How to convert XML1 stuff (includes UltimateAlphabetizerV1.2, extentConverterV1)

Started by Norrin Radd, August 06, 2007, 04:12PM

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yeah, im not sure why, but it always freezes the game, even on different levels

did you use the effects from the base/misc ? because they dont really add up.  What i mean is that just cause and effect is called "misc/waterSplash" does not mean "misc_watersplash.XMLB" is its MUA version.  I opened them up and they dont match. This is how its suppose to go

   wakeeffect = misc/waterSplash
   wakeeffect = base/misc/misc_waterwake ;

splasheffect="misc/waterEntry
   splasheffect = base/misc/misc_watersplash ;

ambienteffect="misc/waterMove
   ambienteffect = base/misc/misc_waterambient ;

the only one i needed but couldn find is "ambient/waterspill_tall"
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

yeah i saw the names didnt match, thanks for posting them though, but im not sure if it matters whether the effects are present or not. i figure it could be the problem, but i usually initialy test levels with all the effects missing and this is the first time i had the problem, with these water ones

a few others
xml1 effect 'ambient/cold_breath' = mua effect 'base/misc/cold_breath'
and 'ambient/weathersnow' = 'map/common/weather_snow_light'
break/t_haarp_int = base/material/tile/tile_haarp_int

to change walls (and possible other structures) to break, change the line in the entity from 'structure = x ;' to 'structure = 1 ;'

for example:
before (wall doesnt break)
Quoteentity {
   classname = tileent ;
   deatheffect = base/material/tile/tile_haarp_int ;
   deathsound = death_styles/t_haarp_int ;
   deathspawn = tile_hall_haarp ;
   fxlevel = 3 ;
   health = 100 ;
   material = solid_metal ;
   name = tile_hall_haarp ;
   structure = 2 ;
   tilemodelfolder = tiles/haarpint/ ;
   }

After, wall breaks
Quoteentity {
   classname = tileent ;
   deatheffect = base/material/tile/tile_haarp_int ;
   deathsound = death_styles/t_haarp_int ;
   deathspawn = tile_hall_haarp ;
   fxlevel = 3 ;
   health = 100 ;
   material = solid_metal ;
   name = tile_hall_haarp ;
   structure = 1 ;
   tilemodelfolder = tiles/haarpint/ ;
   }

This works for MUA and xml2.

What did i get this to fix:
1. now the table and walls in juggrnt1 are breakable, as they should be
2. the walls that are suppose to break in haarp5 can break, so you can continue through the level

ps2 xml1 Load screens are fully compatible

edit:
for this loadscreen i put the xml1 load screens in a folder called 'textures/loadingxmen' and then put this line in the zoneinfo file:
Quote   loading = textures/loadingxmen/ice_tunnels ;

That's cool, although it'd be better (imo) if we could get versions without the black strip and the words. I know Cates was working on a bunch of Wallpapers (including Green Phoenix, which we need....), but he hasn't been active in a long time.

Also, why the new folder? Couldn't it have just been in the same folder? Just asking.

i actually really like them the way they are.
why the new folder, so they dont overwrite the existing ones (ex: 0101.igb , ..........)

I guess for maps and stuff it is OK, but some of the maps use their bosses (Marrow, Toad, Blob, etc) as the loading screen, and it'd be kinda nice if the character ones matched up with MUA character ones.

If they have different names, they shouldn't overwrite existing ones, I should think. Plus, I think review_paths uses those specific folders. If not, nevermind.

yeah, but for me i would rather have the xml1 loading screen when fighting an xml1 boss, just so it seems more like xml1, and yes if they have different names they dont overwrite, but many of the character ones have the same number, and i'm not going to change all the numbers in the folder, then make a list of numbers i changed, then find the references for all the changed numbers and update them, too time consuming in my opinion, so i just use a new folder.

here is an example of the entry in review paths
Quoteitem {
   name = Captain America ;
   type = load ;
   value = textures/loading/0701 ;
   }

so it should be changeable to the new folder

here is an updated list of review_paths from xml1, only the loading screens, where all the folder names have been changed

