- Wolverine, Iceman, Storm, Deadpool, and Iron Man are all officially included in game.
- Colossus, Nightcrawler, Cyclops, Magneto, and Sabretooth can be found with official Next-Gen powersets here (http://marvelmods.com/forum/index.php?topic=3380.0).
- Bishop, Gambit, Jean Grey, Juggernaut, Professor X, Pyro, Rogue, Scarlet Witch, Sunfire, and Toad can be found in the X-Men Legends 2 character package here (http://marvelmods.com/forum/index.php?topic=2471.0).
- Cable can be found here (http://marvelmods.com/forum/index.php?topic=1546.0).
- There are currently no plans to convert Dark Phoenix.
All other playable characters from X-Men Legends & X-Men Legends 2 are listed here and will be available for download when completed.
You
MUST have this mod (http://marvelmods.com/forum/index.php?topic=3380.0) installed prior to downloading these characters. It is the Official Characters mod.
Credit goes all over the place for these. Off the top of my head:
Blizz for X-Man, Beast, Jubilee, Emma Frost, Magma mods
Burning Rage for Psylocke mod; Revolution Psylocke skin
iammingy for X-Factor/AoA/Shaman X-Man, Generation X Jubilee, New X-Men/Diamond New X-Men/Classic/Diamond Classic Emma Frost, Original Beast, X-Treme Psylocke skins
Norrin Radd for Classic/Graduation/Fiery Magma skins, Generation X/Diamond Generation X Emma skins
darkmythology for Classic/Astonishing Beast skins
matt710 for Astonishing/Diamond Astonishing Emma Frost Skins
Teancum & winstrol for the sounds
nodoubt_jr for X-Man power sounds
MXYZPTLK for mannequins
Overload for mannequins
Click on the pictures to download.
:beast:
BEAST :beast:
(Slot 190XX)
Powers:
Bowling Ball: Curling into a ball, Beast propels himself forward, knocking his opponents down as he goes.
Propeller Kick: Spins legs around kicking any enemies within range with a chance of a Deadly Strike (33% instant $HP loss)
Tempest Claws: Spin around with claws extended, damaging nearby enemies with an additional chance of doing Bleed Damage.
Tackle: Tackle an enemy and stab them multiple times.
Beastial Soul: Mentally focuses body and mind to decrease reaction time.
Roar of the Beast: Increases team's attack speed and defense from projectiles.
Orbital Bombardment: Calls powerful lasers down to smite enemies.
(http://www.mediafire.com/imgbnc.php/01279429f6b787e97ec8efdaa89a2f636g.jpg) (http://www.mediafire.com/?zgz1gzmayhj)
:cball:
CANNONBALL :cball:
(Slot 195XX)
:emmafrost:
EMMA FROST :emmafrost:
(Slot 198XX)
Powers:
Fear: Has a chance to cause foes to flee in terror.
Pain: Deals Mental Dmg and pops enemies into the air.
Stun: Stuns enemies for a time.
Command: Has a chance to convert enemy onto your side for a time.
Camouflage: Masks presence from enemies, decreasing Dmg taken. Will also mask allies that come into range.
Diamond Form: Changes into a solid Diamond, nullifying all mutant powers for the duration. Raises Defense and Strike significantly. Block to deactivate.
Psychic Bedlam: Xtreme radial attack dealing mental damage with a chance to convert enemies.
(http://www.mediafire.com/imgbnc.php/e60971353a6530060ea984c5ad6487c26g.jpg) (http://www.mediafire.com/?njythjmryyz)
:jubilee:
JUBILEE :jubilee:
(Slot 192XX)
Powers:
Fireworks: Multiple globule projectile attack.
Strobe Flash: Radial light attack that temporarily stuns enemies.
Paf Balls: Throws globules at enemies.
Scorching Plasma: Create an outward blast of plasma, damaging enemies in a radius.
Pep Rally: Damages and affects enemies, reflecting damage back on themselves for a time.
Sparkling Fists: Adds Energy Dmg to melee attacks for self and allies.
Stressful Situation: Boosts personal attack speed and adds additional Energy Dmg to all powers temporarily.
Independence Day: Fills the sky with brilliant fireworks.
(http://www.mediafire.com/imgbnc.php/eb4f90d65e5636ced7600a9e8fdcfc446g.jpg) (http://www.mediafire.com/?qd4g5myyryg)
:magma:
MAGMA :magma:
(Slot 213XX)
Powers:
Fire Balls: Multiple projectile attack.
Pyrokinesis: Enemy bursts into flame. Ignites enemies if fully charged, dealing extra burning Dmg.
Lava Fissure: Molten rock erupts from the ground. Can build molten rock bridges.
Lava Sled: Slides on an lava sled, damaging and knocking back enemies.
Flamethrower: Launch a continuous stream of fire towards enemies, doing Fire Dmg.
Magma Form: Engulfs body in flame. Adds additional Dmg to all attacks for the duration.
Fiery Fists: Gives entire party lava gloves for a time, adding Fire Dmg to melee attacks.
Volcano: A volcano erupts and rains molten rocks.
(http://www.mediafire.com/imgbnc.php/0764cc51b02dca28c065c6b290a7f80e6g.jpg) (http://www.mediafire.com/?maz5yzjyzww)
:psylocke:
PSYLOCKE :psylocke:
(Slot 30XX)
Powers:
Shatter Psyche: Attack enemy's nervous system with Psychic Blade, stunning them and slowing their movement for a time.
Psychic Knives: Throw multiple psychic bolts at enemies.
Katana Strike: Brutally slashes enemy with telekinetic katana.
Katana Fury: Slashes multiple enemies with dual telekinetic katanas.
Telekinetic Slam: Releases a savage wave of telekinetic energy in a forward arc, causing Knockback.
Telekinetic Combat: Focuses telekinetic energy to enhance attack speed and melee damage. Increasing Telekinetic Combat allows Psylocke to increase the size of her Psychic Blades, dual wield blades, and dual wield Psychic Katanas.
Psychic Defense: Reduces damage and shields allies from mental attacks.
Psychic Onslaught: Rains psychic blades down on enemies dealing massive Mental Damage and stunning them.
(http://www.mediafire.com/imgbnc.php/6872c041564563d93a0a1fbe7ed5376c6g.jpg) (http://www.mediafire.com/?njmwinjzwzm)
:xman:
X-MAN :xman:
(Slot 214XX)
Powers:
Plasma Bolt: Fires a projectile of mental plasma energy.
Telekinesis: Gives X-Man the ability to lift and throw objects and enemies.
Plasma Pulse: A radial blast of plasma energy that knocks enemies back.
Plasma Charge: Charge enemies, causing them to explode and take massive damage.
Brainwash: A radial blast of mental energy that has a chance of converting enemies.
Plasma Fist: Adds Mental Dmg to melee attacks for a time.
Plasma Shield: Plasma armor takes damage instead of X-Man.
Plasma Guardian: Summons a plasma guardian entity that attacks enemies.
(http://www.mediafire.com/imgbnc.php/7caaf919db12b0cae9969adaecb04e436g.jpg) (http://www.mediafire.com/?02wn0om0jyz)
Did anyone else realize that XML2 char sounds worked? Because I sure didn't :P Not until today, at least.
I'm currently working on step 1 for the 4 PSP chars: getting their powerstyle/talent files built (XML2 PC format). I've got Cannonball and Cable's ps files out of the '.fb's, but I can't seem to find the talent files. Are they built into that same '.fb', (in the powerstyles folder) by any chance?
EDIT: Nevermind, I think I found them, in the packages. The PSP version sure has odd formatting (the fbs). I have all 4 powerstyles done and now I am going to start on the talent files. :P
EDIT 2: Yep, they are in the packages. I just finished extracting cannonball's talent file. He seems to have far fewer moves than the other playables. :-X
Yeah cannonball had few moves and one of them is/was bugged and would do mega damage. Any progress on Cable would be the best!!!
(http://img443.imageshack.us/img443/4365/untitled2ls2.th.jpg) (http://img443.imageshack.us/my.php?image=untitled2ls2.jpg)(http://img260.imageshack.us/img260/9234/untitled1ic8.th.jpg) (http://img260.imageshack.us/my.php?image=untitled1ic8.jpg)
:D He is in his OWN slot. That's right, a 21st slot. I still need to find his effects/animations within the PSP files before I can move on to converting him to MUA. I have talent/ps files for all 4 PSP characters successfully extracted.
(http://img262.imageshack.us/img262/5112/untitled1dx1.th.jpg) (http://img262.imageshack.us/my.php?image=untitled1dx1.jpg)(http://img58.imageshack.us/img58/1510/untitled2bx5.th.jpg) (http://img58.imageshack.us/my.php?image=untitled2bx5.jpg)
Sadly, it appears that much like how MUA has a hard-coded limit of 27, XML2 has a hard-coded limit of 21 :'( So, I replaced Professor X with Cable. The 3 I'm gonna leave out are Charlie, as he is the head NPC (much like Fury in MUA), Dark Phoenix (can you say redundant?) and X-Man (once again, redundant). I'm sure lots of you would rather replace Sabretooth and Pyro with some of the PSP characters, but this is my version.
I still have to find the skeletons and effects files for all four exclusives in the PSP version. :-X
Quote from: BliZZ on January 29, 2007, 04:15PM
Sadly, it appears that much like how MUA has a hard-coded limit of 27, XML2 has a hard-coded limit of 21 :'(
Do we have any idea at all which files control this #? Sounds like MUA has an updated engine of XML2 (correct me if I'm wrong here), maybe we can compare certain files and find something.
Im waiting this ...
Quote from: THX on January 30, 2007, 07:42AM
Quote from: BliZZ on January 29, 2007, 04:15PM
Sadly, it appears that much like how MUA has a hard-coded limit of 27, XML2 has a hard-coded limit of 21 :'(
Do we have any idea at all which files control this #? Sounds like MUA has an updated engine of XML2 (correct me if I'm wrong here), maybe we can compare certain files and find something.
Both Noelemahc and myself have dug through just about every file in "Data" to no avail.
As near as we can tell, it's a value that may be hard coded into the game's executable file (game.exe), though we haven't found it in there yet, either.
We DO know that replacing/editing the mlm_team_back files in ui/menus and ui/models allowed us to get a couple of the PSP slots to work when we couldn't get them to show, but beyond that, nobody knows where to look.
So although its a good idea to compare files between the two games, we dont really know where to look, or what to look for.
A couple of updates. First, I found the effects, and I finished Cable's. Cannonball's are next, followed by X-Man, and thereafter Dark Phoenix. :P
Secondly, I can't get 15001.IGB or 15101.IGB to show up on the drop down character select menu. The dialog heads show up fine, just not the select ones. :-X
Well, it looks like PSP XML2 animations aren't very compatible. I'll have to see if I can place the animations themselves into other animation packs. For now, 10_archangel is my adequate placeholder for Cannonball and 115_cable is my placeholder for Cable. His Bionic Arm, as well as all combos/basic moves, have their animations already built into it! :)
(http://img444.imageshack.us/img444/4975/untitled1hk0.th.jpg) (http://img444.imageshack.us/my.php?image=untitled1hk0.jpg)(http://img408.imageshack.us/img408/4229/untitled2pj0.th.jpg) (http://img408.imageshack.us/my.php?image=untitled2pj0.jpg)
As you can see, Cannonball is gonna need a mesh with his legs counted as a bolton. But I know tommy's swamped, so I won't request one until, at the very earliest, he finishes with Cable.
Quote from: BliZZ on January 26, 2007, 09:55AM
Iron Man (Unlockable): 100% (Official, slot 15) - already in MUA
I noticed that in the listing above, Iron Man from XML2 is suggested as being 100% converted to MUA.
I had previously gotten a response from a MUA modder that this model of IM (which appears in the display case in MUA 's Stark Tower) is actually built as a display object and is unusable as a new suit for Iron Man. So seeing this here has my hopes up again. Did someone already take the time to convert this suit from XML2? This is the 'Heroes Reborn' armor, and would make an awesome addition to the IM armory of suits in MUA. Can someone clarify this? Is this suit available as a mod?
No, the 100% means he's just included in the game. Bear in mind, our goal is to work over the characters that AREN'T in MUA. As for the armor... I honestly don't remember whether that particular armor was in XML2. If so, then by all means, it can be converted.
EDIT: Yup, there it is. Chalk it up for my weakness in Armor Lore. I'll get it done right about now, a'ight?
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/IronHRB.jpg)
http://h1.ripway.com/ivank/ironmanheroesreborn.rar
Enjoi.
OH! OH! look! look! tugs at grilfriends arm can I have one too,slaped it back of head told to shut up... sneaks off to dl ;D
Holy... That's AWESOME!!!
Thanks man, you guys rock! Unbelievably cool.
I'm going to post to see if TommyBoy can include this in his Avengers package... that way you could have this in with the other IM armors... that would make 7 to pick from. Yup... fanboy freakin out.
Seriously, thanks for the effort.
Heroe Reborn Iron Man -- swoon!
Looks like I'm going to have to replace one of the existing Iron Man skins with THIS one ( most likely the default "modern armor," which is my least favorite anyway! ).
MANY thanks!
:)
EDITED TO ADD: How cool would it be to take all the available Iron Man skins and re-order them so that they appeared in chronological order in the game (gold armor first, then the MKIII, then classic red-and-gold, then the Heroes Reborn, then the default "Modern Armor," and the Ultimate armor last).
Hmmm -- sounds like a project for someone. Where is that guy who did the Iron Mod add-on for Freedom Force?
:D
Got the Heroes reborn armor working -- and LOVING it! MANY thanks, Noelemahc!
I'm now using it in place of the Ultimates armor -- now I just need to figure out how to replace that UGLY Utlimates portrait with a proper head shot.
GREAT stuff, though!
Updated the list.
Quote from: BliZZ on January 26, 2007, 09:55AM
Rogue: about 75% (BliZZ, slot 208) - Power Theft refuses to work, as does Torpedo Strike, and, of course, the xtreme and icons
Well, I don't know if you've seen it or not, but while I was editing PS files in XML2, I noticed attributes for certain powers that read:
"cansteal = true"
or
"cansteal = false"
I'm assuming this is in reference to Rogue's power theft ability, since none of the other characters in XML2 steal powers. Is this reference in any of the MUA power styles? Maybe this is the reason Power Theft and Manic Slam refuse to work? Once I get done manhandling the game engine in XML2, I'll look to see where the cansteal attribute is defined and see if I can't get it working in MUA if it hasn't been tried already. *shrugs*
IIRC, cansteal is set to false on most, but not all, MUA characters. It is, however, defined for EVERYONE. Does this answer your question?
Per Noel's post in that other thread, how do these sound (Cable already has one, as does cyc):
Bishop: Big ass M over his eye
Rogue: Flowing Brown/white hair
Phoenix: Big pic of a Phoenix rising (unless darkmythology already did one)
The rest: dunno
PS: Do we really want to adapt Dark Phoenix with her own powerset? Maybe the boss powerset, but the playable one? Even when she's already a Jean skin?
PPS: Topic updated to include XML1 chars :P
PPPS: First post updated to include downloads for the nearly finished chars (Cyc/Cable) Downloads will be kept fully up to date (for instance, Cable includes aerophex's updated ps and Noel's newer hud icon)
PPPPS: Since herostat/npcstat are getting crazy with so many different chars, should the char definition (like I did w/ Cyc) be placed in this thread or does that warrant its own thread?
The Boss powerset and leave it at that. We can salvage the PSP icons for someone else's use :D
Pyro should have his legendary firebirds. This will take lots of searching and scanning, but I think I've had a high-res image on file.
Sabretooth would do well with bared fangs.
Bishop MAY look nice with the M-Men banner from Bishop: Last X-Man. Or maybe that horrifying piece of history is too obscure a source?
Sunfire should have a mushroom cloud, because he is the embodiment of nuclear fire, unlike Pyro and like Firestar.
Gambit needs some scattered cards, among which an Ace of Spades and the Queen of Hearts should definitely be present :D Though every other piece of his cover art has cards in one way or another XD
Toad... leaves me worrying.
Scarlet Witch can have a congregation of mystical symbols?
Magneto needs the helmet's slightly simplified outline surrounded by mangled metal :D
Colossus, Wolverine, Iceman, Storm, Deadpool and Iron Man are already covered, right?
Xavier would work well with either any of his "to me, my X-Men" poses (tips of fingers to his temples, we just show the hands and the bald top of his head, surround it with FX or summat). Or just the Cerebro designs. Or any of the X-doors :D
I agree on Jean having the Phoenix Raptor, though we maybe should go with the stylized image off the Phoenix Uniform rather than the actual FLAME bird?
Beast... That's a great question. A transition from a jagged tear done obviously by claws to a row of test tubes and beakers? (like Echo, for instance, transitions from her face to a sword)
Nightcrawler. BAMF!
Rogue... Maybe a hand in her classic uniform, ungloved, touching someone's skin?
Angel! Or we do not yet plan a playable Angel? In any case, this should be feathers, either live or steel, depending on our focus on Archangel the Horseman.
Juggernaut. The Crimson Gem, transition to the helmet's outline?
Psylocke. In the older days, I would've gone for the Crimson Dawn insignia, but now... A purple slash of her blade? It has a very specific recognizable shape, after all.
Jubilee. Sparkles! Yeah, lame, but so is her powerset. Someone out there hasn't been reading Generation X.
Emma Frost. A vision of her diamond-form face with frosting on the edges of the image?
This, IIRC, covers all the XML1 and 2 playables that aren't in MUA. Right?
Angel's being worked on by darkm, but since he wasn't officially playable, he can't be converted :D
PS: I'm gonna go ahead and remove Dark P from the list, since you and I apparently see eye-to-eye on that situation. I'm also going to remove the 6 lines which say nothing other than 'we don't need to do this'. They seem fairly useless to me :P
Don't worry guys, I haven't been up to nothing.
(http://img341.imageshack.us/img341/1342/untitled1oa1.jpg)
I've stolen slot 211 for him. I've just gotta edit his talent file (I already removed 1 attack), work on his xtreme, add passives to his costumes, fix up Thing's grab-move to work, and I need icons. Yeah, just :P
it´s possible get a cannonball for xml2?
Where i can found him? :o
"Heeeeeere's Juggy!" (as seen on the X3 DVD in the Deleted Scenes section)
God, why didn't they put THIS into the movie instead of that silly "I'm the Juggernaut, b*tch!" line?
For Thing's grab move, remember to use Thing's interact_victim.igb :D Yesss.
And the icons... I'm getting there, remember?
Quote from: sesaru1984 on February 23, 2007, 12:52PM
it´s possible get a cannonball for xml2?
Where i can found him? :o
On the PSP.
It's not possible to PLAY as him on the PC yet, that's what we're trying to do here.
I know, I'm just pointing it out. By the by, the attack I dropped was 'Widowmaker' and the xtreme I'm going to have to drop is, sadly, 'Path of Destruction' :-[(for balancing purposes)
Yeah, we WILL have to part ways with all the Xtreme Buffs, because they would unbalance MUA's already faulty power situation even further (*weeps for Will of the Goddess*). Some of them can be reworked into passives though, name, icons and effects, you know :D
And... Juggs' xtreme now operates like Cable's and Cyc's (everything is fine except it doesn't chain if Jugg is the one who executes his)
Now I'm to complete the very tedious job of adjusting power values. Juggs doesn't have hard powers to fix like my other 3 XML2 chars, so he may be close to done soon.
EDIT: Visual Proof:
(http://img187.imageshack.us/img187/3229/untitled1bk7.jpg)
This is only when another char sets off the chain - when he does, only he executes and the name bar doesn't come up (same as Cyc and Cable)
On a VERY exciting note, JUGG'S XTREME NOW WORK 100%!! I'll have to compare how exactly I squeaked out a working XML2 xtreme, and go back and fix Cyc's and Cable's.
Also, Jugg's moveset is done, but even with Thing's files, the grab smash doesn't work. I'll have to keep digging.
Awesome Blizz! Looking forward to the release! (and anything you find about his Xtreme :P
Pow! Blam! Kazam! Cyc's xtreme is fixed!
(http://img92.imageshack.us/img92/381/untitled1nv4.jpg)
This is HIM starting the chain, guys. Cable's is the next to be fixed. Then I'll up the 2 updated files, and get back to fixing Jugg's grab-smash, adding passives to his costumes, and waiting for his icons :P
First post updated with fixed xtreme versions of Cyc and Cable! Also, herostat definitions have been placed below them.
Now I'm off to go spruce up Juggernaut :P
EDIT: Fixed an icon error for Cyclops, uploaded the fixed pack (in the first post) Also, I can't get the damn grab-smash to work. Still don't know why.
Well, with Juggs at a standstill of sorts, (I can't get the goddam grab-smash to work!) I've moved on to my next victim.
(http://img404.imageshack.us/img404/9687/untitled1zg3.jpg)
(http://img404.imageshack.us/img404/9808/untitled2oq2.jpg)
Slot 212, mates. As you can see, I've used his XML2 attack animations and his XML1 menu animations (to separate him from Moon Knight a little :P)
Hi I´m new here but I have been seing your mod works and I have some questions (note that I don´t actually understand anything about moding and stuff).
Now Cyclops and Cable are almost complete and my question is we have to replace someone on the game for those guys right? Like replacing Fury for Cyclops. Cyke doesnt appear in the select character screen does he? Thanks in advance. The same for Cable
Now about Phoenix, here is that faq thread? Sorry for the ignorance but I really don´t know lol. She was made from the XML1/2 or from the MUA skin? And she will have her normal powers or she will have Dark Phoenix powers (from PSP)?
Sorry for all the questions but since I´m enjoing your work here, I wanted to put some questions. Hope you don´t mind ;)
Can I suggest/request that rather than randomly and arbitrarily assigning Actor numbers to the XML characters, that we adopt a policy of shifting them up by ten?
So Gambit who in XML2 is 1301 in MUA becomes 1311.
There are three or four reasons why I prefer this:
1. I already have Mods where both Magneto and Cable have been assigned to 210, and there are only likely to be more of these overlaps if people keep going "I want 205 for character Y".
2. It means renaming less files, and less editing of the PKGB files to retain 13_Gambit rather than 210_gambit, and even means some of the editing of PKGB files can be done with a simple hex edit rather than decompile/edit/recompile, as the same number of digits is involved, rather than a switch from 2 to 3 digit numbers.
3. It maintains a consistency with the XML numbering system. Anyone familiar with the old game can look for gambit at 13*something* rather than poring through every number between 1 and 250 and guessing what number the person 'porting him felt like assigning him that day.
4. We ARE going to run out of numbers that are "xx00"(or "xxx00" quite soon, so we will have to start filling in the gaps between xx06 and xx99, so we might as well do it in a consistent manner, rather than on an ad hoc basis.
