astral3, Mansion8, AsteroidM, MasterMold