Quoteitem {
   name = Acolytes ;
   type = load ;
   value = textures/loadingxmen/acolytes ;
   }

   item {
   name = Alison ;
   type = load ;
   value = textures/loadingxmen/alison ;
   }

   item {
   name = Astral Plane ;
   type = load ;
   value = textures/loadingxmen/astral ;
   }

   item {
   name = Avalanche ;
   type = load ;
   value = textures/loadingxmen/avalanche ;
   }

   item {
   name = Beast ;
   type = load ;
   value = textures/loadingxmen/0501 ;
   }

   item {
   name = Bio Sentinel ;
   type = load ;
   value = textures/loadingxmen/bio_sent ;
   }

   item {
   name = Blob ;
   type = load ;
   value = textures/loadingxmen/3001 ;
   }

   item {
   name = Briefing ;
   type = load ;
   value = textures/loadingxmen/briefing ;
   }

   item {
   name = Briefing 2 ;
   type = load ;
   value = textures/loadingxmen/briefing2 ;
   }

   item {
   name = Characters Menu ;
   type = load ;
   value = textures/loadingxmen/characters_menu ;
   }

   item {
   name = Colosseum ;
   type = load ;
   value = textures/loadingxmen/colosseum ;
   }

   item {
   name = Colossus ;
   type = load ;
   value = textures/loadingxmen/0901 ;
   }

   item {
   name = Cyclops ;
   type = load ;
   value = textures/loadingxmen/0101 ;
   }

   item {
   name = Danger Room ;
   type = load ;
   value = textures/loadingxmen/danger_rm ;
   }

   item {
   name = Dark Avalanche ;
   type = load ;
   value = textures/loadingxmen/dark_aval ;
   }

   item {
   name = Dark Blob ;
   type = load ;
   value = textures/loadingxmen/dark_blob ;
   }

   item {
   name = Dark Pyro ;
   type = load ;
   value = textures/loadingxmen/dark_pyro ;
   }

   item {
   name = Emma Frost ;
   type = load ;
   value = textures/loadingxmen/1501 ;
   }

   item {
   name = Gambit ;
   type = load ;
   value = textures/loadingxmen/1301 ;
   }

   item {
   name = Gateway ;
   type = load ;
   value = textures/loadingxmen/gateway ;
   }

   item {
   name = GRSO ;
   type = load ;
   value = textures/loadingxmen/5301 ;
   }

   item {
   name = HAARP Interior ;
   type = load ;
   value = textures/loadingxmen/haarp_int ;
   }

   item {
   name = Havok ;
   type = load ;
   value = textures/loadingxmen/havok ;
   }

   item {
   name = Iceman ;
   type = load ;
   value = textures/loadingxmen/0801 ;
   }

   item {
   name = Ice Tunnels ;
   type = load ;
   value = textures/loadingxmen/ice_tunnels ;
   }

   item {
   name = Jubilee ;
   type = load ;
   value = textures/loadingxmen/1601 ;
   }

   item {
   name = Juggernaut ;
   type = load ;
   value = textures/loadingxmen/3401 ;
   }

   item {
   name = Magma ;
   type = load ;
   value = textures/loadingxmen/1801 ;
   }

   item {
   name = Magneto ;
   type = load ;
   value = textures/loadingxmen/magneto ;
   }

   item {
   name = Mansion Front ;
   type = load ;
   value = textures/loadingxmen/x_mansion ;
   }

   item {
   name = Mansion First Floor ;
   type = load ;
   value = textures/loadingxmen/x_mansion_1st_fl ;
   }

   item {
   name = Mansion Upstairs ;
   type = load ;
   value = textures/loadingxmen/x_mansion_2nd_fl ;
   }

   item {
   name = Mansion Act 3 ;
   type = load ;
   value = textures/loadingxmen/x_mansion_act3 ;
   }

   item {
   name = Mansion Subbasement ;
   type = load ;
   value = textures/loadingxmen/x_mansion_basement ;
   }

   item {
   name = Mansion Grounds ;
   type = load ;
   value = textures/loadingxmen/x_mansion_by ;
   }

   item {
   name = Mansion Ground Floor ;
   type = load ;
   value = textures/loadingxmen/x_mansion_first_floor ;
   }

   item {
   name = Marrow ;
   type = load ;
   value = textures/loadingxmen/1401 ;
   }