Of course, I understand that others may ignore this request, or regard it as unnecessary, but I have got 30 working characters added to my game now, so if I subscribed to the "two hundred and something" school of numbering, I'd already have run out.
Theres still a danger of "number overlap" even with my proposed "shift up 10" system, but MUCH less chance than the current "think of a number between 200 and 250" system.
Tommy, can we please cut down on mirror-posting? Can't you post a suggestion in ONE place (in this case, the CCC(CC) (http://marvelmods.com/forum/index.php?topic=140.msg3344#msg3344) thread) and simply LINK to it from other places, so we wouldn't have seven separate debates on one issue? Thanks in advance.
QuoteNow about Phoenix, here is that faq thread? Sorry for the ignorance but I really don´t know lol. She was made from the XML1/2 or from the MUA skin? And she will have her normal powers or she will have Dark Phoenix powers (from PSP)?
Let's tackle this mess in order.
By "FAQs" BliZZ meant the old mod thread we've had @ GameFAQs before we moved here. You won't find it, as they delete threads older than a certain date, and we talked that thread all the way through to the point where it automatically locked due to having too many posts and, eventually, slid past the chop-off date.
For the details on the port, however, you should ask
darkmythology, not us; although if I had to guess, I'd say he was using XML2 files because that's the most sensible approach. Yeah.
Actually, I meant this (http://marvelmods.com/forum/index.php?topic=130.0) thread :P
Oh. Silly me. Which, again, shows the necessity of linking back to whichever thread were you talking about :P
I wonder if we can squeeze a progress report out of darkmyth though...
Ok thanks a lot. Now about Cyke and Cable. Do we have to replace someone to put them in and do the appear at the select character screen? Oh and for someone who has the Colossus/Moon Knight pack, is there any problem with putting this new characters?
I´m asking all this because I would really like to play with Cyke, Phoenix and Cable (my fav marvel character), so sorry for being boring about this. Still loving your work.
Thanks :D
Quote from: Noelemahc on February 24, 2007, 12:01PM
Tommy, can we please cut down on mirror-posting? Can't you post a suggestion in ONE place (in this case, the CCC(CC) (http://marvelmods.com/forum/index.php?topic=140.msg3344#msg3344) thread) and simply LINK to it from other places, so we wouldn't have seven separate debates on one issue? Thanks in advance.
Yes, sorry, I was thinking in "sort out skin numbers" mode rather than "make the board readable" mode.
I'll cross post this in the other thread too.
Just kidding...
As per continuation of my post in this thread (http://marvelmods.com/forum/index.php?topic=58.msg3318#new), here is the progress thus far...
(http://img.photobucket.com/albums/v239/BurningRage02004/Emma1.jpg)
(http://img.photobucket.com/albums/v239/BurningRage02004/Emma2.jpg)
(http://img.photobucket.com/albums/v239/BurningRage02004/Emma3.jpg)
(http://img.photobucket.com/albums/v239/BurningRage02004/Emma4.jpg)
As you can see, I have team bonuses and such for her. I also have a power set, as a few examples are shown. There are a few bugs I need to tweak, and I have a couple more icons to make. Other than that, she's ready to roll soon. Oh, and since Emma does have a voice file in XML2 (granted, it's not a whole lot, but she still does have some sounds), I have made use of what I can out of it.
EDIT: Scaling down screenshots... Photobucket usually scales them down automatically. *shrugs*
EDIT2: Ahh... Much better.
Hm well I still don´t know how to put Cyke in my game. I downloaded him but still don´t know how to put it. Some help would be appreciated.
Quote from: Noelemahc on February 24, 2007, 12:12PM
I wonder if we can squeeze a progress report out of darkmyth though...
My report: I've been stuck in the dreaded real world lately. This is the first I've been on my own computer in about a weekish, aside from a couple minutes here and there. About all I managed was some relaxation time to whip up a spider-armour spidey skin, that I'm still trying to make look more shiny, instead of just a steely gray...
Oh, I think someone asked about the phoenix skins I made. For them, I used the MUA phoenix skin, and simply inserted the edited images into it. Mostly, it was convenient, since I only had to use one set of offsets for the files, and I had already gathered the MUA phoenix offsets. No other reason than that really.
As far as progress, well, I'm really much more into the skinning and talent file building aspects of the game. Creating new characters and whatnot. I can figure out the odd technical aspect, but really, it's getting out of my league. I'll still keep plodding along at it, but I have a feeling I'll be much more likely to be editing skins and such than I will be figuring out the next big breakthrough in making Cyclops sound like a whiny pansy instead of Dr. Doom :)
I think he meant progress on Jean/Toothy/Angel/etc :P But Spider-Armor Spider-Man is always good news!
A Visual Guide:
Look! Ultimate X-Men!
(http://img257.imageshack.us/img257/1208/untitled3oj7.jpg)
Only Gambit has his xtreme built up.
(http://img144.imageshack.us/img144/539/untitled4sz9.jpg)
Bam!
(http://img247.imageshack.us/img247/8291/untitled5pk4.jpg)
What does this prove? Well, nothing entirely new. But it does show that, now that I understand the set-up of the xtremes, it only took me about 5 minutes to fix up Gambit's :D
On an unrelated (but sekseh nonetheless) note:
(http://img341.imageshack.us/img341/5082/untitled1tr8.jpg)
ok seriously that rocks. I cant wait to add more x-men to my game!! As long as there is a playable Phoenix, i'll be extremely happy.
thats wicked can't wait...
alright! gambit looks awesome, hes one of my favorite xmen
I've been playing with Cyke now for a few nights and love that he even does combos with the other characters. Did you have to add those in? Thanks again all.
Quote from: BliZZ on February 25, 2007, 10:23PM
I think he meant progress on Jean/Toothy/Angel/etc :P But Spider-Armor Spider-Man is always good news!
Ah. Oh yeah. It's...about where it is, just has most of a working Archangel in with it now. Been sleep deprived for a few days...so...yeah. Off tomorrow, hopefully I can get something productive done then, like an idea I've been working on to give Spider-Man an Xtreme that summons a clone to fight alongside him...heh...need sleep...
Oh yeah, also, for combos, there's actually a reference for combo text in the PS files, which you can edit very easily to make them more appropriate to the character you're modding.
QuoteI've been working on to give Spider-Man an Xtreme that summons a clone to fight alongside him...heh...need sleep...
didn't someone make a Multiple Man mod for XML2? i saw a screenshot or video once..
That was from the olden days of yore, if you look ATTENTIVELY, you'll see that all of those videos use powers of existing chars (i.e. Quicksilver for Colossus, Selene for Jean Grey and so on) along with their hud_heads and stuff. Carefully calculated skin swaps, if you will.
Yeah. The Madrox mod was just 4 characters skinned as Madrox.
I'm in a bind. I can get spidey to summon /a/ clone, but I want to be able to summon /lots/ of clones. I don't think that that's gonna work though, since any summon minion power only seems to make one minion. Sad.
Hey, it's the wrong thread, but whatever. Anyone think it'd be fun to re-do all the MUA characters to add things like a 2nd Extreme ala XML2? Add like one new attack, one Buff, and one Xtreme, just for variety. I think it'd be kinda fun...
i have to wonder if it will let you assign Xtremes.
Would it be fun? Sure. But, imho, a Spider-Clone xtreme, for example, would be far more fun on a new char (like, say, Madrox). Personally, I'm gonna stick with porting/making chars.
Well, the problem with Madrox is that there seems to be a one minion limit....meaning that, in order to get a dupe, you'd have to use an Xtreme, and you couldn't have a whole army of Madri...that would be, well, lame. Spiderclones are at least practical, in that one would suffice.
well i just pointed it out because i thought someone had made it possible in XML2 to create multiple clones of the character with powers.. *sigh*
I hate to bother you with this again but can someone tell me how can I put Cyke in MUA please? I really don´t know.
http://marvelmods.com/forum/index.php?topic=61.0
Get the mod, it carries pretty substantial infos in it.
Well I made progress thanks. Now my question is when I want to change the herostat and replace for example Elektra, I only have to change in the herostat.eng replace Elektra for Cyke or do I need to change something in the herostat.xmlb or any other? Because in the place here is supposed to be Elektra there is nobody there but the name Cyclops is there. When I choose my game crashes. Oh and for this to work the patch with MK/Colossus must be in or out? Again sorry for so many questions lol.
Update for those of y'all waiting on this:
Cable/Cyc: need to go back and add proper grab-smashes.
Juggs is close to done. He needs his grab-smash fixed, and passives added to his costumes.
Gambit... also close. Needs the same as Juggs, plus his Detonation needs some heavy fixing.
Bishop.. meh. Haven't worked on him in a LONG time. Need to go back and work on both his gun moves, and add a grab-smash.
Rogue; also haven't worked on her in a while. Need to fix Torpedo Strike, grab-smash, and Power Theft.
Toad. Don't hold your breath. He is far from done.
Cannonball is coming along nicely! Added a 4th move, removed his third boost. Am using a combo of Deathbird/XML2Wolvy animations.
Hmm good to know your making progress ;) Also will you or someone get the others Cykes HUDs? Keep the nice work
Updates: Fixed a LOT of Cannonball's bugs, and decided to simultaneously do X-Man. He'll be a lot easier than the other 2 XML2PSP chars, as he already has the perfect number of attacks/boosts! Also, a combo of Torch/ProfX(Hero)'s animations is nigh perfect.
(http://img405.imageshack.us/img405/1166/untitled1mi9.jpg)
is anyone working on XML1 Colossus? or does anyone have his moveset files?
Bah humbug. The PSP chars are really giving me a headache, so while tommy works on Cannonball (mesh/anims[hopefully :P]), I'll spend the rest of today (until like 7, when I will giddily go to see 300) gathering together various XML2 chars I've converted and upping the most recent versions.
Bishop, Gambit, Juggernaut, and Rogue will get releases (I hope). I'm also gonna take a look at fluid_static's Nightcrawler and see if I can't straighten him out a little.
Hmm.... his Nightcrawler's set-up is kinda crazy... I may have to re-do lots of it.
In other news, I've hit a snag. Bishop's Xtreme is called 'Big Bang', the same as Mar-Vell's. Poll: whose should I rename?
I wouldn't sounds very effective BIG BANG a man with a powerful gun,maybe the BFG of old.
Man I got to see 300.
I tried renaming Bishop's to 'Superconductor' (his other xtreme) and changing the references to xtreme2. Sadly, the 'Big Bang' sound still plays. Hmmph.
Yeah, don't expect an updated Nightcrawler today. He'll take a lot of work. The other 4 WILL have buggy versions released, though.
(http://img153.imageshack.us/img153/6473/untitled2kn2.jpg)
WIP Versions of Bishop/Juggernaut/Gambit/Rogue - Download Here (http://marvelmods.com/blizz/wipxml2chars.rar)
Known Issues:
Bishop:
I can't get Bishop to fire bullets in either gun attack
Yells the wrong Xtreme title
No Grab-Smash
Needs Costume Passives
Juggernaut:
No Grab-Smash
Needs Costume Passives
Gambit:
Detonation doesn't work at all
No Grab-Smash
Needs Costume Passives
Rogue:
Power Theft doesn't work
Torpedo Strike doesn't deal damage
One boost lasts infinitely
Xtreme's speed is off
No Grab-Smash
Needs Costume Passives
Test away! And post any additional problems here.
Thanks Blizz
You're Welcome-o (Scrubs FTW!)
Anywho, I kinda had to start my own Nightcrawler, as fluid_static's was based on Deadpool and overwrote him.
(http://img476.imageshack.us/img476/4474/untitled2ee7.jpg)
I was able to slide him into slot 47 (his own slot!). I overwrote MUA Ultimate w/ XML2 Ultimate, and added the hide swords command to all his NPCstat appearances. His skelie is labeled 47_nightcrawler_hero, and works like a charm.
Now I gotta go adjust power values.
(http://img185.imageshack.us/img185/3542/untitled2xa2.jpg)
Grab-Smash FTW!
I am overjoyed currently, no one can touch me. Juggernaut is done! (well, except passives, but that should be simple) I'll up him later. (alongside an updated Cyclops!)
Looking good BliZZ! Looking forward to having some down time so I can go through all these new chars and pick n' choose my favorites to use!
COOL!
awesome...too bad i cant try it out till the weekend, thanx!
BliZZ, dude, you're a one-man mod team! It's almost impossible to out-ninja you now :D
Updated (read: complete) Juggernaut.
http://marvelmods.com/blizz/ConvertedXMLCharacters/juggernaut.rar
Need to debug Cyc's grab-smash, then I'll up the new version.
Fixed Cyclops, complete with a grab-smash stolen from Spider-Woman.
http://marvelmods.com/blizz/ConvertedXMLCharacters/cyclops.rar
I'm updating the first post, to reflect these updates.
Cool! One question, how about the herostats?
Get the .txt from the first post, I'll keep that updated with definitions for every char I do.
Very nice. Do you know anything about Phoenix that darkmythology was doing? Any news on that? I ask him in that thread but to not luck lol. Keep up :D
Ups I forgot to ask, it´s normal not to see Juggernaut in the Select Menu?
Yea, only Cyc and Cable will show up. Only if tommy has made a mesh of a char will they have a mannequin.
Ah ok thanks. Well since you are doing such an awesome work with mods I have a doubt. It´s possible to have Jean Grey but instead of her normal powers, she would have Dark Phoenix powers from PSP? Is this possible?
I really want Phoenix so that´s why I´m asking so many question lol
It is possible, yes. But it is not something I will do, the Jean I want is the regular Phoenix one (which darkmythology was working on)
Hm ok. Dark Phoenix powers are to different from the regular Jean? Damage etc...
Yes, she is WAY over-powered. Plus, we don't have the proper animations for her.
PS: I finished fixing up Gambit's melee, the staff had been giving me trouble. I'm now finishing up the passives, which just leaves fixing up 'Detonation'.
Quote from: BliZZ on March 14, 2007, 01:04PM
Updated (read: complete) Juggernaut.
http://marvelmods.com/blizz/ConvertedXMLCharacters/juggernaut.rar
you rock ;D thanks for this. It will be a blast to play through the whole game again as my favorite character once my gfx card gets installed.
As for my Phoenix mod, all the files are pretty much there for it in my previous release. There may be some little glitches I haven't gotten to yet, but if you're willing to make your own Herostat (which you'd need to do unless you were using my whole mod), it should pretty much work. I recall the powers and such all working more or less correctly, and her costumes had passives, so she should be ready to roll...
And... I finally fixed Gambit's Detonation, making him the 3rd done char!
http://marvelmods.com/blizz/ConvertedXMLCharacters/gambit.rar
Shaboing!
Blizz, if you can fix Nightcrawler, please do - my version was overpowered and messy, not to mention, y'know, replacing Deadpool. I was trying to fix his numbering, but it'd fallen far by the wayside since well before y'all cracked the NPCstat additions. It never actually occured to me to use number 47 for NC... Please fix that char and post an improved version. Thanks :)
Apologies for being away from the board - I've been lurking a while, playing other games (CnC3 Demo, Supreme Commander, back to Warcraft 3 mods, found Chronicles of Riddick for a fiver(~), was trying to finish MUA with my odd changes) and playing with 3dsMax again (thanks for the tutorials, all). Nice Work, everyone :)
Quote from: fluid_static on March 14, 2007, 11:02PMmy version was overpowered and messy
heh, NC IS way overpowered! his teleport flurry was badly programmed to use the EP of his normal teleport atk (heh, can you keep it this way??) and his Xtreme overkills a boss 10 times over.
as for the herostat info, i suggest to include it along with extracting instructions as the archive's readme.txt you can place outside of the character folder :)
Hm thank for the info darkmy. I saw the Faq thread here you talked about your mods (Sabre, Psylocke, Jean Venom etc) but I didn´t saw the files. Could you drect me to Jean´s files? Thanks
seems like Gambit forgets to put away his staff sometimes, so he soon is running around with 1 on each hand!
That's if he is grabbed by an enemy during melee (deadpool, thor, and hawkeye also have this problem)
Just execute his melee combat or powers to fix it.
Edit: link to mod deleted.
Thanks for the help man :D
thanks Darkmyth, I had been trying to tweak Jean from your previous release, but wasn't getting far. Does she have passives?(and do they work?) That was what I was working on, I could only get +DEF to work. Thanks again
I'll add passives (utilizing her icons, like I did w/ Juggs/Gambit) if you guys want me to. O' course, Noel still needs to convert her icons....
BTW, for those of you who care, Rogue is likely to be the next one I finish up.
Quick poll first: Ms Marvel's or Power Man's grab-smash? Opinions?
BliZZ I would apreciate if you took care of some Phoenix problems if you don´t mind. The icons would be great and the HUD heads to. Probably I´m asking to muchy lol Also she doesn´fly...she should fly right?
About Rogue, put Cage´s grab Smash. That´s my opinion. Mrs Marvel grab is a little....lame
Both very strong, Power Man my guess.
Rogue should kiss the guy (Blade's grab-smash) and steal his power, make him stunned!
or just throw/slam the enemy really hard once.
Cage's it is.
The real question is whose to use for Bishop. There are NO suitable ones, off the top of my head.
EDIT: Cage's won't work - animation problem. Gonna go with Warbird's instead.
Blizz, any chance you could up your herostat with Juggernaut and Gambit in it? It's okay if you have Cable and anyone else. I just want to make sure I edit herostat properly to add these two. I have been using Cyke but had the CycHerostat file to copy. Thanks, in advance.
EDIT: Never mind...found the stuff I needed in the first post for this topic. :thumbsup2: Thanks.
Juggernaut is great! A fave from XML2! Blizz you rock, rock, rock.
One issue that I'm having trouble figuring out.
I replaced Cage with Juggy no problem, but--since I really don't care for any of the PSP exclusives--I'd like to keep the default characters and use Juggy in one of the PSP slots (and probably Gambit in the other--Good choices on those early conversions, Blizz!).
Anyway, when I try to edit the herostat to give Juggy menu location 98 or 99 (like I saw for the PSPers in the PSP herostat), it's not working, even after the Unlock Characters code. I've searched the forums but haven't found an answer. I've tried both numbers, replacing defaultman with it, putting juggy's herostat defs at the top and at the bottom, but nothing. I'm guessing there's another file somewhere that needs edited. I've never installed the PSP mod, so maybe that's the problem.
Advice?
You've never installed the PSP mod, so you don't have the h4xx0red team menu files :D
http://www.marvelmods.com/noelemahc/TB_distro.rar
Dump the contents of this file into UI/MENUS, remember to back stuff up.
Thanks, Noel! Got it working now.
Only thing is, Juggernaut's "Might" ability isn't showing up. (He's in slot 99). I remember reading somewhere that "order matters" in the Herostat. Am I just going to have to live without Juggy's might?
One more question: What's the deal with the team being so close now on the menu? Big characters like Colossus are getting the top of their heads cut off. Is this required, or can it be fixed?
Juggy's might should be there, if you defined him right. Order DOESN'T matter, 'New Game' does :)
The close team is a result of the PSP files. No way to fix it (that I know of); though I personally shrunk Colossus to 1.15 and Cage to 1.1, as they look better that way (imo).
Ah, yes. New Game.
Good idea on shrinking Cage and Colossus.
i really cant figure out how to make my own herostat. I dont want to ask but can someone make one with all these xmen?
Funny thing happened while using Ghost Rider yesterday. I don't use him often and when I used his extreme, my son said that Western Ghost Rider didn't use "Vengeance". I tried it again using the Classic skin and realized that he again used "Anarchy Assault". Somehow, his files must have been overwritten with Scarlet Witch's powerset from XML2. Maybe it was when I was using Tommy's Avengers Mod? Maybe that would explain why his original skin didn't have any passives and his powers seemed very mystical (no chain flechette or others). I have restored Ghost Rider's files with the originals (from a safely stored backup). Comments? :ghostr: :scarletw:
I must be losing it, I've installed all of the juggernaut files, and while I can see him and execute his powers, I can't punch without performing a combo. Is anyone else having this problem, or is it just me?
Did you check the first post and get the 'fightstyle_default' file which is in the first sentence of this very thread?
PS: Topics Merged :runaway:
Beautiful....thanks so much for the fast response.
Hey Blizz, thanks for sharing your recent mods on Juggernaut, Gambit, etc. :)
I have tried Gambit, he works perfectly!!! :gambit:
I think I've found a problem with Juggy's Xtreme power. Juggy's Xtreme is supposed to give him a boost for a period of time, right? The problem is...when I played as Juggy in a team of 4 (with Thing, Iceman, and Gambit if you care), his Xtreme power terminates when all Xtreme powers have been executed. In this case, the boost from the Xtreme was completely useless/wasted because you cannot steer around to punch your enemies while the Xtreme is active. However, I have to agree that you have done a fantastic job transferring Juggy's power from XML2 to MUA. :applause: I think it would be "better" to use Thing's Xtreme power or even Black Panther's Xtreme...haha :laugh: (just imagine Juggernaut jumping from one's head to another's... :laugh:) :juggernaut:
Cheers and thanks once again for the great work! :)
No... Xml2 Juggs had 2 xtremes.. this attack one one AND his 'run around' one. I dropped the 2nd (no matter how pwnage it was) to balance him w/ the MUA characters.
Can someone upload or send me the pcsab_m.zsm sound file for Sabretooth? I'm running through the game with darkmythology's mod and would like to test it with his XML2 voice files. Thanks!
Here (http://marvelmods.com/blizz/pcsab_m.rar). (PS: This ain't his voice: it is his power sounds. You need that 114 meg file for his voice.) (PPS: Tell me after you've gotten it, I gotta take it down after. Space = Power)
Dark, if I may be so bold: it'd probably benefit everyone if you included the '_m' w/ the chars you do (it is what I do) from now on. They aren't really that large, and it makes the mod easier for the user to install.
I'm out for the night.
Quote from: BliZZ on March 19, 2007, 06:49PM
No... Xml2 Juggs had 2 xtremes.. this attack one one AND his 'run around' one. I dropped the 2nd (no matter how pwnage it was) to balance him w/ the MUA characters.
Really? hmmm... let me take a look at it again...
EDIT: Ypu are right!!!! ahahahaha....False alarm!! :P
Yeah, I'll include them in the future.
My Sabretooth test release was before we made this discovery though, so my uploaded herostat didn't even have the voice directory changed. Future released will include the voice files where appropriate.
Quote(PS: This ain't his voice: it is his power sounds. You need that 114 meg file for his voice.) (PPS: Tell me after you've gotten it, I gotta take it down after. Space = Power)
Yep, I realized that while playing tonight. I already DLed that biggy file to run Juggernaut, so feel free to pull it. Thanks!
Dark - I dropped the effects files you sent me for Vic into effects/char/sabre folder, but I'm still getting nothing. I'm sure it's something I'm doing wrong, but I'm not sure what. Suggestion? :D
Quote from: Cates on March 19, 2007, 09:09PM
I already DLed that biggy file to run Juggernaut, so feel free to pull it. Thanks!
