Author Topic: Tony Stark's Workshop  (Read 372849 times)

Offline Owl City

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Re: Hyperman360's Nuts and Bolts
« Reply #510 on: September 03, 2012, 12:53pm »
nice!!

Offline Tony Stark

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Re: Hyperman360's Nuts and Bolts
« Reply #511 on: September 07, 2012, 02:56pm »
Just thought I'd give you guys an update on the lack of new stuff here since Robin. I just started my classes and I've got way more work on my hands now than I ever did before, so modding has to take a backseat. Don't worry, I'm not dead or anything (though if I die of exhaustion remains to be seen ;)), just extremely busy. At worst, you'll have to wait until next summer for new stuff. I'm sure I'll find some time before that though. I'll still be on the forum every once in a while though.

Offline RedFlameIIϟ

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Re: Hyperman360's Nuts and Bolts
« Reply #512 on: September 07, 2012, 03:23pm »
Just thought I'd give you guys an update on the lack of new stuff here since Robin. I just started my classes and I've got way more work on my hands now than I ever did before, so modding has to take a backseat. Don't worry, I'm not dead or anything (though if I die of exhaustion remains to be seen ;)), just extremely busy. At worst, you'll have to wait until next summer for new stuff. I'm sure I'll find some time before that though. I'll still be on the forum every once in a while though.

Man.. I know what you mean >.< I'll also have to lower my skin making rate lol...
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Offline fox456

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Re: Hyperman360's Nuts and Bolts
« Reply #513 on: September 07, 2012, 05:54pm »
Glad you guys are gonna stick around.  Hang in there with school.
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Offline Tony Stark

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Re: Hyperman360's Nuts and Bolts
« Reply #514 on: September 08, 2012, 03:34pm »
I added the Crime Syndicate and Lincoln March Court of Owls Owlmen to my possible future skin releases.

Offline Tony Stark

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Re: Hyperman360's Nuts and Bolts
« Reply #515 on: September 08, 2012, 05:11pm »
Just fixed the NPC/Playable Fury with jacket's jacket extension bolton so that his and Robin's capes don't get mixed up.
« Last Edit: September 09, 2012, 08:06pm by Hyperman360 »

Offline fox456

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Re: Hyperman360's Nuts and Bolts
« Reply #516 on: September 09, 2012, 07:50pm »
Hey Hyperman,

I'm confused about which of your Nick Fury downloads has been improved.  Can you tell me which one(s) of the several choices is upgraded so I can replace what I have already downloaded?  Thanks!
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Offline Tony Stark

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Re: Hyperman360's Nuts and Bolts
« Reply #517 on: September 09, 2012, 08:07pm »
Oh yeah, sorry about that man. It's the combination playable/NPC one.

Offline fox456

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Re: Hyperman360's Nuts and Bolts
« Reply #518 on: September 09, 2012, 08:23pm »
OK, thanks.  I'm going to download it now.
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Offline Tony Stark

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Re: Hyperman360's Nuts and Bolts
« Reply #519 on: September 09, 2012, 08:34pm »
Despite the fact that I'm busy lately and won't get much time to do anything, I've added the Assassin from Assasssin's Creed to my possible mods list. I'd like to make the full character if I get a chance. If I do, the skins I'd make would include at least:

AltaÔr Ibn-La'Ahad
Ezio Auditore da Firenze
Ezio with Armor of AltaÔr
Connor Kenway (whose Native American name I can neither spell nor pronounce)
Desmond Miles

Offline Leonde

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Re: Hyperman360's Nuts and Bolts
« Reply #520 on: September 11, 2012, 03:11pm »
The Robin Mod is wicked! Only thing is that sometimes the blocking feature for Robin doesn't work. Is anyone else having this problem?
"If Clark wanted, he could use his super speed and squish me into the cement. But I know how he thinks. Even more than the Kryptonite, he's got one big weakness. Deep down, Clark's essentially a good person... and deep down, I'm not."  - Batman

Offline Tony Stark

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Re: Hyperman360's Nuts and Bolts
« Reply #521 on: September 11, 2012, 04:16pm »
Thank you, Lanzslyde! I'm aware of the blocking issue, and I'm not sure what's causing that. There's also an issue with cape glide's cape color, but that's not quite as important. I will be sure to fix it when I get a chance though.

For the blocking, the workaround is to simply hit a direction after you hit block (not at the same time, or you'll dodge).

Offline MelloMods

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Re: Hyperman360's Nuts and Bolts
« Reply #522 on: September 11, 2012, 05:35pm »

For the blocking, the workaround is to simply hit a direction after you hit block (not at the same time, or you'll dodge).

I had a somewhat similar issue w/ blocking w/ my Maverick mod.

Try adding this to the idle entry in Robin's Powerstyle:

      chain {
      action = blocking ;
      result = blocking ;
      }

...see if that might help...

^^view MelloMods' Mods^^

Offline Tony Stark

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Re: Hyperman360's Nuts and Bolts
« Reply #523 on: September 11, 2012, 06:12pm »
Thanks, will do when I get a chance.