   item {
   name = Master Mold ;
   type = load ;
   value = textures/loadingxmen/mastermold ;
   }

   item {
   name = Morlocks ;
   type = load ;
   value = textures/loadingxmen/4701 ;
   }

   item {
   name = Muir Com Core ;
   type = load ;
   value = textures/loadingxmen/muir_comcore ;
   }

   item {
   name = Mystique ;
   type = load ;
   value = textures/loadingxmen/2801 ;
   }

   item {
   name = Nightcrawler ;
   type = load ;
   value = textures/loadingxmen/0601 ;
   }

   item {
   name = Nuke Exterior ;
   type = load ;
   value = textures/loadingxmen/nuke_plant_ext ;
   }

   item {
   name = Jean Grey ;
   type = load ;
   value = textures/loadingxmen/0201 ;
   }

   item {
   name = Phoenix ;
   type = load ;
   value = textures/loadingxmen/phoenix ;
   }

   item {
   name = Professor X ;
   type = load ;
   value = textures/loadingxmen/1101 ;
   }

   item {
   name = Professor X Cerebro ;
   type = load ;
   value = textures/loadingxmen/1102 ;
   }

   item {
   name = Psylocke ;
   type = load ;
   value = textures/loadingxmen/1201 ;
   }

   item {
   name = Pyro ;
   type = load ;
   value = textures/loadingxmen/pyro ;
   }

   item {
   name = Rogue ;
   type = load ;
   value = textures/loadingxmen/0701 ;
   }

   item {
   name = Daytime Sentinels ;
   type = load ;
   value = textures/loadingxmen/sentinels_daytime ;
   }

   item {
   name = Flashback Sentinel ;
   type = load ;
   value = textures/loadingxmen/sentinel_fb ;
   }

   item {
   name = Ultimate Sentinel ;
   type = load ;
   value = textures/loadingxmen/sentinel_ultimate ;
   }

   item {
   name = Shadow King ;
   type = load ;
   value = textures/loadingxmen/shadow_king ;
   }

   item {
   name = Spider Sentinel ;
   type = load ;
   value = textures/loadingxmen/spider_sent ;
   }

   item {
   name = Storm ;
   type = load ;
   value = textures/loadingxmen/0401 ;
   }

   item {
   name = Toad ;
   type = load ;
   value = textures/loadingxmen/3201 ;
   }

   item {
   name = Weapon X ;
   type = load ;
   value = textures/loadingxmen/weapon_x ;
   }

   item {
   name = Wolverine ;
   type = load ;
   value = textures/loadingxmen/0301 ;
   }

   item {
   name = Wolverine Sewers ;
   type = load ;
   value = textures/loadingxmen/wolv_sewers ;
   }

   item {
   name = Classic Wolverine ;
   type = load ;
   value = textures/loadingxmen/wolverine_70s ;
   }

   item {
   name = X-Jet in Hangar ;
   type = load ;
   value = textures/loadingxmen/x_jet ;
   }

   item {
   name = X-Jet New York ;
   type = load ;
   value = textures/loadingxmen/ny_jet ;
   }

   item {
   name = X-Jet New York 2 ;
   type = load ;
   value = textures/loadingxmen/x_jet_2 ;
   }

How to change the menu screen movie from this:


To the xml1 intro video that looks like this:



1. Backup movie movies/ntsc/eng/i/1/i109.sfd (assuming ntsc)
2. Replace i109.sfd with i/1/i107.sfd from xml1
There may be a way to make it play without overwriting, if you can find where i109.sfd is called. i checked the exe and couldnt find it. it may be in one of the script files

I'm not sure if this was common knowledge, but it appears as if archangel was originally going to be a playable in xml1. I have attached the conversation from mansion_back2 which contains a conversation between Magma and Archangel. Notice how it says game.setInCampaign('angel', 'TRUE').

Yep, there's also some voiceovers still intact.  Look in the Modder's Corner -->Xbox 'Booster' discussions topic to hear em'.  I plan on re-inserting him on the Xbox version.  Unfortunately there's no VO/Power sounds for in-game play.

thanks

edit:
haha, his "hello alison" is pretty creepy (140004)