I meant the little one (which is down now) The big one is staying up (it ain't my space, it is sendspace's space :D)
Quote from: Cates on March 19, 2007, 09:09PM
QuoteDark - I dropped the effects files you sent me for Vic into effects/char/sabre folder, but I'm still getting nothing. I'm sure it's something I'm doing wrong, but I'm not sure what. Suggestion? :D
Right folder, but my effects files used the improperly spelled "saber" for the folder name. Make my same typo, and they should work for ya ;)
I've been messing around with some success in the powers files, and thought while I'm learning, I might as well work on something that might result in a release. Since no one seems to be jumping to convert Pyro, I thought I might use him as my guinea pig. As I don't have XML2 on PC, I was wondering if someone could upload his pertinent files (actors/data/effects/models/packages/whatever) so I could tinker with them. Thanks in advance!
Have Fun (http://marvelmods.com/blizz/xml2pyro.rar)
Make sure to drop his xtreme boost, as well as lower his # of attacks to 4 or 5.
Also, you MAY want to change 1 or more of his boosts, we don't want him and Sunfire to be the EXACT same (unlike in xml2 :D).
Thanks, Blizz!
I'll give it a go.
QuoteAlso, you MAY want to change 1 or more of his boosts, we don't want him and Sunfire to be the EXACT same (unlike in xml2 ).
Anyone actively working on Sunfire? If so, we should coordinate which boosts and powers are being planned for Shiro so we DON'T end up with the same character.
I would say one of the 2 should have 4 attacks, the other 5 (preferably Shiro w/ 4, since he already has flight)
Fire Bats is Pyro's only unique move, so make sure to keep that one.
I was planning on fire bat, and your suggestion on attacks makes sense.
Is slot 216 claimed for any character? I didn't see it spoken for in any of the forums. If not, that'll be Pyro's.
Pyro SHOULD NOT have the ignite move that Sunfire/Human Torch use to p0wn enemies behind walls. Pyro cannot generate fire on his own, he needs to shoot it from his toys...
and Human Torch's first power (Flamethrower?) is something Pyro should be doing... but it's so weak -_-
well... I actually like Human Torch's Flamethrower...haha
I tend to use it when there are a few enemies in front of me.
Here's a plan for Pyro and Sunfire's powers that will limit overlap:
PYRO
Breath of Fire(Special)
Flaming Pillar(Radial)
Fire Bats(Projectile)
Fire Blade (Melee) - More suited to Pyro's fire-shaping abilities
Fire Blast(Projectile)
Torch Fury(Boost)
Flame Shield (Boost)
WILDFIRE (Xtreme)
SUNFIRE
Ignite (Blast)
Flamethrower (Special)
Atomic Charge (Projectile) - Sunfire's better here because of the radiation damage
Blazing Barrage (Projectile)
Flaming Fury (Boost)
Ion Shield (Boost)
SUPER NOVA (Xtreme)
Flight
Fire Immunity - Sunfire's immune to fire; Pyro's only immune to fire he controls
With this plan, for attack powers they're only sharing the Flamethrower/Breath of Fire power and Fire Bats/Blazing barrage, which should have different effects so it wont SEEM like it's the same power. Sunfire gets fewer powers because of flight and fire immunity. Obviously, the boosts and the Xtremes are the same, though maybe tweaking the boost durations or damage/defense differenlty could again make it seem less like the two have the same powerset.
Don't know if whoever is working on Sunfire agrees with all this, but it's just a suggestion to diversify the characters a little.
QuoteFire Immunity - Sunfire's immune to fire; Pyro's only immune to fire he controls
Great point! :)
QuoteFire Blade (Melee) - More suited to Pyro's fire-shaping abilities
Hmmm... I disagree with this statement. Since Sunfire is skilled in karate, Fire Blade (the animation is a horizontal karate chop) is more suitable for him than Pyro. You can replace Sunfire's Blazing Barrage with Fire Blade and replace Pyro's Fire Blade with Human Torch's Fireballs. Otherwise, your list looks pretty good! :)
EDIT: one more thing, flight isn't really a power in MUA, right? I presume you can just add a line for flight in the herostat... :runaway:
Noooooooo.. Blazing Barrage = Shiro's only unique move!
Hmmmm... how about dropping Shiro's Flamethrower for the Blade?
PS: While I agree it fits Shiro, it also fits Pyro and his fire-shaping. I like that Pyro moveset and just make this fix to Shiro's and I like his to. The problem, as it were, is that Torch stole BOTH of their boosts, so unless we want 3 chars with the same boosts, I'd drop at least one version of each.
PPS: FYI, both Torch AND GR are flame resistant, as well :runaway:
Quote from: BliZZ on March 23, 2007, 05:20PM
Noooooooo.. Blazing Barrage = Shiro's only unique move!
hahhaha, you really think so? Why is it unique to him? It's the skill that fires multiple fire balls at once, right?
QuoteThe problem, as it were, is that Torch stole BOTH of their boosts, so unless we want 3 chars with the same boosts, I'd drop at least one version of each.
Yeah, I agree. hmmm, may be dropping the Flaming Fury (Boost) from Sunfire and Pyro...?
I was thinking more like drop Flaming Fury from one and the Fire Shield from the other (replacing them w/ new boosts, of course)
RE: BBarage: It is unique to him b/c it is the only one Pyro DOESN'T have (it was replaced by the quite different Fire Bats) :thumbsup:
QuoteI like that Pyro moveset and just make this fix to Shiro's and I like his to. The problem, as it were, is that Torch stole BOTH of their boosts, so unless we want 3 chars with the same boosts, I'd drop at least one version of each.
Yeah, I didn't want to give them both the flamethrower power (again, because Torch already has it), but I also didn't really think the blade fit Shiro. However, I didn't think about the martial arts skills of Shiro when dropping the blade from his arsenal. I'll put that back in the plans.
BTW, since no one seems to have spoken up for Sunfire--and since we're talking plans--if you want to upload his files sometime I'll go ahead and be the resident "Fireman" and work on them both. :D
Quoteone more thing, flight isn't really a power in MUA, right? I presume you can just add a line for flight in the herostat...
No, it's not a power, but for balance purposes, I thought having both flight and FI made it sensible to plan to give Sunfire one less power.
QuoteI was thinking more like drop Flaming Fury from one and the Fire Shield from the other (replacing them w/ new boosts, of course)
They both seem to fit Pyro better than Sunfire, to me, creating like firey boxing gloves :naughty: for his buddies and shaping the fire around him as a defensive measure. I suppose, If I'd split them, I'd give the Flaming Fury to Pyro and his fire-sculpting and give the Fire Shield boost to the atomic powered (and therefore dangerous to stand close to) Sunfire.
Suggestions for boost replacements are welcome . . . Do other stock characters from either game have a boost that makes sense for one of them?
Or something custom, like an "Intensify" boost that increases the fire dmg for Sunfire for a time? Hmm . . . my imagination is outstripping my meager modding skills . . . :nervous:
Go custom, dude. Trust me, it'll be easier after you've messed around for a bit.
http://marvelmods.com/blizz/xml2sunfire.rar
In terms of grab-smash, how about Torch's for Sunfire (since he flies) and Spider-Woman's (with fire dmg, not energy) for Pyro? Sure, I already used Spider-Woman's for Cyc, but we are gonna get an official MUA Cyc in the foreseeable future.
If you need help w/ anything, holler. The 8 or so wip characters I had started taught me a lot :runaway:
Quote from: Cates on March 23, 2007, 06:22PM
No, it's not a power, but for balance purposes, I thought having both flight and FI made it sensible to plan to give Sunfire one less power.
Ok, understood! :)
QuoteSuggestions for boost replacements are welcome . . . Do other stock characters from either game have a boost that makes sense for one of them?
Or something custom, like an "Intensify" boost that increases the fire dmg for Sunfire for a time? Hmm . . . my imagination is outstripping my meager modding skills . . . :nervous:
How about the XML2 Xtreme Boost as a normal boost? ;D haha
Rising Sun (Boost, Xtreme): Requires Level 20. Makes Sunfire invincible and doubles his damage.
(Level 20): 15 seconds
(Level 25): 22 seconds
(Level 30): 30 seconds
(Level 35): 37 seconds
(Level 40): 45 seconds
Maybe not invincible.... but reducing damage taken and increasing damage dealt (using those effects/anim) ain't a bad idea.
QuoteIn terms of grab-smash, how about Torch's for Sunfire (since he flies) and Spider-Woman's (with fire dmg, not energy) for Pyro?
I like it. Wouldn't have considered switching the dmg type until you suggested it.
QuoteHow about the XML2 Xtreme Boost as a normal boost? haha
Not a bad idea, really, though I agree with Blizz on the invicible thing. That would give Sunfire one damage boost and one defensive (if Fire Shield stays). Plus, it'd be a shame for the name "Rising Sun" to go away . . .
As for Pyro, maybe a custom debuff called "Sweltering" or "Mercury Rising" or something, that heats things up and reduces enemies' combat effectiveness.
Those are both some nice ideas for Sunfire and Pyro. Nice brainstorming guys! :idea:
No, I don't mind at all. This isn't my thread, it is a converted characters thread.
Although, if I were you, I wouldn't put much more work into a custom Mags, seeing as how we'll be getting an official one in a couple of weeks :D
EDIT: Which reminds me, closer to the release (or maybe even AFTER the release) of the DLC, i'm gonna remove Mags, Toothy, Cyc, and Crawler from the list on the first page :runaway:
Sorry bout that got like 8 mods going on to dig through so if all files are not there I git them
http://h1.ripway.com/cvc/magnetov2.1.zip
make sure to check herostat take only Magneto as to not crapout yours
edit not sure about the # so you might to change it I just went and changed them all to that one.
updated if its missing files let me know will update :magneto:
haha...thanks cvc, but I would love to see your Omega Red mod rather.... lol
Give me a couple days to find it all and fine tune it.Still got to add more powers and work out a few #@#$%! bugs also get that coil around vics waiste right.BTW it don't get any better than Magneto picking up a person with mental on them and slinging them in to someone else or wall but weak hand to hand. also I love to have a darkness model to work with.
OK THX if you want to take over the world here's the guy to do it.He has no extreme he don't need it by the time you get him leveled up about three diff ones you could call extreme only use APOC out of this herostat.People will most likely add more to him but he is powerful.
I left sound out so make sure you get x_voice off first page its already defined in the herostat may have missed a file if so let me know I got it enjoy :naughty:
edit: added the sound file character been changed to characters and boltons changed to bolton.
Thanks CVC I'll try it out and give it some feedback.
On first glance... you spelled the dir "ACTERS" need to be "ACTORS" in your zip file
*EDIT* What is his sound directory?
:confused:
I tried the Apocalypse Mod but there are no Powers, and no light Punch, when I use the button for it, he just holds his hands and does no damage. There is no animations also on the selection Screen, he just stands there and the talent file has Ms. Marvel attacks in it.
ya same here, no powers either. I get some kinda light punch, it looks like an elbow, and it does do damage, but it does not chain.
he sure does look pretty though
NP cvc, just keeping up with the QC
aerophex well its updated still had to leave the extreme out for now,will get it working later its that when you use the extreme you get stuck in slomo and can't get out,as far as the combos go I would have to drop his clap and stomp and don't want that,just try him and level him up he is very mighty but don't want him uber. let me know about that stomp and clap those are his moves and need to be there darn thing works great on my rig but I got files all over the place. BTW if you still can't get animations to work I may have to re # the whole thing to avoid trying to run with someone else's mod?
Did you Upload the file at the previous link.
If so, the Powers still don't show up and I think you forgot to Include the boltons because the boltons shown in the herostat.engb are not present in the directory specified.
Yes in the apoc link I just now used it and they are there in the models folder where they belong. Guys I dont understand this mod plays great for me every time.however I want you to enjoy it so I will go over it one more time.
I noticed a few mistakes :
1. The packages\generated\characters folder is named as packages\generated\character in the Mod.
2. The models\bolton folder is named as models\boltons in the Mod.
So Now the powers Show up but when you see the details it still shows Ms Marvel instead of Apocalypse.
And the Light Punch\Kick is now working but it still doesn't combo.
yeah I just havent changed the def from Ms.Marvel yet don't worry I get to it, its still all Apoc so play it for awhile and you'll see,as for the combos that clap and kick are Apoc move's but I'll try to put a combo in for you just don't want to lose his moves.I like his teleport.So back to work on some others for now, I'll get back to this later.
edit: all spelling mistakes fixed,added combos.
Here's a quick update on Pyro before I take my bleary eyes to bed. It's going surprisingly well for my first conversion
Powers:
*Flamethrower/Breath of Fire is not working at all. The fire doesn't shoot at the correct angle and doesn't always stop when you release the button. This appears to be the biggest hurdle for me at the moment as I've got no clue on things like attack bone angles, etc.
*Animation isn't working on Fire Blade. The blade-slashing effect goes around him and it deals damage, but Pyro doesn't do the karate chop motion following the power-up flex. If nothing else, it could be renamed to "Flame Razor" or "Fire Wheel" something with a new description, "Sends a thin arc of fire around his body, damaging nearby enemies." Still working on that one.
*"Mercury Rising" -- dmg reduction boost - Done and working
*Flaming Pillar, Fire Bats, Fire Blast, Torch Fury--all updated to MUA standards and working fine
*Modified his WILDFIRE Xtreme so it no longer does radiation damage (which is out of character in my opinion) but instead does only "wildly varying" fire damage. He has the potential to do more damage than any other Xtreme--as well as the potential to do less than any other's. (Hence, "WILD"fire). Perma slow elminated, chaining working beautifully.
Other stuff:
*Grab smash was working until I tried to sub fire effects for Spider-Woman's energy effects. That threw off the animation timing and resulted in enemies being choked while hanging in the air, sort of Vader-style. Several attempts to adjust the timing met with abject failure. Back to the drawing board.
*Major lack in skins and HUDs; Only the two XML1 skins and no HUDs at the moment.
*Icons are working from a file Noel did a ways back.
*Sounds are working great -- "G'day mate" has become my fave MUA insult for a defeated foe :)
*Costume bonuses forthcoming: He's going to get a "Kerosene Tank" energy bonus on the classic costume, for one.
*Also added Torch's flaming hand animation to one of Pyro's hands on the menu screen.
Yeah, we need more Avengers! I know tommy did her already, but he didn't adjust her values to balance her (he was busy making those hundred or so meshes :laugh:)
So... here's Wanda!
Firing a butt-load of hex-bolts. I changed her base attack so it was a multi-hex, combining it with another hex attack to cut her list down to 5 attacks.
(http://img483.imageshack.us/img483/1282/untitled1eg7.jpg)
What's this? Wanda... in flight? In an Activision game?
(http://img452.imageshack.us/img452/1525/untitled2tb7.jpg)
Combusting those in-air baddies (they aren't there, just imagine they are :thumbsup:)
(http://img400.imageshack.us/img400/9228/untitled3oi4.jpg)
I figured out how to bolt a cape on, also!
(http://img511.imageshack.us/img511/8381/untitled2no3.jpg)
The problem with the cape, as it were, is that I CANNOT seem to make it bolt onto certain costumes and NOT others (Goddam Force Works/Modern costume!)
I've still got a lot to do (well, not really, but c'mon). She already has Strange's grab-smash. I need to fix the cape thing. Misfortune is being a major pain in my ass, but then her movelist is done. I gotta add passives to her costumes. And I need an Ultimates costume (2 additional costumes would be nice, but aren't needed for a release)
That is well amazeing :jumping: with everything you got going on I sure hope you can find the time to do more your really great thanks
that butt load of hex effect is so wicked can't stop looking at it.
Red cape. Bolton. How??????
Sorry. In English: I've been able to bolt on the two capes from XML2, but one is barely-there green, the other aquamarine and jagged. Which cape is this that I've likely just completely missed....(need it for Acolyte Colossus and Morph...)...also, yes, we need to be able to make it only appear on certain costumes...
Quotewe need to be able to make it only appear on certain costumes...
The
skinfilter argument injected into the bolton definition section. *nodnod*
Quotebut one is barely-there green
And of course it's impossible to recolour the cape textures like we did with the character skins? :scratchhead: [/Sarcastic Central]
Yep. I recolored the green. And, as you can see, I need to re-re-color it :P
PS: Noel, skinfilter DOESN'T work. I already tried that. (I tried all the obvious methods)
I second the typical skinfilter method. I've only tried recolouring the other of the two capes, and it never turned out correctly once it was edited. Some of us have been doing this long enough to know to try the obvious ya know :applause:
That Wanda update is looking good.
As/when I update my meshes, she will be in the first wave.
Re: the bolton cape and "try the obvious" suggestions, have you tried alpha'ing the cape out on the costumes you don't want? Just a thought. You wouldnt need an alpha layer on the visible ones, to avoid blotching, but it might work to hide it.
tommy... I don't understand what you are saying. There is one cape model for all the skins, so how am I supposed to black out the alpha without f'ing up the cape?
Modern/Force Works - Doesn't need cape
Gypsy - Could go either way
Classic - Needs Cape
Ergh... the cape is annoying me. I'm prepared to just give up and release it sans cape (and perhaps add a Classic one that tommy does, after he gets back to meshing)
In other news, I fixed misfortune. Now I am off to add passives to the costumes.
Quote from: BliZZ on April 01, 2007, 09:20PM
PS: Noel, skinfilter DOESN'T work. I already tried that. (I tried all the obvious methods)
You DO remember that it goes into the powerstyle and NOT into the herostat, right? Like DD's per-skin batons are done.
Yes, I do. I called it 'cape_segment' in the ps, and it didn't bolt on properly (even after bolting it on in herostat). I'm telling you it doesn't work.
Random question. Does the PC version just ignore the cel-shade _outline section in XML models or did you do something to disable them, like an alpha channel?
It ignores them for the FIRST model (the body, usually). If there are skin_segments, they MAY have the outlines, though not with 100% certainty. Example: AoA Magneto has no outlines whatsoever. Ultimate Magneto's cape is outlined (though we now have his MUA model which isn't - we're still screwed with Helmetless Ultimate Magneto though).
Well, usually cel shading is done with a plain black texture, so if there even is one to extract, that would generally mean that we *should* be able to add an alpha channel to that texture and 'cheat' to make it disappear. The question is, does the cel-shade have it's own texture, or did they use a very small, black, unused part of the character texture? I suppose if it's just one texture for everything we could make all black empty space have an alpha and see if that works.
Alpha is a path to the dark si-- er-- black splotch problem! And causes massive amounts of grief for us PCers.
Quote from: BliZZ on April 02, 2007, 05:48AM
tommy... I don't understand what you are saying. There is one cape model for all the skins, so how am I supposed to black out the alpha without f'ing up the cape?
Modern/Force Works - Doesn't need cape
Gypsy - Could go either way
Classic - Needs Cape
Ergh... the cape is annoying me. I'm prepared to just give up and release it sans cape (and perhaps add a Classic one that tommy does, after he gets back to meshing)
In other news, I fixed misfortune. Now I am off to add passives to the costumes.
D'oh!
I was thinking in Freedom Force mode, whereyou would have a seperate cape for each skin. My dumb.
You are right, there is only one cape in bolton mode so ignore me...
Here's some progress shots for Pyro. It's down to fixing the buggy flamethrower power and he's ready to play.
(http://img253.imageshack.us/img253/6532/characterscreenlo5.png)
Nice icons and banner, Noelemahc!
(http://img340.imageshack.us/img340/9434/bats2bm8.png)
Fire Bats - Fly, my pretties, fly!
(http://img207.imageshack.us/img207/7534/firebladewl9.png)
Fire Blade (with a different animation than XML2)
(http://img412.imageshack.us/img412/1816/boost2pt6.png)
Powering up for "Mercury Rising."
(http://img148.imageshack.us/img148/951/grabsmash1tv1.png)
Grab smash! Pyro heats up . . .
(http://img264.imageshack.us/img264/707/grabsmash2dj4.png)
. . . bad guy blows up! Sweet!
Niiiiiice. Pyro's one of my fave XML2 characters to play as, so I'm glad to see he's getting there :D
Just one Q though - what's with the white shapes over in the corner?
I can see from the shots that you need to adjust the various _req levels for the powers, so that they are staggered. If you need help, I've done like 6 or 7, so I know the drill.
The effects look secseh, though.
PS: I am also curious about the odd coloring of the pics. Did you use the game's buggy screenshot function? or the superior print-screen+paste in PS method?
a couple of questions:
1. is sunfire done?
2. how would i install these characters? is it same way juggernaut is installed? (on the homepage, where it talks about replacing luke cage)
sorry if i'm posting in the wrong place and stuff
The white shapes and the coloring are surely do to using the game's screen capture functions.
As for staggering the powers, I thought that might be the case. I was simply copying other similar powerslots from other character (i.e, one power unlocked at lvl 17 for another.) That won't be hard to fix, but I'll certainly listen to suggestions, Blizz.
And finally, Sunfire is still IP. Installation will be the same as described. You'll be able to replace any character with Pyro or Sunfire.
By the way, the grab smash looks SOOO much cooler in game than in these shots. He grabs them, starts to catch fire, then BOOM as he throws or destroys the poor bad dude.
Staggering the powers should be pretty simple if you use an official character for reference.
Here are the Witch's (who, for all intensive purposes, is done, I just need an Ultimates costume and those crisp icons)
(http://img490.imageshack.us/img490/4651/untitled1xk6.jpg)
Just reference someone with the same number of powers (for Pyro, Torch should work) and stagger accordingly.
PS: Is Strange the only guy with 6 powers? If so, that is quite odd, no?
If I am not mistaken, it's because he got teleport as a power, not a talent like Deadpool has. They wanted to make it upgradeable. Which essentially makes Strange overloaded, seeing as he's flying, ranged, supporting AND a teleporter at the same fricking time!
No.. Teleport is 1 of his 2 boosts!
Feh. My memory sucks. *rubs eyes*
In any case, now that I've got the PS2 fileset, I also have access to the high-res power iconses for Pyro and Sabes, which is a nice enough thing. Gotta check if they included any icons for the "should've been playable" charries like Blob or Misty Q.
Puhleez. Number 1 on 'shoulda been playable' is Avalanche. Trust me, if you had been around in the 'which chars do you hope are in' phase, Mags, Juggs, Pyro, and Avalanche topped those lists on the BHood side. O course, Sunfire replaced Pyro and Avalanche just got shat on by everyone involved. :bawling:
QuoteStaggering the powers should be pretty simple if you use an official character for reference.
Yeah, I realize as I'm building Sunfire's talent file that I didn't use the corresponding Power slot for each power on Pyro. First timers' mistake. I'll fix that. I'm using Thing as a model for Sunfire because he only has four attacks and life is good.