Bugfix list for next Robin update (the quotes are for my own reference):

Blocking fix
Cape glide colors


EDIT: Taken care of. Thanks, Harpua.
« Last Edit: September 11, 2012, 07:02pm by Hyperman360 »

Offline Tony Stark

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Re: Hyperman360's Nuts and Bolts
« Reply #524 on: September 11, 2012, 06:16pm »
Ignore this post; it's more for my own reference, for when I get a chance to update TRON-Style Wolverine.

Well, here's the code for the effect:
Code: [Select]
XMLB Effect {
looptime = 0.0001 ;
randlooptime = 0 ;
   Model {
   acceleration = 0 0 0 0 0 0 ;
   alpha = 0 0 1 0 0 1 ;
   blend = alphaadditive ;
   count = 1 1 ;
   delay = 0 0 ;
   drag = 0 0 ;
   endcolor1 = 13311 ;
   endcolor2 = 13311 ;
   gravity = 0 0 ;
   height = 0 0 ;
   interval = 0 ;
   life = 0.5 0.5 ;
   midcolor1 = 13311 ;
   midcolor2 = 13311 ;
   modelname = models/bolton/dlok_laser_claws.igb ;
   name = name ;
   orientaxis = 5 0 0 5 0 0 ;
   origin = 20 0 0 5 0 0 ;
   primitiveflags = -33554176 ;
   primitiveflags2 = 0 ;
   radius = 0 0 ;
   radius2 = 0 0 ;
   size = 0 0 0.65 0 0 0.65 ;
   spawnflags = 1090521088 ;
   startcolor1 = 13311 ;
   startcolor2 = 13311 ;
   uvscale = 0 0 1 0 0 1 ;
   velocity2 = 0 0 0 0 0 0 ;
   velocity = 0 0 0 0 0 0 ;
   viewoffset = 0 ;
   }

   Model {
   acceleration = 0 0 0 0 0 0 ;
   alpha = 0 0 1 0 0 1 ;
   count = 1 1 ;
   delay = 0 0 ;
   drag = 0 0 ;
   endcolor1 = 8388863 ;
   endcolor2 = 8388863 ;
   gravity = 0 0 ;
   height = 0 0 ;
   interval = 0 ;
   life = 0.5 0.5 ;
   midcolor1 = 8388863 ;
   midcolor2 = 8388863 ;
   modelname = models/bolton/dlok_laser_claws.igb ;
   name = name ;
   orientaxis = 5 0 0 5 0 0 ;
   origin = 20 0 2 5 0 2 ;
   primitiveflags = -33554176 ;
   primitiveflags2 = 0 ;
   radius = 0 0 ;
   radius2 = 0 0 ;
   size = 0 0 0.65 0 0 0.65 ;
   spawnflags = 1090521088 ;
   startcolor1 = 8388863 ;
   startcolor2 = 8388863 ;
   uvscale = 0 0 1 0 0 1 ;
   velocity2 = 0 0 0 0 0 0 ;
   velocity = 0 0 0 0 0 0 ;
   viewoffset = 0 ;
   }

   Model {
   acceleration = 0 0 0 0 0 0 ;
   alpha = 0 0 1 0 0 1 ;
   count = 1 1 ;
   delay = 0 0 ;
   drag = 0 0 ;
   endcolor1 = 8388863 ;
   endcolor2 = 8388863 ;
   gravity = 0 0 ;
   height = 0 0 ;
   interval = 0 ;
   life = 0.5 0.5 ;
   midcolor1 = 8388863 ;
   midcolor2 = 8388863 ;
   modelname = models/bolton/dlok_laser_claws.igb ;
   name = name ;
   orientaxis = 5 0 0 5 0 0 ;
   origin = 20 0 -2 5 0 -2 ;
   primitiveflags = -33554176 ;
   primitiveflags2 = 0 ;
   radius = 0 0 ;
   radius2 = 0 0 ;
   size = 0 0 0.65 0 0 0.65 ;
   spawnflags = 1090521088 ;
   startcolor1 = 8388863 ;
   startcolor2 = 8388863 ;
   uvscale = 0 0 1 0 0 1 ;
   velocity2 = 0 0 0 0 0 0 ;
   velocity = 0 0 0 0 0 0 ;
   viewoffset = 0 ;
   }

}

Notice, I had to make this an effect since I wanted to use the bolton 3x.

dlok_laser_claws.igb is my re-colored psylock_blade_01.igb, which should be in the models/boltons directory. Offsets were given to me by Blaw:

Quote
psylocke_blade_01.igb,-DXT1,32,32,11339.

Try this out. I found that texture at those offsets, but I aligned it. The above offset line is for MUAskinner.

It might be best if you played around w/ it, so you can get it to your liking.

The Startcolor, endcolor and midcolor didn't seem to have much of an affect on it, so for this reason, I re-colored the actual model.
« Last Edit: September 11, 2012, 06:19pm by Hyperman360 »