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Marvel: Ultimate Alliance 1 and 2 for PS4 and Xbox One

Started by Joosteh, June 17, 2016, 03:12PM

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July 27, 2016, 05:12AM #105 Last Edit: July 27, 2016, 05:37AM by LarsAlexandersson
All we need now for the new MUA:
*New Mesh program other than for old programs like 3dsmax (4.5 -5.1) & alchemy (pre-PS3, X360, Wii)
*New Texture maker for model textures, huds & power icons, other than texture finders & skinnerui
*New sound editor mod other than zsm editor

We all know the remaster game retains its .(language/xml/pkg)b & .py files, in which the XMLBCUI still works

I dunno how much empty character slot left on those remastered games. Is it moddable to extend more number or not?

BTW, the Controller needs some upgrade as well, such as retaining its customization button & the controller map depends which controller is used, Xbox (360 - onwards) or PC (like from Logitech). Say anyone else noticed the cheat codes are removed?
Call me Lars. I'm Power Cosmic no more.

"Trying to solve mysteries of modding here"

My Progress:
http://marvelmods.com/forum/index.php/topic,4671.0.html

Feel free to mod my releases, as long you credit me:
http://marvelmods.com/forum/index.php/topic,4488.0.html

The biggest thing we need to know is whether the game can run without .bin files, or if you can run both .bin files and the folder structure like classic MUA at the same time. We can't add new files to the .bin files currently, only replace files with something the same size or smaller.

If the game can run with files outside of the .bin files then MUA2 can be modded.

Quote from: LarsAlexandersson on July 27, 2016, 05:12AM
All we need now for the new MUA:
*New Mesh program other than for old programs like 3dsmax (4.5 -5.1) & alchemy (pre-PS3, X360, Wii)
*New Texture maker for model textures, huds & power icons, other than texture finders & skinnerui
*New sound editor mod other than zsm editor


I think the new mesh program will depend on the exporter what we can use to convert the models to the right file extension. As I know 3DSMAX 5 was released in 2002 and MUA2 was released originally in 2009. There was seven versions of Max, during the two release date .
So the question is : do we know what is the file format for the meshes ?
" The day you stop racing,
is the day you win the race "

It's on the .bin, which needs to be extracted & needs a new program that is similar to DOA5LR PC Mod Tools to export a created mesh
Call me Lars. I'm Power Cosmic no more.

"Trying to solve mysteries of modding here"

My Progress:
http://marvelmods.com/forum/index.php/topic,4671.0.html

Feel free to mod my releases, as long you credit me:
http://marvelmods.com/forum/index.php/topic,4488.0.html


Quote from: Julio Cabral on July 27, 2016, 07:56AM
Meshes format is .igz if I'm not mistaken.

I made a quick look around on the web , found that Igz file extension is already a compressed file format.
But if I understand it right, there is a way to export meshes from MAX 2012 or newer & from Maya, directly in bin. format.
" The day you stop racing,
is the day you win the race "

Quote from: Dr. Bruce Banner on July 27, 2016, 08:11AM
I made a quick look around on the web , found that Igz file extension is already a compressed file format.
But if I understand it right, there is a way to export meshes from MAX 2012 or newer & from Maya, directly in bin. format.
Nope. There is no one .bin format. Lots of different companies use .bin as their file extension, and each one has a totally different structure inside the file.

Unless there's a program similar to DOA5LR PC Mod Tools' Autolink or Ink_reshuffle can open the bin through exe
Call me Lars. I'm Power Cosmic no more.

"Trying to solve mysteries of modding here"

My Progress:
http://marvelmods.com/forum/index.php/topic,4671.0.html

Feel free to mod my releases, as long you credit me:
http://marvelmods.com/forum/index.php/topic,4488.0.html

Doesn't matter. It's not the same type of .bin file. "Similar to" is irrelevant.

For those looking around in the herostat/model folders within the .bins, is there anything for the four PSP-exclusives? All their sounds and announcer pack voice files are included in the sounds folder (as I made a note of earlier), but I don't have the resources necessary to check the .bin file to see if they're basically fully-included and just not showing up in the game for whatever reason.

Maybe two individual topics for MUA 1 and MUA 2 should be created. I'm lost already lol.

Try renaming custom meshes' file extension to ".igz" from ".igb".

July 27, 2016, 05:13PM #117 Last Edit: July 27, 2016, 05:28PM by DJay Saint
Thanks guys, I appreciate it.  So getting back to it:

Quote from: Teancum on July 27, 2016, 05:38AM
The biggest thing we need to know is whether the game can run without .bin files, or if you can run both .bin files and the folder structure like classic MUA at the same time. We can't add new files to the .bin files currently, only replace files with something the same size or smaller.

If the game can run with files outside of the .bin files then MUA2 can be modded.

I'm going to do that right now.  I just couldn't yesterday.  I had enough tinkering and wasn't up for it anymore.

EDIT:  Doesn't work.  Appcrash every time.  Just goes to black screen and has an error prompt.

Did you get a look at the .exe yet?  Anything new of interest in it?  There is a massive size difference between this new one and the old one, so I'm wondering what they added to it.  I haven't had a chance to take a look yet.  Does it run on the same version of Alchemy, or an updated one?

I tried all of my old known methods of cracking open .bins and not a single one worked.  WinRAR, PowerISO, etc.  So I don't know, or haven't figured out yet, how to unpack the .bin files the new releases use yet.  But apparently some people have found a way to look in to the files already.  How?
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.

@DJay Saint -- For .bin files (since this format is specific to the developer), check here as it's already been cracked.

http://zenhax.com/viewtopic.php?f=9&t=2830

What about using the script on the bin files to get all the files for the new version in folders similar to classic MUA and then putting that in place of the bin files? Unless that was what you already did.