Incidentally, as I look ahead a little to Professor X, I'm wondering how his Xtreme will translate--the whole resurrection of allies and enemies (who in turn become friends). I haven't got far at all with Xavier as I'm focusing on the Fire Guys, but I'm not optimistic that mechanic will work in MUA.
One question: I never actually unlocked him in XML2--he did fight in his wheelchair, right? Not standing like Astral Xavier from XML1?
He stood. And it was hella lame. I put him on the list because I figgered some liked him, I never intended to personally put any effort into him.
Yeah, I'm thinking Prof X has to go for the Xbox modded version of XML2.
While I'm thinking about it, can you up the most recent Nightcrawler BliZZ? It'll give me a head start on hexing him in.
Eww . . . Not good. I guess I won't bother with Chucky unless I get a skellie that will use a wheelchair.
Okay, really random question. Does Gambit still use the fightstyle_default.igb posted in the first post? I've got 70_gambit animations and 70_gambit_4_combat (obviously renamed).
Yes. He and Juggernaut do. I could always change Juggs to not, but Gambit HAS to because I used his XML1 skelie for menu (since MKnight uses his XML2 menu anims) and his XML2 skelie for powers.
Did you just inject his skelie into the igb or what? Once I know where to start I'll be better off lolz. I'm using the shipped XML2 'box models, so I'm assuming we're talking the skeleton in the anims.
Just a quick question: Nightcrawler's swords are part of his character model, right? Is there any way to "extract" them for use as say, a bolton? Psychic katanas for Psylocke FTW... pic (http://upload.wikimedia.org/wikipedia/en/c/c4/PsylockeRevolution.jpg)
His skelie IS the anims, sorry for the confusion. XML1 is .igb and XML2 is _4_combat.igb. Therefore, he has NO MUA melee anims built in, he has to link to them externally.
And, yes, Crawler's swords are part of his model. You could check for a sword (from any sort of minion) in either MUA's (since Noel can hook you up w/ PS2 files) or Xml2's models/bolton, models/effects, or models/weapons. I don't know if any exist. I know there is a baseball bat, though. :rofl:
So then I could use MK's anims, but then I wouldn't get his power anims, would I? Or are they stored in XX_gambit.igb?
Also, where does it specify which anims are used for what? I was looking in ps_gambit and saw these lines:
(52 PICK UP)
animenum = ea_power9 ;
name = power9 ;
When I look in 212_gambit_4_combat, I see power_9, but not power9.
If you don't mind them having the same menu anims, you can move the _4_combat to the regular anims and take a MUA char's _4_combat to Gambit's. Then you would need to open it up and rename all the anim keys.
The atlantean_defender_sword from the models\bolton folder of MUA looks pretty damn hot. I can recolor that no problem. However, new effects is something I don't know how to do. How can I make a purple color glow around it?
Get a purple _aura? I really don't know.
And those are same anim, btw. Random underscores are placed, get used to it :P
Meh. I could try, but I don't know if that would take the shape of the sword. I guess I'll have to wait until Noel is back on again and see if he knows a way. Once I add a psychic katana attack to Psylocke's powers, then I'll be ready to roll.
I thought Psy's katana boltons (that are lying around loosely in XML1) were included in MUA, so I honestly hadn't bothered with checking how they would look in-the-game. I'll get back to y'all on this, 'kay?
Quote from: BliZZ on April 03, 2007, 07:59PM
If you don't mind them having the same menu anims, you can move the _4_combat to the regular anims and take a MUA char's _4_combat to Gambit's. Then you would need to open it up and rename all the anim keys.
So 70_gambit_4_combat becomes 70_gambit and 41_moonknight_4_combat becomes 70_gambit_4_combat, then I need to do hex replacements of the anim names? So the game would still find Gambit's special anims for powers since they're in 70_gambit, correct? I might just give him someone else besides moony's anims. That would change up the character select and I could just not have his staff in regular melee combat. Heck, a PSPer like Ronin/Widow/Marvel (using Hawkeye) could even work in that case.
No, now you are really complicating it. The game will look in 70_gambit for menu anims, so he WILL have Moony's if you change them like this.
Okay, all the _blade files of XML1 are the same psiblade we get in MUA. Feck.
Alright, for the glow, we need one of them aura thingamajigs some enemies have when they do the super-strong-melee-something-or-other. Yep. Attach it to the bolton, we're cool, right? Right? Then just tweak the colour. What's more disturbing is how do we make the sword model transparent for the genuinity :D
She has the psychic blade, which attaches to the back of her hands. That is in both XML2 and MUA (I have all 3 files). I am talking about making her psychic katanas as seen in the pic. She can manifest blades on the back of her hand, and actual holdable katanas. I got the blades done no problem. I want katanas for an attack similar to nightcrawler's sword attack.
Psy Blades (http://upload.wikimedia.org/wikipedia/en/c/ca/Psylocke-aoa.jpg)
Psy Katana (http://upload.wikimedia.org/wikipedia/en/thumb/3/3e/Psylocke-20050603013519041.jpg/400px-Psylocke-20050603013519041.jpg)
For the glow, do I have to write a new effects file? Can you make a glow like that? Or do you do an .igb file with a sprite?
Sorry to interrupt the Psylocke discussion (highly anticipated mod, BTW), but after several days and four hours tonight on the flamethrower power I can finally celebrate a little.
I gave up on trying to make the original effect for Pyro's flamethrower work in MUA. The angles were all off, as you can see:
(http://img384.imageshack.us/img384/4828/flamethrowerbuggedxr9.png)
No matter what I did, Pyro was the mutant who couldn't shoot straight. So I gave him Torch's effect (which looks cooler anyway), and ran into more issues, like Pyro locking forever in his flamethrower ani. Until a few minutes ago.
(http://img250.imageshack.us/img250/2544/flamethrowerix3.png)
Yes, the screenie is bad, but the power's working. I need to fix the animation-to effects-timing, but after that he should be pretty much ready for playtesting.
QuoteFor the glow, do I have to write a new effects file?
If I were you, I'd first check if there are any blade-attached glows out there. Won't be able to say accurately, since we don't got an easy way of previewing effects, but still. It'd be a lot more easier to recolour an existing effect rather than create a new one from scratch.
Though... the psiblades' glow is defined IN the IGB, like the glow of the Fire Demons -- so there may be a way to do it (unless they specifically defined a shader in there, which would mean we are t3h f00ked).
Quote from: Burning Rage on April 03, 2007, 08:56PM
She has the psychic blade, which attaches to the back of her hands. That is in both XML2 and MUA (I have all 3 files). I am talking about making her psychic katanas as seen in the pic. She can manifest blades on the back of her hand, and actual holdable katanas. I got the blades done no problem. I want katanas for an attack similar to nightcrawler's sword attack.
Psy Blades (http://upload.wikimedia.org/wikipedia/en/c/ca/Psylocke-aoa.jpg)
Psy Katana (http://upload.wikimedia.org/wikipedia/en/thumb/3/3e/Psylocke-20050603013519041.jpg/400px-Psylocke-20050603013519041.jpg)
For the glow, do I have to write a new effects file? Can you make a glow like that? Or do you do an .igb file with a sprite?
You can wait for the DLC maybe they will have a seperate sword for nightcrawler
They already do, if you're not afraid to look into the MODELS/BOLTON folder.
I was thinking about Wolverine's rage power--criticized though it may be--in MUA and trying to come up with some other characters it might translate to. Here's a little brainstorm: :idea:
What if Phoenix had a "rage" power that would shift her to Dark Phoenix when she "overuses" her power or something? Her skin changes to a DP skin and her powers become the Dark Phoenix powers. Now, I haven't looked into this enough to know whether you can make the rage mechanic work with powers instead of melee, but the concept intrigues me. I know there's a standard Phoenix mod under construction and I'm certainly not trying to steal anyone's thunder. However, as Sunfire and Pyro near completion I'd like to tinker with this.
Can anyone upload the Jean Grey files from XML2 and the Dark Phoenix files from XML2PSP for me to play around with? Thanks, and let me know what you think of this concept. Or other characters that could make use of the rage mechanic.
I honestly didn't mind the rage concept too much. What I did mind is Wolverine didn't get enough talent points. Once every character reaches level 99, they have enough points to max out every talent. Wolverine falls way short. I know it's because he gets "two powers" for each point, but he should at least get 2 for every 3 levels or something like that, or a bonus point every fifth level, because by the end of the game, he's way behind on the power curve.
As for rage with Phoenix, that sounds like a decent idea, actually. Good luck with that.
Quote from: BliZZ on April 03, 2007, 06:18PM
Yes. He and Juggernaut do. I could always change Juggs to not, but Gambit HAS to because I used his XML1 skelie for menu (since MKnight uses his XML2 menu anims) and his XML2 skelie for powers.
So lemme see if I follow. Say I use the XML1 skeleton as 70_gambit. I then use MK's combat skeleton as 70_gambit_4_combat. I hex replace animation names I don't want to use in a particular skeleton: i.e. -- power_9 becomes 1ower_9. If we don't have any conflicting animation names in the two will they work together to give Gambit all he needs? Like will it pull powers from 70_gambit and punches and junk from 70_gambit_4_combat?
NO... I used his XML2 powers! Thus the need for BOTH his XML1 skelie AND his XML2 skelie!
I know, I'm trying to adapt him for the Xbox, using the XML1 skelie and MUA MK skelie. Most of his powers are the same in XML1/2, particularly unique looking ones, like 52 pickup.
Actually, ALL of his attacks (except his boosts and his Staff Attack thing) come from XML1, so you should be able to pull that off. Except, of course, for those attacks I mentioned.
Updated Juggernaut and Gambit. Links are the same.
Fixes:
Gambit:
-Fixed # of Cards that he throws w/ base attack
-Added hud_heads for all 4 skins
-Included updated Classic skin courtesy of Burning Rage
Juggernaut:
-Raised EP cost of Crimson Rage, it was too spammable
-Added hud_heads for all 4 skins
Download the updated .rars from the first post of this thread. They are pretty much done now, until we figure out passives for skins 5/6 (and they need wallpapers)
Let's see if we can use the PS2's, since those need not be recoloured to be used in MUA?
Try those: http://www.marvelmods.com/noelemahc/XML2PS2loading.rar
These are ALL of the XML2PS2 loading screens. The labels are the same as with the PC version, so if you're scared of looking inside of these to see to whom they belong and how they look, use the PC's for previewing :P
Here's the Beta 1.0 of Pyro.
http://www.momoshare.com/file.php?file=bcb2b734ab72163f61586a56ecd32499
The only bug I know of right now is the animation with the Fire Spray power. Occasionally he will stick in the animation for a second after you release the button. Also, the icon for Mercury Rising will eventually be changed. As always, let me know if other issues arise during playtesting. I'm especially interested in balance issues, as I took pains to try to make sure his damage and energy costs were in line with MUA standards.
He only has two skins (nudge, nudge, graphical folks) and no huds (nudge again), but all four costumes are playable with different bonuses. The second and third use the classic skin as placeholders.
I'd still like to make Pillar of Fire a chargeable power on a future release, but in the meantime, enjoy.
Quote from: BliZZ on March 09, 2007, 05:21PM
Updates: Fixed a LOT of Cannonball's bugs, and decided to simultaneously do X-Man. He'll be a lot easier than the other 2 XML2PSP chars, as he already has the perfect number of attacks/boosts! Also, a combo of Torch/ProfX(Hero)'s animations is nigh perfect.
(http://img405.imageshack.us/img405/1166/untitled1mi9.jpg)
'scuse the bump, but are Cable and X-Man the actual PSP meshes or Tommy's?
Cable - yes. And the X-Man stand-in is Multiple Man from XML1.
Can anyone show me the herostat for Sunfire from XML2? I'd like to see where the flame animations were bolted on to his AoA skin. Thanks!
EDIT: Also, the links from another thread for XML1 anims/skellies no longer work. Does anyone still have them hanging around a hard drive? I'm particularly interested in other brotherhood characters (Mystique and Blob) after working on Pyro. so I'd appreciate it if anyone could upload them for me. I have some cool ideas for Mystique's powerset.
Apocalypse has been updated with combos, sound, no extreme yet still stuck in slomo when I try to use it,I'll try a diff one for him later :apocalypse:
Here's the XML1 animation sets that I personally pulled, though they're certainly not as exhaustive as you'd like.
http://www.box.net/shared/8z4kdomxgb
Contain: Avalanche, Emma, Havok, Jubilee, Madrox, Magma, Psylocke, and Marrow.
Also, here's Shiro's XML2 Herostat Entry.
stats {
autospend = support_heavy ;
body = 16 ;
characteranims = 12_sunfire ;
charactername = Sunfire ;
effect_skin_aoa = char/sun/special_burning ;
level = 1 ;
mind = 20 ;
moveset1 = moveset_flying ;
name = Sunfire ;
playable = true ;
power1 = power1 ;
power2 = power2 ;
power3 = power7 ;
power4 = power9 ;
powerstyle = ps_sunfire ;
scriptlevel = 3 ;
skin = 1203 ;
skin_aoa = 02 ;
skin_astonishing = 01 ;
sounddir = daz_m ;
speed = 16 ;
strength = 16 ;
team = hero ;
textureicon = 10 ;
Race {
name = Mutant ;
}
Race {
name = XMen ;
}
talent {
level = 1 ;
name = sun_resist ;
}
talent {
level = 1 ;
name = sun_flmthrow ;
}
talent {
name = flight ;
}
FlyEffect {
bolt = Bip01 L Hand ;
effect = char/sun/ability_fly ;
}
FlyEffect {
bolt = Bip01 R Hand ;
effect = char/sun/ability_fly ;
}
talent {
name = mutantmaster ;
}
talent {
level = 1 ;
name = fightstyle_hero ;
}
}
Thanks, Darkmythology. Those animations should be something to play around with--especially since hudmaking (or the failure of hudmaking) has given me a major HUDache. Anyone have that Mystique file, btw?
Thanks also for the herostat, though looking at it now I'm not sure it's much help, given the different way MUA seems to handle the effects (i.e., Shiro's XML2 aoa effects are not bolted on anywhere like Torch's skin 3 fire head, etc.).
QuoteAnyone have that Mystique file, btw?
Which Mystique file would that be?
Quotegiven the different way MUA seems to handle the effects
I'd suggest you try the two Spine bolt-on points and go from there with trial-and-error. See how Phantom Rider's 'foggy glow' effect is done (or Iceman's self-chill one), that may be of help.
QuoteWhich Mystique file would that be?
I was looking for her skeleton/anims as a starter for a Mystique mod (I have XML1/2 on Gamecube from way back, not on PC). I have some ideas using the skin change script that's out there. I was thinking her XML1 as I posted above, but she fights in XML2, doesn't she? I guess either one would work (or are they the same?)
QuoteI'd suggest you try the two Spine bolt-on points and go from there with trial-and-error. See how Phantom Rider's 'foggy glow' effect is done (or Iceman's self-chill one), that may be of help.
Actually, the head effects from the Torch's 3rd skin (which is actually two effects together) look pretty cool. It's the rest of the model that I was looking for, so I'll tinker with the spine points. Torch also has one on the pelvis, but that didn't really do much for Sunfire.
The contents of Misty's 1 and 2 skellies LOOK the same, but my hex editor tells me they aren't identical. Feel free to compare them, as here are both:
http://h1.ripway.com/ivank/MystiqueAnims.rar
I've taken the liberty of including the anims of XML2's Shifter, as it's essentially a Sinister-made Mystique clone (like the Optic Crawlers are of Nightcrawler and the Mutant Mix is of Colossus) - which, by the way, would make a wondrous alternate skin for her. *wink* *wink*
While I haven't actually used the Mandarin Mod, the video that was posted looked pretty cool with Mandarin being able to change his form, including, I believe, into Odin, Deathbird and the Destroyer Armor (visibly larger than Mandarin himself). Might be some cool features for shape-shifting Mystique if idrinkdrpepper doesn't mind you using his scripts. :idea:
Quote from: BliZZ on April 04, 2007, 08:58PM
Actually, ALL of his attacks (except his boosts and his Staff Attack thing) come from XML1, so you should be able to pull that off. Except, of course, for those attacks I mentioned.
So Gambit's boost anims will have to be adjusted. Which staff anim doesn't come from XML1, Staff Slam or Staff Assault?
got a link to which thread specifies how to covert XML2toMUA?
i want to do Mystique...thanks in advance!
QuoteWhile I haven't actually used the Mandarin Mod, the video that was posted looked pretty cool with Mandarin being able to change his form, including, I believe, into Odin, Deathbird and the Destroyer Armor (visibly larger than Mandarin himself). Might be some cool features for shape-shifting
That's the plan, actually, to make several of her powers shape-shifting powers that give a bonus. Obviously, it's just planning right now, but it would be cool if she could shift into, say, an Apocalypse skin that would act as a fear effect, or a regular human skin that would make her essentially "invisible" as enemies target the so-called "serious" threats. Just some ideas. Be glad to hear others.
This idea must be possible since it works in Murderworld with the Androids...if Mystique can mimic someone else in that level. For instance, if she were fighting the heroes, she could become Wolverine (a la X-Men movie) so you're not sure which one is which. If you are using her as a playable, then maybe she would become a clown in Murderworld and the other clowns would leave her alone, thus your "invisible" idea.
It's already been done in XML1. I am in the process of bringing those characters from XML1 to XML2, and eventually MUA. If you want to wait, she is on my list of characters to do. See my XML1 character release thread for more details. If not, the coding for changing appearances is already defined in XML1 though, so start there.
I was more thinking of moving Misty away from the generic copycat shtick. She can morph herself into weapons, for crying out loud! Give her two guns and the ability to grow wings, blades and Thanos-knows-what out of her hands to whack, rip and tear he enemies with!
I like both ideas, actually, though I tend to think of Mystique more in terms of mimicking than omnimorphing. A good mod would do both, I think. The mimicking ideas seem to work best as boosts, but not necessarily as attacks. I'm a little worried that giving her a blade hand or wings could go beyond my skills, but we'll see. Finishing Sunfire (and maybe Professor X?) is first on the priority list, though he's coming along easier than Pyro did because all of the anims for his powers worked the first time.
QuoteI am in the process of bringing those characters from XML1 to XML2, and eventually MUA. If you want to wait, she is on my list of characters to do.
That's cool. I'm not trying to one-up you or anything; I like the brotherhood characters, personally, and thought I'd try out some new stuff and see how it goes.
Again, though, I have XML1 on GC so I can't look at the code. When you get a chance, Burning Rage, could you send or show that mimic coding from XML1? Be interesting to compare that with the Murderworld coding.
Oh, and Noel - Thanks for the files!
Booo, Prof X? Still, to each his own.
QuoteInsert Quote
Booo, Prof X? Still, to each his own.
:lamer: Wow, I got booed.
Ah, well, I like the Prof, though not standing up, of course. Still, it'd be a shame to let that cool icon set that Noelemahc worked up, with the XML1 power huds and the neat banner go to waste.
Yeah don't take it personal. I was just messing with ya.
Quote from: Cates on April 10, 2007, 03:33PM
QuoteI am in the process of bringing those characters from XML1 to XML2, and eventually MUA. If you want to wait, she is on my list of characters to do.
That's cool. I'm not trying to one-up you or anything; I like the brotherhood characters, personally, and thought I'd try out some new stuff and see how it goes.
Again, though, I have XML1 on GC so I can't look at the code. When you get a chance, Burning Rage, could you send or show that mimic coding from XML1? Be interesting to compare that with the Murderworld coding.
I wasn't worried about "one-upping". I was just simply saying that I was doing it in case you wanted to save yourself the work. If you want to go ahead with Mystique, then by all means. I won't get mad or upset. *shrugs*
<FightMove Name="steal_form1" animenum="ea_power4" lockangles="true" priority="uninterruptable" aireusetime="20" aitype="buffself">
<require cat="skill" item="steal_form" level="1"/>
<trigger time="0" name="sound" sound="character/mystiq_m/power3"/>
<trigger time="0" name="effect" effect="powers/mystique_morph"/>
<trigger time="0.1" name="tintout" type="ce_renderfx" tint="true" solid="true" alpha="true" rgba="0.1 0 0.2 1" life="1.5"/>
<trigger time="0.999" name="steal" tag="4" type="ce_steal_skin" maxrange="240" arc="45" damagelevel="1" knockback="10" powerattack="true" powerusage="P3"/>
<trigger time="0.999" tag="1" name="powerup" life="10" level="1" powerup="atk_damage_scale"/>
<chain action="idle" result="transform_end"/>
</FightMove>
<FightMove Name="steal_form2" inherit="steal_form1" fallback="steal_form1">
<trigger tag="1" life="15" level="1"/>
<trigger tag="4" powerusage="P4" damagelevel="1" knockback="15"/>
</FightMove>
That's the code for her shape shifting power.
ps_mystique.eng (http://www.momoshare.com/file.php?file=35dd83bf5be256c3fd7a4d8355b00a21)
I was thinking this guy is the perfect shape changer http://upload.wikimedia.org/wikipedia/en/0/01/Chameleon%28comic%29.jpg
I'm not a skinner but put a bag over suit starks head? if someone felt like it I'd put together the character.
edit: he might be to old school.
Thanks for the file, Burning Rage.
On another front, I'm pleased with myself because I gave Sunfire a costume passive different from any other characters (Irradiate: Adds Radiation Damage to melee attacks), but I also managed to recolor the trail effect for melee attacks from the red for Torch's Fire Damage passive to a green for radiation.
Note the fallout behind Shiro's irradiated melee attacks . . .
(http://img227.imageshack.us/img227/7715/sunpunchradib1.png) (http://img242.imageshack.us/img242/5950/sunradkicksr6.png)
Sunfire looks nice when are you releasing him ??
I dunno prolly when he finishes him what say you?
Radiation Melee effect = awesome, btw :thumbsup2:
QuoteSunfire looks nice when are you releasing him ??
He's coming along nicely, but there are still a few things to do:
1) update a few damage/power use figures - be done today
2) grab smash
3) chain his xtreme
4) fire effects for AoA costume
Waiting with bad baited breath. :drool1:
Blizz, I read back through this post and didn't notice any update on your WIP of Bishop and Rogue. Have you made any progress on the known issues? I love playing with your Gambit and Juggernaut (and of course, Cyclops) and wanted to make just a mutant herostat. Thanks. :xmen_logo:
EDIT: Let me know if I can help in any way. I'm not good at the skins but might be able to help with powers or such, if it just means following another character.
Not that I've worked on either in weeks, but they both had me stumped when I did. Rogue's f'in Torpedo Strike REFUSED to deal damage. And Bishop's bullets would NOT show up. The ents file is the same as XML2, I don't flipping get it.
Once I get my comp back, I'll try to pick these 2 (and Toad) back up.
is your nightcrawler XML1 or XML2
If I absolutely had to guess, I'd say it's XML2.
darn, XML1 Nightcrawler is better,
No, he isn't. If anything, XML2 Nightcrawler was OVER-powered. And that Nightcrawler that I started ain't coming. Hopefully, the DLC one WILL eventually come, though.
I preferred the XML2 anims simply for the fact that he ran on all fours. How cool was that? :D
Yep. Seeing as there were only 3 basic idle anims, reused over and over. The Basic Male (Cyclops, Iceman, Gambit, etc) the Basic Female (Emma, Phoenix, Storm, etc) the Bruiser (Beast, Colossus, Rogue, etc).
Only a very limited amount of chars had different anims (I believe it was just Wolvy, although Betsy MAY have had unique ones, I forget).
Hey, quick question about the Cyclops mod...
I just downloaded it and for some reason Cyclops' eye beam doesn't appear. The attack still goes though, cyclops' attack move (such as grabbing his visor) still happens and the enemy is still damaged but the red beam itself doesn't appear.
Thanks for any help
EDIT: I have no idea what happened but it's fixed now.
Quote from: BliZZ on April 15, 2007, 09:54AM
No, he isn't. If anything, XML2 Nightcrawler was OVER-powered. And that Nightcrawler that I started ain't coming. Hopefully, the DLC one WILL eventually come, though.
any chance you can add his telaport flurry move from XML1, but make the rest of him XML2 style?
NO, he'll be DLC styled when he is released :runaway:
Yarg 17 pages... I will just ask, will you be making a model of X-Man? I would love to make a team of Deadpool, Nightcrawler, X-Man and Gambit. When thats possible I shall be playing this game non-stop. HEll when even part of thats possible I will be playing non-stop.
I am currently holding off till some of these great mods are done :).
but...can you make a sabretooth,avalanche,holocaust rar????????
Sunfire
http://www.momoshare.com/file.php?file=3940ac49720a6596ec8fb1a0988d8ae2
He's done. Just like with Pyro, I'd like to make one of his moves chargeable, but I'm having issues with animations on that. Still missing one skin (though the modern one is used as placeholder on costume four). Check out the unique radiation damage passive on costume one. The fire effects on the AoA costume are not as cool as I would like, but I couldn't get any effects to show up on his legs or shoulders after repeated attempts.
One final note: I decided to give him the Rising Sun boost and leave the invincibility aspect. His other powers, IMO, were pretty boring since two of the four are essentially throwing fireballs. To make him unique, I kept the invincibility but waay lowered down the time. At level 1, you'll get five seconds of double damage and invincibility. The duration increases with higher ranks. Let me know what you all think of that.
BTW, if anyone dl'd that Classic Sunfire HUD icon that Rogue made for me, could you upload it somewhere so I can include it with the mod? I was never able to DL it.
Hi Cates, I can't use Sunfire's light attack and heavy attack while on the ground. He can still fly and grab and attack in the air....
QuoteHi Cates, I can't use Sunfire's light attack and heavy attack while on the ground. He can still fly and grab and attack in the air....
Hmm . . . I had this issue myself once, but it seemed to correct itself. I'm not sure where to look to correct it, but I'll check it out. Thanks for the feedback.
Man - Sunfire is all screwed up now with his melee moves. Now he's freezing with the heavy attack powerup animation but still not doing his standard melee moves. Anyone have advice? I've tried messing with the powerstyle to no avail.
EDIT: I may have found the solution, but it's too late for me to test tonight and I won't be able to get to it for 24 hours or so. I think in my various bolton efforts with AoA skin I inadvertently deleted this from the herostat.
Quotetalent {
level = 1 ;
name = fightstyle_default ;
}
If you're up for it, iammingy, drop that into Sunfire's herostat definition and let me know how it works. I'll test myself ASAP.
Thanks Cates! That corrected the problem for me.
And thanks for sharing your mod/convertion of Sunfire! :)
please i download the Gambit and the cyclop and copy the File to the place that i need but its aint working me please i am new at all that i put the file at the right place but what do i need to do so i will see Gambit and Cyclop please!
On the main page ( www.marvelmods.com ) there is a tutorial on how to add a new character. Be sure you have followed that.
What isn't working, and what have you done so far?
amm i alerdy did that tutorial but i dident get how to change the Stat of Juggernut from Luke Cage when i copy and past it its show me it like long line and not as that need to be my english really bad and its really hard to me to explain so sorry ^^
can someone send me is Hero Stat with Gambit and Cyclop into it? Please!
can u give me a link to Cylop and Gambit Herostat cuze i dident see it at the rar or here
not really cant you swend me herostat with Gambit and Cyclop there cuze my Herostat was removed
It's all right there on the first page. I don't want to sound like a jerk, but you need to learn to do this since you'll have to do it for every mod.
listen i did the tuterial as Juggernuts and i did all like its say but when i copy all its like a long line and not as block like its should be mabey that the reason juggernuts dident work for me
Again, not to sound rude:
1-Type in clear sentences. We can't understand you.
2-Use Wordpad/XMLBGUI
do i need to write all the herostat or just copy it? i mean when i copy it its in one and long line from left to right and not organized like all other stat i hope now u got what i said
When you copy... Do you mean copying from the herostat entry on the first page or to your herostat on your hard drive? Don't forget, you can't just copy and paste directly, you have to use XMLBGUI to decompile your original herostat.engb. You can't paste directly into a engb file.
want me to take Screen Shot of what i talk?
i did all good but i cant make the XML file back to engb and i did how they say on the tutorial but its aint working to me please?
post your xml file (from notepad) and we'll show you how to fix it.
yay i did it its work! i put Gambit Cyclops and Juggernaut BTW i dont know if its your char but my Colusus cant use is Skills
What a great work you're doing, guys...
I tried it yesterday and I was shocked when I saw Gambit throwing away his powered cards, using his stick... Cyclops and all the different skins...
wow, superb job.
Thanks for the time that it's taking you making all this mods, although I'm sure you're also enjoying when it is a success as with Gambit, Juggy or Cyclops.
Is there an estimated deadline for Nightcrawler?
:ban:
Great stuff. :thumbsup2:
QuoteIs there an estimated deadline for Nightcrawler?
I've been impatient over NC so I have been trying to do a conversion of the XML2 version over the last few days. I was thinking it would be for personal use--I love the XML2 Nightcrawler--as the DLC version will be more highly anticipated, but if people are still interested in it I could share it.
Right now, I can't get his teleport flurry or his Xtreme to do more than one attack. I've also tried to add Leap of Faith as a costume bonus but so far, that's not working either. He was once making allies (and sometimes himself) invisible after a teleport but I seem to have fixed that tonight. If I get those few issues going and add a grabsmash he'll be in playable form.
Speaking of which, anyone have a suggestion for which grabsmash might work for NC? I was thinking maybe modifying invisible woman or, less interesting, Daredevil's, but both of their grabsmash anims are the same number as NC's worship, which I don't want to give up.
Do you know what Toads is being both little guys that scurry around and jump alot could be viable.
Aww. :bawling: Was this version THAT bad? I know it's a l'il ruff 'round the edges... but you can fix it!
http://marvelmods.com/forum/index.php?topic=115.0
Hell, I'll even send you the decompiled files...
You know he might not even know about it,its not in his character catalog.
Actually I had forgotten about it. Sorry, it wasn't intentional. I used my own DL files as a reference when creating the catalog, and I actually hadn't downloaded your NC myself as I didn't want to replace deadpool. I'll add the link to the catalog.
I started the other day to update fluid's version. First thing I did was make him not 'Deadpool-dependant'. Hid the boltons properly too. I think there was an icon set made for him so I'll look into that tonight when I get home.
QuoteI think there was an icon set made for him so I'll look into that tonight when I get home.
Yes, Noelemahc made two, I think, with different banners. They were available in the icon making thread.
In my game, Cyclops's beam seems to be shot from the back of his head forward (which means you get to see a little bit of the beam in the back of his head). How can I change this?
Now I've run into a real problem: I'm trying to put both Cyclops and Gambit into a recently installed M:UA (with no saves, not even Dr. Strange unlocked, etc), yet they don't show up.
Do I have to finish the game in order for them to appear? (I tried using the unlock all characters code, but that didn't work)
I'm sure I put every file in its place, and for the herostat I copied the hawkeye_ronin and replaced the code for those 2 with cyclops's and gambit's respectively (meaning I changed the XX in cyclops's code for 99 and the XX in gambit's for 97).
Maybe I forgot to put a file, since in my PC I first added both hawkeye and ronin and then replaced Nick Fury for Gambit and Moon Knight for Cyclops.
Decompile charinfo in MUA/data, and add tags for them the same as the other chars have. Make sure to reference someone who is unlocked in the beginning (like, say, Torch); it'll make them unlock.
Also, if you replaced Fury/Moony, then you need to give Cyclops/Gambit THEIR menuslots, not Hawkeye/Ronin
Thanks, I made it work.
Btw, I was trying to add them in the PC of a friend, without replacing any of the other characters, hence the whole Ronin/Hawkeye/Fury/MK confusion.
How's it coming with Rogue? I've had the same problem with Power Theft, in that I can't get it to work right. Any idea where the steal power attribute is defined at? I also haven't been able to get Torpedo Strike to deal damage, but everything else is a go. I've even begun to make a mesh for her classic outfit. Also, progress:
(http://img.photobucket.com/albums/v239/BurningRage02004/Untitled-1-10.jpg)
(http://img.photobucket.com/albums/v239/BurningRage02004/Untitled-2-3.jpg)
(http://img.photobucket.com/albums/v239/BurningRage02004/Untitled-3-1.jpg)
Looks like we kept the same moves. My Rogue is done, save the Classic skin for a slot (if you're getting a mesh together, then it makes sense for it to be slot 1, since we can get a mannequin) and the Power Theft being broken. Ms Marvel's grab smash (Cage's interfered with one of her powers) and Ms Marvel's melee.
She and Witch are both THIS close to done (witch is simply missing skin 3, Ultimate)
PS: Notice how your banner is stretched to twice its width? Yeah, that's what I was talking about. Needs to be 512x64 SHRUNK to 256x64.
All of the banners from the official icon sets are the same size as mine. Things look distorted in my screenshots because my laptop is an obscure widescreen size, and the game's resolution doesn't go as high as my screen does. Being that everything is distorted, it's hard to tell what's the right size and what's not. Regardless, what was the powerstyle definition you used for Torpedo Strike? I can't get it to deal damage for some reason.
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 = normal ;
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 ;
}
}
and here's what I have for Power Theft:
FightMove {
animenum = ea_power2 ;
combotextfinisher = Diffusion ;
combotextstarter = Devitalizing ;
icon = 1 ;
lockangles = true ;
lockspeed = true ;
name = power2 ;
powerup_tag = rogue_p2 ;
priority = 5 ;
require {
cat = skill ;
item = rogue_p2 ;
level = 1 ;
}
trigger {
class = rogue_drained ;
life = %rogue_p2_lif ;
name = powerup ;
sound = char/vogue_m/p2_impact ;
tag = 100 ;
time = -1 ;
special_fx {
bolt = Bip01 Head ;
effect = char/rogue/p2_aura ;
how_used = primary ;
}
}
trigger {
life = %rogue_p2_stnlif ;
name = powerup ;
shared_tag = shared_stunned ;
tag = 101 ;
time = -1 ;
}
trigger {
movement = 0 ;
name = slide ;
time = 0 ;
}
trigger {
bolt = Bip01 R Hand ;
effect = char/rogue/p1_charge ;
fxlevel = 2 ;
name = effect_sound ;
sound = char/vogue_m/p2_charge ;
time = 0 ;
}
trigger {
maxrange = 60 ;
name = victim_set ;
time = 0 ;
}
trigger {
attackerface = true ;
name = victim ;
nodename = grabstartvictim ;
targetdistance = 52.3 ;
time = 0 ;
victimface = true ;
}
trigger {
attackerface = true ;
name = victim ;
nodename = idle ;
targetdistance = 52.3 ;
time = 0.5 ;
victimface = true ;
}
trigger {
name = victim_release ;
time = 0.5 ;
}
trigger {
damage = 0 ;
name = punch ;
powerusage = %rogue_p2_pwr ;
time = 0.5 ;
victimeventtag1 = 100 ;
victimeventtag2 = 101 ;
damageMod {
name = dmgmod_drain_battery ;
}
}
trigger {
effect = char/rogue/p2_impact ;
name = effect ;
time = 0.5 ;
}
chain {
action = idle ;
result = idle ;
}
}
You said you had an idea to get Power Theft working... what was it? Have you tried it yet? Oh, and what boosts did you give her? I kept the Southern Shout, but I also made a new one that acts as a sort of boost/debuff.
Quote from: Burning Rage on May 06, 2007, 05:28PM
All of the banners from the official icon sets are the same size as mine. Things look distorted in my screenshots because my laptop is an obscure widescreen size, and the game's resolution doesn't go as high as my screen does. Being that everything is distorted, it's hard to tell what's the right size and what's not.
It has nothing to do with the
size. I don't know how I can say it clearer, but I'll try: take an image that is
512x64 and then adjust the width of it so it is
256x64. It should look distorted in the file, but good in game. The game is taking your 256 pixel wide image and expanding it to 512 pixels wide. So if the image IS 512 pixels wide, but crunched up so it fits in a 256 pixel wide frame, it'll look right in-game. Is that clearer/am I getting my point across?
Quote
You said you had an idea to get Power Theft working... what was it? Have you tried it yet? Oh, and what boosts did you give her? I kept the Southern Shout, but I also made a new one that acts as a sort of boost/debuff.
I'm not on my laptop right now, so I don't have my MUA files and can't see what fixed Tornado Strike. I'll try to up my Rogue in the next couple days, although I'm gonna be pretty busy for the next couple of days. The boosts are Southern Shout and Bedazzle, the debuff from XML2.
Cool - I've been waiting for Rogue. Glad to hear she and witch both are nearly ready to go.
Quote from: BliZZ on January 29, 2007, 04:15PM
(http://img262.imageshack.us/img262/5112/untitled1dx1.th.jpg) (http://img262.imageshack.us/my.php?image=untitled1dx1.jpg)(http://img58.imageshack.us/img58/1510/untitled2bx5.th.jpg) (http://img58.imageshack.us/my.php?image=untitled2bx5.jpg)
Sadly, it appears that much like how MUA has a hard-coded limit of 27, XML2 has a hard-coded limit of 21 :'( So, I replaced Professor X with Cable. The 3 I'm gonna leave out are Charlie, as he is the head NPC (much like Fury in MUA), Dark Phoenix (can you say redundant?) and X-Man (once again, redundant). I'm sure lots of you would rather replace Sabretooth and Pyro with some of the PSP characters, but this is my version.
I still have to find the skeletons and effects files for all four exclusives in the PSP version. :-X
will you be releasing a Cable mod for XML2?
Cable's model doesn't work in XML2. So sadly there is no Cable mod.
i tried to convert the mua cable mod for xml2 use, and it seems to work only i had to use bishops skeleton. if i load it using a new saved game it crashes, if i use one of my old complete saved games it loads and the powers work. I dont know why it crashes with a new game, i was hoping someone was working on one here.
Again, the model doesn't work in XML2. MUA PC models are in a new format. Plus, we can only export to the MUA PC format. Actually, the animations won't work either, since they are from the PSP. XML2 is uses an older format for animations and models so there's no way to make it work without using XML2 animations.
http://www.momoshare.com/file.php?file=2c0b64aab159a27c21b5bb19bc0d471f
This is Gambit's Horseman of Apocalypse skin for XML2, can anyone convert it for use in MUA.
Thanks
Oh, I made a MUA Death skin awhile ago.
http://www.box.net/shared/tmcioh7cl5
I've really gotta release these things somewhere other than in the "mods only" forums...
A quick update, for those worried about my lack of them. I've got 5 conversions in the works, some closer than others.
1) Rogue: Power Theft is still broken, she still needs a Classic skin (are you still working on that, BurningRage?)
2) Scarlet Witch: Needs an Ultimate skin, otherwise she is done
3) Phoenix: Just recently started work on this. I know dark did one, but I'm going to incorporate rage meter/Dark Phoenix's moves
4) Bishop: Bullets do not show up, despite some valiant efforts by me. Also needs an Original (TAS) skin
5) Toad: The tongue is a HUGE pain in the ass. Shows up on half of the moves, but not the other half. Go figure
Blizz -
If you want to upload Toad, I'll see if I can help with the tongue issues. I WANT toad on MUA, so I've got some motivation to get him working. :)
I'm already looking into Bishop. Don't know if I can make things better, but perhaps fresh eyes could figure a solution.
As I've said before, I think the rage meter is an awesome idea for Phoenix. If I'd had the files I would have tried it myself. Good luck with that.
Quote from: BliZZ on May 13, 2007, 06:25AM
A quick update, for those worried about my lack of them. I've got 5 conversions in the works, some closer than others.
1) Rogue: Power Theft is still broken, she still needs a Classic skin (are you still working on that, BurningRage?)
Yes I am. It's been getting pushed back due to the fact that I can't export it from Max because I don't have a working alchemy plug-in, and I've had other modeling assignments I've had to get done for class. It is about half done now though.
Aside from that, how did you get Torpedo Strike to work properly? I'm not sure if it's because MUA lacks the handler for it, but I can't get her attack to cover enough ground between her and enemies, and I can't get it to deal damage (I've defined the damage upon impact, but still nothing). As far as Power Theft is concerned, I have no idea. I've been around the block with that more times than I care to remember. If nothing else, I have her Tremor attack looking absolutely badass, and it's probably her best move she has (aside from Southern Strike of course, but only because it has insane knockback). I'm also working on a way of giving her Sunfire's powers as a one skin exclusive, which will go to this (http://upload.wikimedia.org/wikipedia/en/2/28/RogueXMen192.jpg) skin after the classic gets done.
QuoteI'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.
Wow, are you doing something beyond costume bonuses to give her new powers? If you're truly giving her completely different powers for one skin, that would open up a whole new world.
Updated Gambit - Staff Assault does less damage per hit (it was overpowered before)
Updated Juggernaut - Uses Thing's animations for basic melee now
Uploaded Scarlet Witch - Has no Ultimate skin, needs more hud_heads (only has one for Modern)
Enjoy!
Wanda still doesn't have the cape, right?
Just checking, that latest mod works well so far, especially with he flying thing.
(http://img483.imageshack.us/img483/3503/untitled2tg9.jpg)
Words can not express my current state of ecstasy.
Got to go recolor the effect blue, line it up with gun, and remove the little hip portion.
Oh my holy fudge! w00t w00t!
*edit*
Been working on Nightcrawler more. I wanted to get everyone's opinion. I think it would actually be cool to have NC's melee combos from XML2 rather than the useless charge-smash that MUA characters have. I'm not planning on doing this with anyone else -- it's just that I think it would fit Nightcrawler really well to have his 'classic' combos.
go for it mate, i doubt anyone here would mind yet another cool new feature only we have! :p
good idea would work much better (I) think.NC
that Bishup gun effect is spot on sweet.
Actually, I just tried Fluid_Static's smash attack. It's perfect. Really I just need to finish Master Of Chaos, tweak some powers, then a new version is ready.
Meh, couldn't get it to line up, so I dropped the effect. Still has the falling shells, though.
Now, if I could get the damned peacemaker move to work... the same fix did NOT help. I've tried basing it on Star Fall AND Fantastic Fire. No cigar.
Teancum - Did you get him to not turn people invisible when he teleported? (Himself included). That was an obstacle I overcame.
Glad someone else is working on him. I love NC, but I could NOT get him to do more than one teleport attack on Master of Chaos or Flurry.
All right guys, this is an official "Help Me". This Bishop has been in the works for MONTHS. Literally. PLEASE help me fix Bombardment. I've tried damn near everything.
If anyone can fix it, re-upload it and I'll give him costume passives.
http://www.momoshare.com/file.php?file=e4dcea1d7970711d87ac5d7779948f2a
Whoever (if anyone) fixes it will get a cookie and my un-dying love.
Its like the effect is gone are something I'll keep lookin
I fixed the problem with NC's first power. (The one where the blades didn't disappear). Teleport Flurry works fine. Basically it's down to knocking out Master of Chaos and tweaking this and that.
About Bishop -- are his guns part of the model or a bolton?
part of the model
Well, that might be a bonus. So long as the cel-shade is a 'child' of the gun itself, and as long as the gun is a 'child' to the main mesh some really complicated hideskins should get rid of the cel-shading.
Bishop I have a idea iceman has a attack that I know works where ice falls from the sky like a Bombardment if we recolor mayybe don't know just a thought.
I've tried it. I've also tried Genis' Star Fall and Torch's Fantastic Fire as bases.
I'll give it another week of thinking/testing; if there is no cigar, I'll probably either
a) Use a different XML2 gun attack or
b) release him with only 4 attacks
If you do plan B, you could always give him another boost to even things out.
Ohhhhh I can't wait till crawlers done! Then I will have my perfect team! Are you going to make him more balanced then he was in legends 2?
I love you guys! Giving me Gambit and night cralwer :).
Okay, I can't seem to build up to an xtreme. No many how many bad guys I kill with NC the bar doesn't grow. Other than that he's nearly done.
http://www.momoshare.com/file.php?file=787344d5a7a07257f6f4b1e3f7993eac
Someone do that and we will be like W00t! Then make me a hero stat with him and gambit :P... Ok just kidding about making the hero stat I will do that lol.
Teancum - I think I can fix that. I've had that issue before. Have you named the Xtreme team_xtreme? And is it using the ch_team_xtreme handler?
I believe renaming it from "xtreme" or whatever the default XML2 file is to team_xtreme solved it for me.
Ah! I'll check that out. Thanks Cates
Heh, sure enough that was it. I got the extreme to "work" this morning before work. Nothing special, it just played. Now I've got to get down to really tweaking it. I only had one enemy around, so I don't know if it has the same problem mentioned before, but he did hit the enemy more than once.
To-Do List:
-Finish the Xtreme *1st priority
-Replace the second boost with Nightcrawler's 'Worship' boost from XML2
-Lining up the icons with the right powers
-Prep the Spacesuit skin just cuz.... well, why not?
-Portraits (inserting em', making ones that aren't done)
Fixed:
-Nightcrawler is an independant character, he's no longer a Deadpool replacement
-He now puts up his sword after using Divine Blades
-General tweaking of power values so he's not overpowered/underpowered.
Just out of curiosity, why'd you choose to do Nightcrawler? Too impatient for the DLC one? :nightcrawler:
Anyway... Rogue/Bishop still each have one broken move, as well as minor tweaks left. Yeah. I'll distance myself from them for now, and get to work on Toad's tongue/Phoenix's rage. Maybe some time will give me fresh ideas.
PS: Once these 4 are done, I think Beast'll be my next one. Just so (hopefully) no one else jumps on that gun. I've got plans- involving Beast, Panther, and a toilet plunger.
hehehe I don't care about good guys but what powers does that plunger have #$%^ suck *ss vacuum??
ps:on a real note Blizz do you think you could take a look at Toxin 1.1 it's got me stumped and iammingy really likes the character??
@ BliZZ -- I wanted to get it ready for the Xbox, and I thought Fluid's was actually pretty impressive. I figured if there was anything cool from the 360 version I might use it, but more than likely the animations won't work on the Xbox, plus we don't have sound files for the 360 Xtreme, but we do for the XML2 version
@Teancum- Right. I keep forgetting you're working towards the XBox :laugh:
@cvc- Not atm, I'm kinda swamped w/ work & these XML2 conversions & RL. Maybe in a week or 2, though.
QuoteI got the extreme to "work" this morning before work. Nothing special, it just played. Now I've got to get down to really tweaking it. I only had one enemy around, so I don't know if it has the same problem mentioned before, but he did hit the enemy more than once.
Great. I think if you got it to hit more than once, you're further along than me.
Just out of curiosity, have you tried adding Leap of Faith as a costume bonus? I think that would be cool, but I had no success (albeit in only a handful of attempts.)
Will this version be available for us PCers? I loved XML2 Nightcrawler.
Oh yeah, I'm developing him on the PC. It's easier to use MUAPC then convert to Xbox.
I thought about adding Leap Of Faith, but didn't really go much further than that. I might look into it... dunno.
Quote from: BliZZ on May 24, 2007, 01:37PM
Anyway... Rogue/Bishop still each have one broken move, as well as minor tweaks left. Yeah. I'll distance myself from them for now, and get to work on Toad's tongue/Phoenix's rage. Maybe some time will give me fresh ideas.
I seem to recall that Rogue's problem was Torpedo Strike, wasn't it? Well, if it was, maybe you could check the files for the underwater smash attack. Bare in mind I'm nowhere near as familiar with these files as you probably are, and this was just a thought that came to mind while reading another topic.
No, her problem is with Power Theft. Nobody can get it to work. Me and BliZZ have both tried, but to no avail. BliZZ rewrote Torpedo Strike to follow a different, but similar style of attack, so it works now, albeit it being a little different from XML2. What's wrong with the underwater smash attack? All characters use the same one, so it shouldn't be an issue. If it's not working, I'll look into that since I've also taken on the liberty of porting Rogue to MUA (because I was impatient, and had a vision of how I wanted Rogue to look... it had nothing to do with BliZZ's work).
Nah, sorry, I just meant it was similar to Torpedo Strike.
question for the psp characters were did you get the effects files from? I have the psp files, but the effects in the .wad file only has defaultquads.xmlb and defaultvectors.xmlb
Skipped over the wip Toad/Phoenix atm, straight to Beast! He was easier, due to the lack of ents, etc. All that is left is to fix Pinball (it has the same problem as Torpedo Strike, so I'll fix it the same way) and to add costume passives. He is lacking in sounds (for obvious reasons), and the ones that exist are worshiping Apocalypse :laugh:
In XML1, most characters used idle animations from the fightstyle files. Luckily for us; Psylocke, Emma, and Jubilee have different ones built into their individual files (as did wolverine). Unluckily for us, Magma and Beast didn't. Therefore, those two will have to stand tall instead of bop/move when not in motion. Looks fine on Beast, imho. Don't know how it looks on Magma, but that is a matter for a much later day.
(http://img522.imageshack.us/img522/2618/untitled1rc6.jpg)
(http://img209.imageshack.us/img209/43/untitled2ud5.jpg)
(http://img222.imageshack.us/img222/5648/untitled3yq4.jpg)
(http://img209.imageshack.us/img209/5903/untitled4ej8.jpg)
He'll be ready soon, guys.
PSP effects come from the character package fbs. I've ripped all but about half of DP's.
sorry to be a bother but what did you use to open the fb, maybe i can help with something
A Hex Editor.
ok thanks
That truely looks amazing to me great job,can't wait to see what all you got going on. :runaway:
Quote from: BliZZ on May 25, 2007, 07:19PM
Skipped over the wip Toad/Phoenix atm, straight to Beast! He was easier, due to the lack of ents, etc. All that is left is to fix Pinball (it has the same problem as Torpedo Strike, so I'll fix it the same way) and to add costume passives. He is lacking in sounds (for obvious reasons), and the ones that exist are worshiping Apocalypse :laugh:
Beast's Pinball move worked exactly like that in XML1. You had to hold down the button, and then move the control stick for the direction he went in, so that will work for him. Which costumes did you give him? I'm assuming classic (non-hairy), Ultimate, TAS (speedo), and Astonishing?
Yep. Not in that order, but yep.
Hey, since Noel seems to be on an un-ending hiatus, would you be willing to make icons for him? I'll rundown what I need/want if you agree.
just wanted to say thanks for the help blizz, im ripping the talents right now
Quote from: BliZZ on May 25, 2007, 08:12PM
Yep. Not in that order, but yep.
Hey, since Noel seems to be on an un-ending hiatus, would you be willing to make icons for him? I'll rundown what I need/want if you agree.
Sure thing. Let me know which talents he has, what you would like to see as icons for them, and what you want as a banner. I'll get them done asap.
Why don't we have sounds? If I knew more I could make some suggestions on getting some.
We do for all the XML2 characters. The rest we don't because of compatibility issues of the sounds formats across platforms. Read the modding rundown: sound thread. That explains everything.
Can we make simple wavs into the format mua uses?
All Right: here goes
Pinball - XML1 Pinball Icon
Propeller Kick - XML1 Kick Icon
Beastial Soul - XML1 Beast Icon
Bombardment - XML1 Xtreme Icon
Tempest Claws - One of Beast's hands with his claws obvious/dark bluish background
Tackle - Colossus' XML2 Bounding smash icon, recolored soes the silver = blue and the red = yellow
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/Icons/Colossus.png)
(The second row, 4th coumn)
Roar of the Beast - Wolverine's XML2 Roaring icon, with red recolored blue
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/Icons/Wolverine.png)
(2nd row, 3rd column)
Colossus's XML2 bubbly science icon (for passives) (3rd row, 2nd column)
Iron Man's XML2 Defense Grid Icon
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/Icons/IronMan.png)
(1st Row, 4th column)
Banner: Some sort of Bubbling Science Experiment? Beast's face with glasses on? I don't really know, just something in-character.
Would you like me to photoshop some unique icons like I did for Rogue and Psylocke, or just use those ones you posted? I'll get to work on them tonight and probably have them done tonight or tomorrow.
QuoteCan we make simple wavs into the format mua uses?
No, because MUA uses modified .wav files with the headers removed. They need to be compiled into a .zss and .zsm file so that the game engine can recognize the files. The offsets to the sounds are in the headers of those files, which we have yet to decipher or figure out how in the hell to rebuild.
Well, I kinda like having them line up stylistically with the others. The XML1 ones I would say could definitely be improved, but I like the XML2 ones I chose.
PS: I can't get Pinball to work on Rebounds. I think I'm gonna rename it to "Bowling Ball" and just have it be the one shot forward, not a rebound thing. Anyone have a problem with that?
I personally loved the XML1 icons. I thought the XML2 ones were half-assed. I'll use those ones you suggested, and look for a good image to use as a banner.
Doesn't Mr. Fantastic have a pinball move? If he rebounds off of people, you might steal code from that. If not, I don't care what you do with it because I'm not a Beast fan. It's all the same to me.
Yeah, but Mr. Fantastic's is split into 6 animations, while Beast's is only 2. Any way, I'm working my way through. Hopefully I'll get it working XML style.
Also, 3 more icons for passives would be nice. If you can make some good customs to fit those last 3, I'd be down with that.
Quote from: BliZZ on May 25, 2007, 07:19PM
PSP effects come from the character package fbs. I've ripped all but about half of DP's.
i was actually going to start with those, if you want i can do those
Beast's icons (http://www.momoshare.com/file.php?file=595f16b7d11cac4b1b613f3f8a58ce20).
Here is what they look like:
(http://img.photobucket.com/albums/v239/BurningRage02004/beast_icons-2.jpg)
and here is what they look like in game:
(http://img.photobucket.com/albums/v239/BurningRage02004/Untitled-1-13.jpg)
EDIT: I'm deleting my other posts to clean up this thread.
The banner looks a lot like Apocalypse's. Do we have any other good Beast pics to use as a banner? It's just personal opinion, but it seems less unique with Apoc's looking like that. (in fact I think it looks more like Apoc than Beast IMO) Also, why not just copy over fightstyle_finesse1? If you combine that with 05_beast then use a MUA character for the smash attack you can do him just like he should be.
Thanks.
I personally don't think it looks too much like apoc, what with the glasses. If you feel like changing it, though, Burning Rage, that's your prerogative.
Messing with the fightstyle that he uses would result in: no underwater attacks, no holding on anim, no basic anims. The fightstyle in MUA is the same for all chars, and messing with it will remove basic anims that he needs
PS: I'll delete some of my icon posts too. I keep forgetting there is a separate icon thread :laugh:
EDIT: Icons in action
(http://img524.imageshack.us/img524/3522/untitled1fr1.jpg)
I just gotta add passives. He should be ready in under an hour.
http://marvelmods.com/blizz/ConvertedXMLCharacters/beast.rar
Beast
Has 4 skins, 4 huds, etc. Astonishing hud courtesy of Cates, icons by Burning Rage, and mannequin made by tommy (from his avengers mod). 2 of the skins (Astonishing & Classic) could eventually use new models, but these make adequate placeholders for now. He is lacking in sounds, but that is something we are not able to fix at this time.
Enjoy!
Psyched up for another Blizz mod!
Noel had a pretty unique banner for Beast in the icon making thread. Don't know if that's of interest. I don't think the icon looks like Apoc's, but It doesn't really look like beast all that much, IMO.
Quote from: BliZZ on May 26, 2007, 01:13PM
http://marvelmods.com/blizz/ConvertedXMLCharacters/beast.rar
Beast
Has 4 skins, 4 huds, etc. Astonishing hud courtesy of Cates, icons by Burning Rage, and mannequin made by tommy (from his avengers mod). 2 of the skins (Astonishing & Classic) could eventually use new models, but these make adequate placeholders for now. He is lacking in sounds, but that is something we are not able to fix at this time.
Enjoy!
BliZZ, the original costume fix-up should be ready for upload tomorrow morning the latest! :)
Looks really good, I was using the Beast from the Avengers Mod, is it possible to use Blizz's mod only replacing the names and numbers in the herostat, or is there a whole-new, whole-different herostat entry for this?
EDIT: tried that way and it worked, but I'm going to use the definitions in the first page.
Herostat entry is in the txt in the first post. Don't know if you could edit numbers or not.
niiiice work. Mad props, Blizz.
Here's a major upgrade for Pyro.
http://www.momoshare.com/file.php?file=fb732ee97c64d376c5cac6863b34bc6e
Fixed:
-animation no longer "sticks" on Fire Spray
-bugged Flame Sword levels
-costume bonuses reorganized for each costume
-now includes FIVE skins and HUDs
The new skins are Iammingy's Classic skin, a very simple FF skin (get the new one in the custom skins thread), and one never-before-seen Pyro skin! (OK, it's not that cool, but hey, another skin is another skin :) )
Enjoy!
wooo... major ugrades!!! ^^
Thanks for sharing!! :)
Sweet. /goes to test
FYI, you're distributing him with the "XMen" tag in the herostat, not "Brotherhood". Not that it effects MUA per-se, but it might affect something in the future....
QuoteFYI, you're distributing him with the "XMen" tag in the herostat, not "Brotherhood". Not that it effects MUA per-se, but it might affect something in the future....
Wow, that's not something I had given one moment's thought to. I guess I'll fix it for future upgrades, just in case.
the link for the voice file doesnt seem to be working?
Check the first post in this thread. Download that big massive voice file and install as instructed. Then you'll get voice.
Updated link for x_voice.
BLIZZ I noticed you working on voices are any of the stuff you worked on in the new x-voice update?
?
No. Same file, hosted on MarvelMods.
XML Characters (Sunfire by Cates, Archangel by darkmythology, Beast by yours truly):
(http://img489.imageshack.us/img489/662/untitled1uh1.jpg)
Yeah, you guys guessed it: Jubilee is coming up next. I still have a few others: the ever-looming Bishop and also Phoenix, who is still VERY wip (Burning Rage started a Rogue that is essentially the same as mine, so I see no point in my continuing, and I kinda shoe-horned Toad off on Cates :laugh:), but I'll focus on her until she is done. Could take a while, as I need to convert her files from XML1 format.
I'll test him in a sec, but a quickie first... You capitalized Xtreme names in the talent menu (or maybe you just didn't UN-capitalize them). That needs a quick fix. For Pyro and, unless you fixed it here, Sunfire.
/goes to test
EDIT: "The file that you are trying to delete was not found on this server."
I think you may have linked to the "delete file" link :laugh:
:rofl: The first person who wanted to download the file must have deleted it.... :pumpkin1:
http://marvelmods.com/blizz/ConvertedXMLCharacters/jubilee.rar
Jubilee! 5 Powers, 2 of them debuffs, 2 boosts, and an xtreme. Needs icons and some skins, obviously. I recolored all of the effects myself, using 5 different colors (pink, yellow, light blue, light green, light purple).
Test, test, test! (Please :laugh:)
Eh... I haven't been doing much modding recently, have I? I'm sorry guys, I've been retardedly busy lately with classes and work. I will get back to work on Rogue asap. I'm hoping I can get her Sunfire power set to work in unison with her normal power set, which is what I've been working on here and there, as well as the grand mystery of getting Power Theft to work. I promise I'll at least get Mystique done for XML2, and possibly Emma and Psylocke for MUA. I would like to get Rogue done, but that Power Theft is too much of a set back to release her without it working, otherwise it wouldn't be Rogue.
Great job on getting out Jubes BliZZ. I'll give her a whirl some time this weekend and let you know how she fares.
OK, here are the most recent versions of Pyro and Sunfire
Pyro
http://www.momoshare.com/file.php?file=5b4d97f8635639bb47774930e87a5839
-Xtreme name fixed
-Updated, improved FF skin included
Sunfire
http://www.momoshare.com/file.php?file=d56c0ee93deea4073e003a6ac2f7e204
-new HUDs for Classic and AoA skins
-sweet new PS2 reskins eliminates black dots
-now uses Torch's melee moves
-Rising Sun power now builds to 2x damage and full invincibility
-icons aligned properly
-Xtreme name fixed
Anyone testing Sunfire, may I request special attention to the Rising Sun power? I tried to use Spidey's shield as a model, but with reduced duration as Sunfire also gets a dmg boost. Let me know if this overpowers him.
Blizz - You are a machine! You just keep hammering out the mods. Hopefully I get to test Jubes tonight.
Cates, I know it's not much, but you're welcome to use my Modern Sunfire skin until something better comes along.
Sunfire is great. Good work. He didn't SEEM over-powered, but that is just in MUA's first level. We'll be able to properly tell if characters are overpowered if/when we test something... else.
The only error I can find: you need to change sunfire_icons1 to sunfire_icons in his ps file. Otherwise, they aren't showing up.
Teancum - I'd love to! Where can I find it?
Blizz - I'll make that edit. Thanks for testing!
Quote from: Cates on June 02, 2007, 02:19PM
Teancum - I'd love to! Where can I find it?
No downloads, but you can see a preview here:
http://marvelmods.com/forum/index.php?topic=520.msg9344#msg9344
:)
Blizz I don't see a herostat entry for Jubilee
I'll test her asap
Quote from: aerophex on June 02, 2007, 04:39PM
Blizz I don't see a herostat entry for Jubilee
Well, look again, cause it is in the txt :laugh:
i dont see no stinking text
Quote from: aerophex on June 02, 2007, 05:58PM
i dont see no stinking text
It's this one on the first page :P
http://marvelmods.com/blizz/ConvertedXMLCharacters/herostatdefinitions.txt
Quotestats {
ailevel = 1 ;
autospend = support ;
body = 5 ;
characteranims = 192_jubilee ;
charactername = Jubilee ;
level = 1 ;
menulocation = XX ;
mind = 12 ;
name = Jubilee ;
playable = true ;
powerstyle = ps_jubilee ;
scriptlevel = 3 ;
skin = 19201 ;
skin_01_name = Ultimate ;
skin_02 = 02 ;
skin_02_name = Age of Apocalypse ;
skin_03 = 03 ;
skin_03_name = N/A ;
skin_04 = 04 ;
skin_04_name = N/A ;
sounddir = jubile_m ;
strength = 4 ;
team = hero ;
textureicon = 3 ;
Race {
name = Mutant ;
}
Race {
name = XMen ;
}
talent {
level = 1 ;
name = jub_fworks ;
}
talent {
level = 1 ;
name = block ;
}
talent {
level = 1 ;
name = melee_moves ;
}
talent {
level = 1 ;
name = fightstyle_default ;
}
}
didna know about that text file, thanks.
played her through to Fury twice once on normal once on hard. Xtreme works well. She's everything she was in XML1. The AoA skin has the black dots in lo-res, I know y'all are workin on that one. The damage reflection was nice, very powerful! The team buff is good, too. Now who's voice can we use for her?
Well done BliZZ, lots of attention to detail on this one.
:rockon:
Thanks.
I'm using Invisible Woman's voice. Obviously it is quirky with the xtreme. Even though it sounds kinda different, her having the same voice actor means that it is the closest we've got.
Cates -- I'll upload Modern Sunfire in MUA format Monday sometime. I'm out of town atm. Anyways, he'll be a good placeholder.
Thanks, Teancum. Though plans are already in the works for another Shiro skin . . .
(http://img477.imageshack.us/img477/5951/untitled3dj0.jpg)
Enraged Jean. The powers don't properly work yet, but I'm struggling through. The rage feature works, at the least.
Is that the skin from MUA?
No. XML2PS2.
does she have an Xtreme
No... because:
Quote from: 3zazer1 on June 04, 2007, 04:37PM
dark phonix should be a skin
:P :P :P
Hmmm. I think the XTreme Phoenix Force from XML2 sounds good.
SUNFIRE, completed. :rockon:
Barring any major issues, I can't see myself devoting much more time to him. The latest version is in the Catalog. He now has four skins, three of which are sharp PS2 versions and the fourth is a "modern" one created by boreman and myself; four huds, AND an AoA mannequin (by Blizz).
If you want the AoA mannequin to have the fire effects, you'll have to put him in Torch's menulocation (24). If not, it'll be the AoA skin without fire.
An alternate plan would be to use boreman's mannequin based on our custom skin. It can use the torch slot, but given the nature of that costume it would look fine in another location as well. Keep in mind, however, that I set up the AoA skin as the default because of its greater recognizability. So if you use the other mannequin, AoA will still be skin one, if that matters to ya.
Here's the alternate manny by boreman:
http://www.box.net/shared/r219jbieqh
Link? :laugh:
Also, did you switch AoA to base skin?
Also, if you are calling the new one Modern, what is his XML2 one? Ultimate? (since that is what we called fake Gambit/Jubilee from XML....)
Uh . . .
QuoteThe latest version is in the Catalog.
:chuckle:
Yup, AoA is now the base skin. I called the new skin "modern" and the XML2 one "classic" for no reason whatsoever. I tinkered with the idea of calling the new skin "Shiro Yoshida" because he has no mask and keeping the other one as "modern." In retrospect, I think that's what I'd prefer.
EDIT: Reuploaded with a correction to an icon link. Sorry 'bout that. Link in the catalog is updated.
Also, the new herostat def included names the skins this way:
AoA
Original
Modern
Shiro Yoshida
Heh.....
:runaway:
Hey! Is Sunfire wearing his AoA costume as Famine in the 616 universe now?
He was in the Blood of Apocalypse arc (between the Decimation and the first Carey issues), but the preview art for X-Men #200 shows him and Gambit back in their traditional costumes.
Ok, thanks for the info! :)
Just a quick preview of a mod I'm getting ready to release here VERY soon. I've finally finished this thing. Psylocke is t3h done!1!11111 The only thing I have left to do is finish a couple reskins and meshes I have going here, as well as try to make a glowing effect around the katanas. Other than that, she's finished. Here's some screencaps: (keep in mind this skin isn't finished either... but it's looks pretty good still)
Menu shot with power list
(http://img.photobucket.com/albums/v239/BurningRage02004/Untitled-1-17.jpg)
Katana Fury power... tried to take multiple screens, but she moves so fast it's hard to catch her in the middle of the swing
(http://img.photobucket.com/albums/v239/BurningRage02004/Untitled-2-5.jpg)
Charging up her Katana Strike... notice how the katana is in the left hand while she retains the psychic blade in the right (it's hard to see, but it's there). This was intentional, but I'm not sure if I should remove the blade while the katana is out. Still looks good though.
(http://img.photobucket.com/albums/v239/BurningRage02004/Untitled-3-3.jpg)
The trickiest part of this mod. Normal combat, and she pulls out her psychic katanas for mass pwnage. Yes, she gets rid of her blades for certain moves, but dual wield overrides the katanas so they aren't lost.
(http://img.photobucket.com/albums/v239/BurningRage02004/Untitled-4.jpg)
And the best part, is that everything looks normal when the powers and melee is done... i.e. blade is back to normal, no broken animations, and no random boltons where they shouldn't be.
(http://img.photobucket.com/albums/v239/BurningRage02004/Untitled-5.jpg)
Any questions, comments, or complaints before I get ready to release it (it'll be released once I'm done with the reskins, which shouldn't take too much longer)?
Good!!! It's great to see my favorite Marvel female character finally coming to MUA!!!!!! Four thumbs up! :thumbsup2: :thumbsup2:
So, which katana model did you use? (I thought you said you couldn't find one.) Ronin's?
tommy is teh awesome. Those are his Katanas (he also hooked me up with a knife for an upcoming female Brotherhood'er)
Tommy made them. Full credit will go to him in the release info. Thanks to BliZZ for mentioning it to him. It was an awesome idea.
EDIT: BliZZ jumped me on that one.
Oh, God! psylocke looks amazing. Really looking forward to add her on my next re-play of the game.
P.D.: Is that Rogue already done?
No. I'm almost finished with her. I've still got to get Power Theft working. Once I do, she'll be done. I just took a break from her to work on Psylocke. I have a ton of unfinished mods, but these are my closest to being done. BliZZ was working on Rogue also. I don't know if he's figured out a way to get Power Theft working, or if he just halted the work because I was working on her too. I believe he released an alpha version of Rogue somewhere around here. You'd have to ask him about it. Ours are pretty much similar (as it turns out).
wow psylocke looks great. love the work on those katanas. nice going :)
New release: Professor X, available in the Catalog Thread.
Includes
-4 powers, 2 boosts, primarily taken from the XML2 version with a couple telepathic moves borrowed from other characters
-5 skins, 5 huds (HUDs for first three skins made by Noelemahc, PS2 Astral and Modern skins ripped by Blizz)
-sweet icon set made by Noelemahc
-complete costume bonuses
-should not interefere at all with the NPC Prof--I didn't touch that skin and it's not used in the mod.
-No wheelchairs: the prof's animations don't allow for it, so he's running around on two good legs. Because of this, I used his Astral skin as the default.
This was a pretty quick job of pulling him together, so please let me know what issues arise.
the interfernce between npc characters and playable ones only happens if the names of the characters are the same the actual skin i dont think really matters. i ran into this with that balder mod i made. he is always tied up on the same stage that the npc apperas. so now i just add a pl at the end of any character i make so that does not happen again. so as long as your playble prof x is not named the same as the npc one you should not have a problem
Here's Nightcrawler version 0.75. Finished all of his powers except his Xtreme and his second boost. I fixed a few bugs Fluid_Static left and fixed up the icons. Swapped the 2nd Boost for Worship but haven't actually applied the bonus to that power yet.
So basically just gotta fix the Xtreme and move all the stuff over to his own slot. (He was in his own slot, but it was easier to build everything first, then move it back to the new slot) If anyone wants to play around with Xtreme please do so as I'm majorly stumped. What you'll see here is like my 20th attempt changing things around. I opted not to bother with the other two costumes. It's just not worth it. I'll include the igbs for them in the final release however.
http://www.momoshare.com/file.php?file=f30bfccdbb8dbc3e31d4f82ef6430690
QuoteInsert Quote
the interfernce between npc characters and playable ones only happens if the names of the characters are the same the actual skin i dont think really matters. i ran into this with that balder mod i made. he is always tied up on the same stage that the npc apperas. so now i just add a pl at the end of any character i make so that does not happen again. so as long as your playble prof x is not named the same as the npc one you should not have a problem
I guess I should have been more specific. What I meant was, I didn't use the default MUA skin (which has prof with his wheelchair), and I don't think there's a name issue. I didn't play through to Strange's house, but I can't foresee any issues. Anyone who does do that let me know how it happens. I don't have time to play through ATM.
Finally able to upload some screenshots of Charles . . .
Crushing Ego
(http://img518.imageshack.us/img518/1490/profcrushiy4.png)
Grabsmash
(http://img169.imageshack.us/img169/3023/profgrabit9.png)
Xtreme
(http://img518.imageshack.us/img518/2714/profxtremetb2.png)
Cool screenies.
Hi!
I am currently using Beast mod a lot... is it possible to change the way he walks? and just that? I have realised it's kind like Iron-Man movement, only when he walks and I'd rather see Beast crawl or walk more like Wolverine... is it possible to make him walk leaned forward like Wolverine? Leaving everything else as it is.
Thanks.
Quote from: parrastaka on June 16, 2007, 02:43AM
Hi!
I am currently using Beast mod a lot... is it possible to change the way he walks? and just that? I have realised it's kind like Iron-Man movement, only when he walks and I'd rather see Beast crawl or walk more like Wolverine... is it possible to make him walk leaned forward like Wolverine? Leaving everything else as it is.
Thanks.
You just need to replace 190_beast.igb with wolverine's 03_wolverine.igb (renamed as "190_beast.igb"). It shouldn't affect the power anims I guess....??
You must keep in mind that changing this file also changes his animation in menu selection screen.
Yeah,it does. His menu anims (from XML1) have no idle animations built in. Just the way it is. It'll get rid of his Pinball, Propeller Kick, and Xreme animations.
No luck for parrastaka.... :laugh:
I just made an on-the-fly Professor X manny (based on Iceman) for this or a latter version of the mod. I'll post the link for anyone who wants to finish it, since I got work to do maybe till next week.
(http://img481.imageshack.us/img481/6051/professoricegf7.jpg)
http://www.box.net/shared/jh07im0hbf (http://www.box.net/shared/jh07im0hbf)
He looks funny, but it's better than not having anything on screen.
EDIT: I made a mistake, I misread a XML2 thread about a new version of Xavier and thought it was for MUA. Anyway, the mannequin is here for you to fool around.
Actually, there is an MUA playable Xavier now available for download in the Catalog thread.
Quote from: Cates on June 20, 2007, 07:54AM
Actually, there is an MUA playable Xavier now available for download in the Catalog thread.
yea but does he have a mannequin?
No, not yet. Boreman's post seemed to indicate he didn't realize the new prof x release was for MUA.
Actually, I was reffering to a XML1-powerset for XML2 in the other forum. I have yet to install the current Prof Mod and test it, but the new mannequin was intended for a yet-to-do release (only for an easy packaging). Anyway, sometime soon I'll try to correct that skin.
Quote from: boreman on June 18, 2007, 10:38PM
(http://img481.imageshack.us/img481/6051/professoricegf7.jpg)
You know what would be cool? Having Hulk instead of Colossus in that pic, ala World War Hulk X-Men, strangling Chuck.
Here's a fix for Beast. It lets you have the correct idle anims in the menu and in-game as well. Now he looks right.
http://www.momoshare.com/file.php?file=e61b1a44ccb0bdaea510f60c30739074
:applause: :applause: :applause:
you guys are my new personal heros.
blizz, cvc said that i need some file from you for omegared because omegared got no powers...and the voice as well...can you put the link? thanks a bunch :D
Quote from: Serph21 on July 10, 2007, 02:36AM
blizz, cvc said that i need some file from you for omegared because omegared got no powers...and the voice as well...can you put the link? thanks a bunch :D
Read the first post in this thread. it says you need THIS FILE <-download it, and then do what it says for where to put the sounds
(i think this is what you are talking about)
Quote from: Norrin Radd on July 10, 2007, 07:20AM
Quote from: Serph21 on July 10, 2007, 02:36AM
blizz, cvc said that i need some file from you for omegared because omegared got no powers...and the voice as well...can you put the link? thanks a bunch :D
Read the first post in this thread. it says you need THIS FILE <-download it, and then do what it says for where to put the sounds
(i think this is what you are talking about)
yep downloaded the sound files but my problem now is that there is no powers that appear for omegared...*sigh
did you download the file that you put in the actors folder?
it says this on the first post:
QuoteYou MUST have this file in your actors folder
click on this (its colored orange) in that sentence on the first page
Serph I had the same problem with omegared, sinister, and Stryfe. We deduced it had something to do with my rig... do other modded characters work?
*edit* we did /not/ deduce what that *something* was so those characters still do not work
other people have used the same mods and no problems,I can't for the life of me figure out whats going on that they work for some and not others :scratchhead:
Serph21 did you put the effects file the powerstyles and the talent files in and (replace) a character in the herostat with the one in the download,I have three rigs made them on one downloaded them to the other two and they all work fine for me???? :scratchhead:
ps:please let me know when you get them working.I just checked again this is what I got.
Quote from: Norrin Radd on July 10, 2007, 09:10AM
did you download the file that you put in the actors folder?
it says this on the first post:
QuoteYou MUST have this file in your actors folder
click on this (its colored orange) in that sentence on the first page
just downloaded it..sorry didn't saw that...so i just put this to the fightstyle folder? should i rename it?
Quote from: aerophex on July 10, 2007, 10:39AM
Serph I had the same problem with omegared, sinister, and Stryfe. We deduced it had something to do with my rig... do other modded characters work?
*edit* we did /not/ deduce what that *something* was so those characters still do not work
yeah my chars work fine...i'll try again later
Quote from: cvc on July 10, 2007, 03:10PM
other people have used the same mods and no problems,I can't for the life of me figure out whats going on that they work for some and not others :scratchhead:
Serph21 did you put the effects file the powerstyles and the talent files in and (replace) a character in the herostat with the one in the download,I have three rigs made them on one downloaded them to the other two and they all work fine for me???? :scratchhead:
ps:please let me know when you get them working.I just checked again this is what I got.
should i replace other characters to make the powerstyles work? which one?
Serph21 any character you want just in the herostat make the menulocation match the one you replace and make a backup of your herostat frist,hey that fightstyle file from Blizz goes in the actors folder.
[edit] It works for all xml mods.
Quote from: cvc on July 10, 2007, 06:55PM
Serph21 any character you want just in the herostat make the menulocation match the one you replace and make a backup of your herostat frist,hey that fightstyle file from Blizz goes in the actors folder.
okay..thanks alot :D
edit: will that fightstyle_deafult.igb will work for both omegared and sinister?
:applause: You guys rock!
Quote from: cvc on July 10, 2007, 03:10PM
other people have used the same mods and no problems,I can't for the life of me figure out whats going on that they work for some and not others :scratchhead:
Serph21 did you put the effects file the powerstyles and the talent files in and (replace) a character in the herostat with the one in the download,I have three rigs made them on one downloaded them to the other two and they all work fine for me???? :scratchhead:
ps:please let me know when you get them working.I just checked again this is what I got.
hey just tested mr sinister and it worked. worked like a charm! can someone post a link here on how to change skin? because i've been wanting to play magneto as the classic one. the one with the purple cape. its just that i am really clueless on how to change skins. and last question, are the sound files for mrsinister or stryfe working? if its working, what's their directories. thanks!
EDIT: i just want to add that i think someone really needs to do a cape for stryfe. i dont know if its me or what, its just that it doesnt feel like stryfe at all without the cape.
EDIT 2: i just noticed that the whenever magneto, sinister, stryfe, sunfire and pyro and i dont know whoelse gets hit, its changes color. not like the default white color whenever a character gets hit. sorry for all the bothering questions
Quotehey just tested mr sinister and it worked. worked like a charm! can someone post a link here on how to change skin? because i've been wanting to play magneto as the classic one. the one with the purple cape. its just that i am really clueless on how to change skins. and last question, are the sound files for mrsinister or stryfe working? if its working, what's their directories. thanks!
There is a guide here:
http://marvelmods.com/index.php?option=com_content&task=view&id=25&Itemid=43
QuoteEDIT: i just want to add that i think someone really needs to do a cape for stryfe. i dont know if its me or what, its just that it doesnt feel like stryfe at all without the cape.
you can find a cape model and add it in the herostat...
QuoteEDIT 2: i just noticed that the whenever magneto, sinister, stryfe, sunfire and pyro and i dont know whoelse gets hit, its changes color. not like the default white color whenever a character gets hit. sorry for all the bothering questions
You mean like red instead of white? That's normal... I think.
You mean like a cape for Stryfe using bolton? Thor's Asgardian Armor cape? If you want a short one, then BP's second costume is for you.
thanks iammingy for your helpful replies. ok im going to try and mess around with the cape thing. il just post some questions here if i cant get it to work. the red effect thing, ah so its normal after all. thanks for the info. it was just that iwas bothered by it. thanks again.
i think i may be needing some help with regards to the bolton/cape thing.
Quote from: Midnight Curse on July 12, 2007, 12:56AM
You mean like a cape for Stryfe using bolton? Thor's Asgardian Armor cape? If you want a short one, then BP's second costume is for you.
All if those aren't separate models. So, they can't be bolted onto another character, I think.
Quote from: Serph21 on July 12, 2007, 01:42AM
thanks iammingy for your helpful replies. ok im going to try and mess around with the cape thing. il just post some questions here if i cant get it to work. the red effect thing, ah so its normal after all. thanks for the info. it was just that iwas bothered by it. thanks again.
i think i may be needing some help with regards to the bolton/cape thing.
You are welcome! Search for "cape" then you will find some helpful hints, which will save you alot of time. :D
The last one on the first line, or first one on the last line looks pretty good.
Who's working on the Scarlet Witch? Anybody has a problem if I try to finish that fourth Ultimate skin? (mid-year holidays are getting boring).
Nope, no problem at all. In fact, it'd finish her mod :thumbsup:
Uploaded an update to Beast. Nothing big, he just has a new idle animation and has PS2 skins. I also updated the first post (Beast's section) heavily. Let me know if you guys like the new format.
In addition, I put a new fightstyle_default file up. LOTS of the official characters used the block from there, and THor's looks silly without the hammer. So it is now Captain America's animations.
so after the fightstyle_default is replaced with this new one, then we shouldnt have to change it again with new mods right? (because i think sometimes these are included, but i never overwrite them)
btw the new format on the first page looks killller
Yeah, everyone used to use Thor's. But characters like Silver Surfer, Spider-Woman, etc don't have block built in and use the default one, and Thor's looks downright silly without the hammer. Cap's looks much better. The downside is that there is no default fly now, so chars MUST have fly built into their individual anim files.
Hi guys! I am new.I got to say your work is mostly impressive!!Great work!
I noticed no one has posted in this thread for quite a long time? I guess you all stopped re-doing characters form XML1 and 2 for MUA....
Anyway I just wanted to gongrats you!
Wich ones are left? Burning Rage was making Rogue, Bishop and Toad, and there hasn't been updates of those projects in a long time. Everyone else seems to be already done: DP, Colossus, Storm, Wolverine and Iceman are MUA originals, Cyclops, Magneto, Sabretooth, Nightcrawler, Jean, Prof X, Sunfire, Pyro, Juggernaut are custom mods. Check the Character Mod Catalog for those that aren't in this thread.
I found this thread from the character catalog Mod.I didnt see an Emma(though I saw people making her) or a Polaris,havok or a Mystique, plus some of the ones you mentioned that are unfinished.
I just hope you guys keep up the good work cause you are awsome!
Thanks for the reply Boreman.
They'll come. Well, at least Emma. The others there technically don't belong in this thread, as they aren't "converted". Some of them (Havok) can be found elsewhere.
Quote from: boreman on August 26, 2007, 01:08PM
Wich ones are left? Burning Rage was making Rogue, Bishop and Toad, and there hasn't been updates of those projects in a long time. Everyone else seems to be already done: DP, Colossus, Storm, Wolverine and Iceman are MUA originals, Cyclops, Magneto, Sabretooth, Nightcrawler, Jean, Prof X, Sunfire, Pyro, Juggernaut are custom mods. Check the Character Mod Catalog for those that aren't in this thread.
Actually, I was doing Rogue, Psylocke, Magma, and Emma Frost. I got Psylocke done, Emma and Magma I haven't started, and Rogue I'm stuck on Power Theft. I don't know how to get that working without doing some elaborate script calling and other stuff I'm trying to avoid right now. Other than that, she's spot on done. I have dual power sets for her (regular powers, and "Sunfire" powers which are a one costume exclusive), as well as a few meshes done for her. I've yet to give the meshes skeletons though. Being that I haven't done that yet to anything, I'd have to read up on some tutorials or something so she can be animated. I haven't had the time because I've been SUPER busy the past couple of months, hence no updates for anything I've done in a while. I'll try to get back to it, but I just have too much on my plate, and too many projects here in progress to keep up with it all.
here is matt710's magma that i converted to ps2 form
http://www.sendspace.com/file/ygafmj
screenshot
(http://xs219.xs.to/xs219/07364/Marvelmagma.png.xs.jpg) (http://xs.to/xs.php?h=xs219&d=07364&f=Marvelmagma.png)
Magma has claws like Wolverine? I thought she had pyrokinesis.
He just put her in Wolverine's slot to take a pic is all.
Oh OK.
Hi there!
Did Teancum eventually manage to fix Nightcrawler's Extreme?
Just wondering.. thanks!
Not yet, it's on the to-do list though.
no problem, man, keep up the good work.
Well, here is X-Man. The eye glow is messed up, so I dropped it. If anyone feels like re-adding it/fixing it, that'd be nice.
What is missing? The eye-glow, all huds, 3 skins (which iammingy is working on), and a mannequin.
Link updated in next post.
Updated X-Man. All that is missing is the glowy eye and a mannequin. He even has 2 loading screens :)
Previews of skins/huds here courtesy of iammingy (http://marvelmods.com/forum/index.php?topic=435.msg20249#msg20249)
Download Here (http://www.marvelmods.com/blizz/ConvertedXMLCharacters/xman.rar)
stats {
ailevel = 1 ;
autospend = support ;
body = 5 ;
characteranims = 214_xman ;
charactername = X-Man ;
level = 1 ;
menulocation = XXX ;
mind = 10 ;
moveset1 = moveset_flying ;
name = XMan ;
playable = true ;
powerstyle = ps_xman ;
scriptlevel = 3 ;
skin = 21401 ;
skin_01_name = Age of Apocalypse ;
skin_02 = 03 ;
skin_02_name = X-Factor ;
skin_03 = 02 ;
skin_03_name = Stryfe ;
skin_04 = 04 ;
skin_04_name = Shaman ;
sounddir = xman_m ;
strength = 6 ;
team = hero ;
textureicon = 5 ;
Race {
name = Mutant ;
}
Race {
name = XMen ;
}
talent {
level = 1 ;
name = xman_bolt ;
}
talent {
level = 1 ;
name = melee_moves ;
}
talent {
level = 1 ;
name = block ;
}
talent {
level = 1 ;
name = flight ;
}
talent {
level = 1 ;
name = fightstyle_default ;
}
StatEffect {
anim = flying ;
bolt = Bip01 L Hand ;
effect = char/xman/ability_fly_hand ;
fxlevel = 1 ;
}
StatEffect {
anim = flying ;
bolt = Bip01 R Hand ;
effect = char/xman/ability_fly_hand ;
fxlevel = 1 ;
}
}
BliZZ, I think some of the powers are too energy costly for MUA? I think they can be scale to 1/3 of the original values.
Anyway, thanks for the mod. :)
Which ones? The bolt, radial knockback, and charge moves all have such high energy costs because I left the damage higher than average, too. Are those the ones you mean?
Mainly Plasma Pulse, Plasma Charge, and Plasma Fist.
Examples:
Silver Surfer's Surge (Radial + Stun):
max damage output: 126 139
max power required: 61
Ms Marvel's Explosive Touch (Single enemy + explosion):
max damage output: (95 105) + (319 353)
max power required: 47
Mr Fantastic's Fantastic Fist (extra melee dmg, critical hit chance)
max melee dmg scale: 1.5
max critical hit chance: 1.15
max power require: 72
Okay, I'll look at those tonight. I didn't spend as much time on him as the others, because, well, he isn't on that roster :laugh: I'll fix those 3 powers up tonight, though :)
Yeah, I understand... lol
Thanks in advance.
Updated those 3 powers. The link is the same.
Quote from: BliZZ on October 06, 2007, 12:13PM
Updated X-Man. All that is missing is the glowy eye and a mannequin. He even has 2 loading screens :)
Previews of skins/huds here courtesy of iammingy (http://marvelmods.com/forum/index.php?topic=435.msg20249#msg20249)
Download Here (http://www.marvelmods.com/blizz/ConvertedXMLCharacters/xman.rar)
stats {
ailevel = 1 ;
autospend = support ;
body = 5 ;
characteranims = 214_xman ;
charactername = X-Man ;
level = 1 ;
menulocation = XXX ;
mind = 10 ;
moveset1 = moveset_flying ;
name = XMan ;
playable = true ;
powerstyle = ps_xman ;
scriptlevel = 3 ;
skin = 21401 ;
skin_01_name = Age of Apocalypse ;
skin_02 = 03 ;
skin_02_name = X-Factor ;
skin_03 = 02 ;
skin_03_name = Stryfe ;
skin_04 = 04 ;
skin_04_name = Shaman ;
sounddir = xman_m ;
strength = 6 ;
team = hero ;
textureicon = 5 ;
Race {
name = Mutant ;
}
Race {
name = XMen ;
}
talent {
level = 1 ;
name = xman_bolt ;
}
talent {
level = 1 ;
name = melee_moves ;
}
talent {
level = 1 ;
name = block ;
}
talent {
level = 1 ;
name = flight ;
}
talent {
level = 1 ;
name = fightstyle_default ;
}
StatEffect {
anim = flying ;
bolt = Bip01 L Hand ;
effect = char/xman/ability_fly_hand ;
fxlevel = 1 ;
}
StatEffect {
anim = flying ;
bolt = Bip01 R Hand ;
effect = char/xman/ability_fly_hand ;
fxlevel = 1 ;
}
}
A few fixes for the X-Man mod:
http://www.box.net/shared/r5z3lgz0dz
Edit your herostat and put the files in the correct folder and overwrite the old ones. I don't understand why the original PSP effects can't align correctly in MUA. :ugh:
flashing eye-glow effect: No matter how I align the original effects from PSP, I could not fix it. So, I build a new one myself. :D
(http://xs220.xs.to/xs220/07400/eyeglow.png)
Plasma Sheid Effect: It's not hiding underground anymore. (Compare to the original trailer from PSP)
(http://xs320.xs.to/xs320/07400/plasmashield.png)
Flight effects: Trails fade slower. (Compare to the original trailer from PSP)
(http://xs220.xs.to/xs220/07400/flight.png)
Skin fix for AoA costume: thinner eyebrows
(http://xs220.xs.to/xs220/07400/facefix.png)
Is his eye supposed to look like it is shooting out little bolts? It keeps sending little orange trails out.....
yeah, if you don't like it, I can remove it. :)
I think it might look better as just a glow, because the trail is REALLY distracting. At least, that is my opinion :)
Ok, i'll delete it. :)
EDIT: I repacked it:
http://www.box.net/shared/r5z3lgz0dz
Btw, the eyeglow aligns perfectly in the game, but it does not align well in the menu screen. So, there is no flashing eye-glow effect for the menu screen. It needs to be aligned to a different location. If people change the menu_action/idle/goodbye anims, then it needs to be aligned, too. So, I didn't take the effort to do one for the menu-screen.
That works great! Thanks.
Re-Uploaded the mod with all of iammingy's fixes. Now all that is missing is the mannequin.
Quote from: BliZZ on October 06, 2007, 12:13PM
Previews of skins/huds here courtesy of iammingy (http://marvelmods.com/forum/index.php?topic=435.msg20249#msg20249)
Download Here (http://www.marvelmods.com/blizz/ConvertedXMLCharacters/xman.rar)
stats {
ailevel = 1 ;
autospend = support ;
body = 5 ;
characteranims = 214_xman ;
charactername = X-Man ;
level = 1 ;
menulocation = XXX ;
mind = 10 ;
moveset1 = moveset_flying ;
name = XMan ;
playable = true ;
powerstyle = ps_xman ;
scriptlevel = 3 ;
skin = 21401 ;
skin_01_name = Age of Apocalypse ;
skin_02 = 03 ;
skin_02_name = X-Factor ;
skin_03 = 02 ;
skin_03_name = Stryfe ;
skin_04 = 04 ;
skin_04_name = Shaman ;
sounddir = xman_m ;
strength = 6 ;
team = hero ;
textureicon = 5 ;
Race {
name = Mutant ;
}
Race {
name = XMen ;
}
talent {
level = 1 ;
name = xman_bolt ;
}
talent {
level = 1 ;
name = melee_moves ;
}
talent {
level = 1 ;
name = block ;
}
talent {
level = 1 ;
name = flight ;
}
talent {
level = 1 ;
name = fightstyle_default ;
}
StatEffect {
bolt = Bip01 Head ;
effect = char/xman/special_aura ;
fxlevel = 1 ;
menuonly = false ;
zoneonly = true ;
}
StatEffect {
anim = flying ;
bolt = Bip01 L Hand ;
effect = char/xman/ability_fly_hand ;
fxlevel = 1 ;
}
StatEffect {
anim = flying ;
bolt = Bip01 R Hand ;
effect = char/xman/ability_fly_hand ;
fxlevel = 1 ;
}
}
Uploaded fixes for Gambit, Juggernaut, and Beast which adds PS2 skins, small bug fixes, new herostat entries, and loading screens. The links are the same.
Also, did the same for Pyro and uploaded him on the Marvel Mods server. NOTE: Pyro was not done by me, he was done by Cates, I simply re-uploaded him with PS2 skins and a loading screen.
for pyro, are all the same files (powers, effects) used for the npc entry you uploaded earlier? or does the npc require separate power file
The NPC has separate powers. Do you need the NPC?
not at the moment, but it would be nice to have for xml1 testing
Scarlet Witch/Sunfire updated in the same fashion
I will try and gather/upload updates for Jubilee, Magma, Jean, Professor X, Toad, and Emma Frost by tonight. Note: Cates did Professor X and DarkMythology did Jean, not me.
Jubilee, Emma Frost, and Toad are up. I will try to get Jean, the Prof, and Magma up tonight, but I can't make any promises. Let's say "soon" on those 3 :)
Our Rogues are pretty much the same. I dunno if you uploaded her or not, but if you want to, feel free to just post yours. It seems like whenever I'm ready to get back into modding, I keep getting sidetracked. Sorry. I'm sure it would get done faster if you release yours. I can't release my models until I learn rigging, which oddly enough, I'm taking an animation class this quarter. So, once I learn how to do that nonsense, I have a ton of meshes to release, and I'm sure you guys will love them. :)
Professor X, Jean Grey, and Magma are up.
is there missing an effects folder in the emma frost mod? i didnt see one there but i dont know if you have all the effects ready or not.
edit:
thanks
Grrrr...... thanks. I will try to upload a fix including it sometime soon.
In the meantime, here it is: http://www.sendspace.com/file/f88ow2
EDIT: Link updated with Effects folder.
Updated with 6 new huds and 3 new skins:
* Emma Frost - Astonishing
* Emma Frost - Astonishing [Diamond Form]
* Toad - Classic
Huds:
* Jubilee - AoA
* Toad - Ultimate
* Juggernaut - Classic
* Juggernaut - X-Men
* Pyro - Classic
* Pyro - Modern
Links updated with 11 more huds:
Juggernaut - AoA
Juggernaut - Modern
Toad - AoA
Scarlet Witch - Gypsy
Scarlet Witch - Classic
Scarlet Witch - Force Works
Gambit - Modern
Gambit - AoA
Sunfire - Ultimate
Sunfire - Classic
Jean Grey - Phoenix
Here is a preview of some of the new huds in-game:
(http://www.imgplace.com/directory/dir2407/1192470669.jpg)
hi!
now that I see your updates, and now that I am a bit into de hud-making world..
1.- the "links updated" message means we have the first page link updated with all new features you state? the same mod including new hud or whatever? if so, woaa thank you for the good work
2.- you huds look really official man like those we have in the game... good work again.
Cool update ! X-man power is the officially ? And I think Wanda has a Ultimate costume realize by Boreman, look :
Quote from: boreman on August 09, 2007, 01:20PM
I DO have a Medusa -> Ultimate Wanda, didn't post her yet because she'll need some fixes later. See if it works as it is.
(http://img166.imageshack.us/img166/7582/ultwandaec0.jpg)
http://www.box.net/shared/mjij36c36j (http://www.box.net/shared/mjij36c36j)
The top still looks messy, and I have yet to remove the reflect from her face (is that bumb or specular?).
I think The Thing's rocky eyebrows may cause trouble, I once tried a Hulk with that and it sucked.
We'll need more Namor skins for the new powerset.
And he realize toad modern too.
Quote from: parrastaka on October 15, 2007, 11:24AM
1.- the "links updated" message means we have the first page link updated with all new features you state? the same mod including new hud or whatever? if so, woaa thank you for the good work
Yes.
Quote2.- you huds look really official man like those we have in the game... good work again.
Thanks :)
Quote from: parrastaka on October 15, 2007, 11:24AM
you huds look really official man like those we have in the game... good work again.
I agree. The hud of the mod are very great ! Good job :thumbsup2: :applause: !
Uploaded Bishop. His Bombardment still doesn't work, so don't use it :) I will either try to fix it later, or replace it with one of his other (less unique) gun moves at a later date.
Updated with the following huds:
Beast - Astonishing
Beast - Original
Emma Frost - Classic
Gambit - Classic
Jean Grey - Original
Jubilee - Ultimate
(edited for common sense)
i cant download the voices
Ummm, could you shorten up the post next time?
EDIT: Thanks.
Hi everybody,
this is my first post and I'd like to know if there is any news about Rogue:rogue:.
Thank you and best regards.
Hello, and welcome to Marvel Mods. We hope you enjoy your stay here.
The first thing you should know is that you should install the next-gen. mod first before pursuing any others. These mods are a forum exclusive, and their links should not be posted on any other forums or anywhere else.
On Rogue, I believe there's a mod for her somewhere here. Scan back further in this thread. Otherwise check the Character Mod Catalog, which is stickied at the top of this thread.
Once again on behalf of the community, I would like to wish you a warm welcome to Marvel Mods
lol, he didnt ask for any of that info. he just wanted an update on rogue.
edit: seriously you spam so much, its hard to know when you are being sincere or just posting to post something
Quote from: Midnight Curse on October 28, 2007, 10:40PM
Hello, and welcome to Marvel Mods. We hope you enjoy your stay here.
Once again on behalf of the community, I would like to wish you a warm welcome to Marvel Mods
do u own a hotel ???
sorry for the spamming thing
Quote from: xwolvie on October 28, 2007, 04:01AM
Hi everybody,
this is my first post and I'd like to know if there is any news about Rogue:rogue:.
Thank you and best regards.
I believe that you have been reading this forum for a while. :)
No, it's not released, yet. "Power Theft" is not working like the way it is in XML2. I think Burning Rage is making some skins/meshes.
This is all I know about the mod, but I am not the one responsible for this mod.
Quote from: nodoubt_jr on October 28, 2007, 10:48PM
lol, he didnt ask for any of that info. he just wanted an update on rogue.
edit: seriously you spam so much, its hard to know when you are being sincere or just posting to post something
I think it's both... lol
Or... he's just simply "being sincere to post something".
Hi guys,
many thanks for your updates!
best regards,
xwolvie
hey guys can you plz make a xml2(version) sbretooth mod?sorry if if i'm asking it a second time but i tought that this thread of xml2 characters was the perfect place to ask for a xml2(version) sbretooth mod
ps:dont tell me to install the quad mod plz
Quote from: the master$$$ on November 03, 2007, 04:32AM
dont tell me to install the quad mod plz
I have no idea why you are so against this mod seriously...
Quote from: iammingy on November 03, 2007, 05:13PM
Quote from: the master$$$ on November 03, 2007, 04:32AM
dont tell me to install the quad mod plz
I have no idea why you are so against this mod seriously...
Maybe he just doesnt like the fightstyles and attacks and stuff in it ????
Quote from: Venom on November 03, 2007, 08:07PM
Quote from: iammingy on November 03, 2007, 05:13PM
Quote from: the master$$$ on November 03, 2007, 04:32AM
dont tell me to install the quad mod plz
I have no idea why you are so against this mod seriously...
Maybe he just doesnt like the fightstyles and attacks and stuff in it ????
But that was based on the XML2 version... unless he hasn't played XML2 at all.
i think he mentioned something about missing icons and huds, so that may be some of the reason why
edit:
Quoteyes but i didnt like his fightstile,grabsmash and the fact that he didnt have icons.anylay if your gonna make this sabretooth can you put him wolvie's xml effects plz
Quote from: BliZZ on June 03, 2007, 05:07PM
(http://img477.imageshack.us/img477/5951/untitled3dj0.jpg)
Enraged Jean. The powers don't properly work yet, but I'm struggling through. The rage feature works, at the least.
just wanna check whether the rage mode jean grey is up or still in progress?
Quote from: phoenixforce on November 04, 2007, 01:22AM
Quote from: BliZZ on June 03, 2007, 05:07PM
http://img477.imageshack.us/img477/5951/untitled3dj0.jpg
Enraged Jean. The powers don't properly work yet, but I'm struggling through. The rage feature works, at the least.
just wanna check whether the rage mode jean grey is up or still in progress?
On the first page, the first post says:
Quote from: BliZZ on January 26, 2007, 09:55AM
there are currently no plans to convert Dark Phoenix.
So, I doubt it.
Quote from: Norrin Radd on November 03, 2007, 08:35PM
i think he mentioned something about missing icons and huds, so that may be some of the reason why
edit:
Quoteyes but i didnt like his fightstile,grabsmash and the fact that he didnt have icons.anylay if your gonna make this sabretooth can you put him wolvie's xml effects plz
that is the reason guys and the fact that he doesnt have the lunge attack and the same extreme of xml2
To give Sabes effects in XML2 you must copy the folder effects/char/wolv and paste it as effects/char/pcsab. I imagine it would be the same thing for the quad-mod.
Now, RE: Raged Jean- I don't think so. I spent days on it, and I couldn't even get TK->Phoenix Force when enraged :(
but i dont have xml2(pc) and i already tried on quad mod but it doesnt work what i need is a new sabretooth mod
Updated with the following huds:
Jean Grey - Classic
Jubilee - Generation X
Jubilee - Classic
Beast - Classic
Emma Frost - Generation X
More huds have been added:
Toad - Classic
Sunfire - Age of Apocalypse
Scarlet Witch - Ultimate
Pyro - Ultimate
I think I found a bug with Beast's "Bowling Ball" (I doubt it is intentional, but correct me if it is).
When starting a new game on hard and assigning the maximum points to the power it does something like
100-120 damage. The next step listed (at level 33 or 34) is claimed to do 120-700 damage. Haven't tested if it is a display error or if it really does that much damage.
I found the error and reuploaded the mod, the link is the same. You only need to copy the "talent" file to fix it. I accidentally had an extra zero in one of the things so that the value was listed as 3000 instead of 300. Let me know if this new file fixes your error, or if it is something else.
Ok, I double-checked and I got the same error on Level ten of the power, and the new upload fixes the error. The damage is now correct. Thanks for posting about the error.
Updated with the following hud heads:
Pyro - Freedom Force
Magma - Classic
Magma - Hellion
Updated again with:
Toad - Modern Skin
Toad - Modern Hud
Sunfire - Modern Hud
I think that every hud_head for these characters is now done.
Cool, but finally, what the skin you have chosen for Modern Toad ? And Rogue is planned or not ?
Quote from: BliZZ on November 08, 2007, 01:29PM
I think that every hud_head for these characters is now done.
assuming that the costumes listed (as oppose to others) will be made (ex: Hellion)
edit:
but thats great news anyways :thumbsup:
Yes, assuming that :)
Quote from: Onua on November 08, 2007, 01:41PM
Cool, but finally, what the skin you have chosen for Modern Toad ? And Rogue is planned or not ?
The one by boreman. And yes, Rogue is planned, and the reason she is not released has been detailed several times, I don't feel like typing it up again.
Quote from: BliZZ on November 08, 2007, 06:24AM
I found the error and reuploaded the mod, the link is the same. You only need to copy the "talent" file to fix it. I accidentally had an extra zero in one of the things so that the value was listed as 3000 instead of 300. Let me know if this new file fixes your error, or if it is something else.
Jup, looks fine now. Thanks!
Updated several mods with the following:
Gambit - Mannequin (courtesy of thetommyboy2002)
Gambit, Jean Grey, Juggernaut, Pyro - Sound files that are separate from X_Voice (thanks to winstrol for the xml2split program)
hey blizz i'm trying a lot of yours x-men mods and they are amazing but I find a problem in the pyro mod his second power is doing a lot of damage. How can I correcet that ?
Which power? (I didn't make Pyro, but I can look into it)
Updated several mods with the following:
Scarlet Witch - Ultimate Skin (courtesy of boreman/Norrin Radd)
Scarlet Witch, Sunfire, X-Man - Sound files that are separate from X_Voice (thanks to winstrol for the xml2split program)
Quote from: BliZZ on November 13, 2007, 07:55PM
Which power? (I didn't make Pyro, but I can look into it)
Sorry :banghead: I thought you had done pyro. The power name is pillar of flame in the beginning of the game on hard mode this is doing more than 300 hitpoints of damage. thanks for the attention.
Ok, I will look into that Pyro issue.
In other news, Bishop has been updated with new sound files, thanks to Teancum. As always, the link is the same.
Ok, I uploaded a Pyro fix that should fix that problem.
can somebody upload jean's and emma's lines,i mean when they say yeah when you choose them or when they kill somebody and say somethig cool.I saw that in the official char. pack v2 toothy,nightcrawler,cyke and mageneto had there lines
Updated Toad, Sunfire, Pyro, Magma, Jubilee, Scarlet Witch, Jean Grey, Emma Frost, and Beast with fixed huds. They remove the "Iceman Shadow" glitch from them when you are running the game in a low resolution. Also changed Toad's filenames to Toad_Hero and Juggernaut's to Juggernaut_Hero.
The hud which needed to be fixed are:
Beast - Classic
Emma Frost - Generation X
Jean Grey - Classic
Jubilee - Generation X, Classic
Magma - Hellion, Generation X
Pyro - Ultimate, Freedom Force
Scarlet Witch - Ultimate
Sunfire - Age of Apocalypse, Modern
Toad - Classic, Modern
Quote from: the master$$$ on November 25, 2007, 01:55AM
can somebody upload jean's and emma's lines,i mean when they say yeah when you choose them or when they kill somebody and say somethig cool.I saw that in the official char. pack v2 toothy,nightcrawler,cyke and mageneto had there lines
I can get you Jean's, but Emma doesn't have lines in XML2. At least not very many.
Um...Sorry to bring this up now, but I seem to have a problem with sunfire's effects. They just dont show up in the game, eg:the flaming head. Also, the flying effect only appears on one hand. Can somebody tell me how to fix this? Thx
Quote from: Teancum on November 26, 2007, 03:43PM
Quote from: the master$$$ on November 25, 2007, 01:55AM
can somebody upload jean's and emma's lines,i mean when they say yeah when you choose them or when they kill somebody and say somethig cool.I saw that in the official char. pack v2 toothy,nightcrawler,cyke and mageneto had there lines
I can get you Jean's, but Emma doesn't have lines in XML2. At least not very many.
ok jeans then
Updated Magma with new Classic/Graduation costumes thanks to Norrin Radd. Also updated the huds to match the skins.
Updated Professor X/Scarlet Witch/Sunfire/Toad with new fixed sounds thanks to Teancum.
:beast: has been uploaded with a complete soundset thanks to Teancum.
Emma Frost & Psylocke have been uploaded with new sound files. Keep in mind that Psylocke is entirely the work of Burning Rage, I just added skins without BDOD/sounds/a loading screen and uploaded it onto the Marvel Mods server.
Jubilee has now been uploaded with a full soundset as well.
And, finally, Magma has been uploaded with a full sound set. All 5 XML1 playables now have full sound sets included with them.
awesome job on the sounds guys
Good job ! And I think we can do a big thanks to Teancum !
definitely. Thank you VERY much guys.
Thanks for the helpful discovery Teancum! :thumbsup2:
Hey guys, why isn't the Psylocke character working?
... oh and where should I copy the README file (for Psylocke)?
Quote from: Arclight on December 29, 2007, 03:03PM
Hey guys, why isn't the Psylocke character working?
Good question.
Have you checked the Knowledge Base for your answers?
Emma Frost and Jubilee were updated with Gen X skins a couple of days ago, but I never posted about it. So... yeah.
Hey... i just downloaded the :gambit: mod, and i found a really weird glitch! He doesn't perform his first two attacks... you just hear the sounds, and then he does his third attack with his staff... can someone please help? It didn't happen with the first version i downloaded... just with the latest one.
The latest version works fine for me. I can see the cards, too.
No... not the POWER attacks, they work fine... its his normal attacks that arent working!
Quote from: iammingy on January 23, 2008, 02:18AM
The latest version works fine for me. I can see the cards, too.
I mentioned the cards because some people have complained not able to see the cards.
http://marvelmods.com/forum/index.php?topic=849.0
If the basic attacks don't work, I wouldn't even bother "lying" to you that the latest version works. :ugh:
And, if you read the first page, it says:
Quote from: BliZZ on January 26, 2007, 09:55AM
You MUST have this mod (http://marvelmods.com/forum/index.php?topic=1278.0) installed prior to downloading these characters. It is the Official Characters mod.
Oh... *hits self in head* Sorry, my bad!
Quote from: Darkness1306 on January 23, 2008, 06:10PM
Oh... *hits self in head* Sorry, my bad!
No problem. Please ask if you need any help. :)
i got Bishop's bombardment power to work (i think it works properly now), BliZZ do i still get that cookie?
here is the edited files to make the bombardment power work:
Download Here (http://www.marvelmods.com/ftp_users/NorrinR/mods/bishopfix.rar)
pics of bombardment power in action:
(http://xs124.xs.to/xs124/08056/marvel0145518.png.xs.jpg) (http://xs.to/xs.php?h=xs124&d=08056&f=marvel0145518.png)
Nice! Now he just needs a mannequin.
Ah man Norrin you're a hero!
(http://upload.wikimedia.org/wikipedia/commons/thumb/9/9a/Choco_chip_cookie.jpg/800px-Choco_chip_cookie.jpg)
lol. Why you post that's blizz ?
:drool1: thanks BliZZ!
Onua that is Norrin reward from Blizz as promished for fixing Biship, and it's a relly big coockie...GREAT JOB NORRIN!
Correct me if I am wrong, but with bishop fully done the only character that we dont have is Rogue due to the theft problem, right?
And the Mannequins of course...the specialty of MXYZPTLK.
Not really, we haven't got cable & cannoball.
We do have Cannonball. boreman converted nodoubt_jr's Cannonball.
http://marvelmods.com/forum/index.php?topic=878.0
I uploaded Juggernaut, Psylocke, Professor X, and X-Man with mannequins thanks to MXYZPTLK. I will upload some more with mannequins when I find the time to re-order their skins to match.
So are we looking at a 100% complete Bishop soon?
Quote from: Teancum on February 05, 2008, 08:43PM
So are we looking at a 100% complete Bishop soon?
Yup, yup. Gotta edit his PS to use the external boltons first.
Quote from: Norrin Radd on February 02, 2008, 01:55AM
i got Bishop's bombardment power to work (i think it works properly now), BliZZ do i still get that cookie?
here is the edited files to make the bombardment power work:
Download Here (http://www.marvelmods.com/ftp_users/NorrinR/mods/bishopfix.rar)
pics of bombardment power in action:
(http://xs124.xs.to/xs124/08056/marvel0145518.png.xs.jpg) (http://xs.to/xs.php?h=xs124&d=08056&f=marvel0145518.png)
The community is lucky to have a genius like you, Norrin! :thumbsup2:
Quote from: Onua on February 02, 2008, 09:58AM
lol. Why you post that's blizz ?
Read earlier in this thread:
Quote from: BliZZ on May 22, 2007, 04:04PM
Whoever (if anyone) fixes it will get a cookie and my un-dying love.
Blizz I dont know if you have the files, but could you upload Rogue? With the missing theft power?...incomplete to be exact..
I hope it's not too much of a trouble.
Quote from: Philip on February 07, 2008, 12:24PM
Blizz I dont know if you have the files, but could you upload Rogue? With the missing theft power?...incomplete to be exact..
I hope it's not too much of a trouble.
I don't think BliZZ will do that for quite some time because:
1. the mod needs to be rebuilt from scratch again
2. the mod needs at least 2 more costumes that BliZZ wanted
3. Someone complained that the modders should not upload mods that still need work
http://marvelmods.com/forum/index.php?topic=1228.msg23045#msg23045
I thought several people made Rogue,they just didn't upload her for the incomplete power.
Thanks for the info though, Iammingy.
Burning Rage has been inactive for a long time... :(
Quote from: iammingy on February 07, 2008, 12:30PM
3. Someone complained that the modders should not upload mods that still need work
http://marvelmods.com/forum/index.php?topic=1228.msg23045#msg23045
Actually - I don't mind half done mods. I was just complaining that they had loose ends. That is if only two powers work then fine - have only two powers. What bothers me is if there are 10 powers, but only two work. And that still wasn't my problem. I only asked how I can remove that 8 non working ones for my personal version.
BTW - why don't you use the 'power duplication' power (photographic reflexes or whatever it was called) of Ronin as power theft for Rogue? It isn't exactly thiefery, but you'd still be using other powers and it would be somewhat fitting for Rogue as well - after all she did keep some stolen powers.
PS: I'd be pretty happy about a Rouge sans Power Theft as well. (I still have that alpha - but it has 3 defunct powers - Torpedo, Power Theft and Xtreme. The latter is what bothers me the most BTW. Tried to fix it myself, but failed miserably).
How come nobody wants to convert Dark Phoenix?
I'm thinking about the XML2 Mod.
I would love to convert it but I don't know how!
I will if someone shows me how!
I know it's off-topic now...:)
Quote from: Sidewinder on February 08, 2008, 02:43AM
BTW - why don't you use the 'power duplication' power (photographic reflexes or whatever it was called) of Ronin as power theft for Rogue? It isn't exactly thiefery, but you'd still be using other powers and it would be somewhat fitting for Rogue as well - after all she did keep some stolen powers.
Was working on that- but Wolvy's healing factor and Cyc's beam had both giving me trouble (Jean's TK, Storm's Lightning, Iceman's beam and Gambit's cards had all worked fine). Then I lost my files :( Hopefully I'll get back to her at some point.
Also, Added a bunch of mannequin and linked to Norrin Radd's new thread for Cable.
how do u convert xml2 chars to mua, anywaay? is there a thread?
It's not an easy thing to do. If there's someone you want converted, it's probably better to ask for them in the Requests forum.
i jst wanna know how u convert chars...
Quote from: Teancum on February 25, 2008, 12:41PM
It's not an easy thing to do. If there's someone you want converted, it's probably better to ask for them in the Requests forum.
What could he want converted? Rogue? There isn't too much else left :laugh:
Well, I guess it could be Cannonball. I *think* he has been done, but it couldn't look right imo until/unless someone gets us some Cannonball skins with bolt-on lower bodies, like in the PSP version. Otherwise, he'll always look off.
Quote from: muafan on February 25, 2008, 12:58PM
i jst wanna know how u do it! (if tht sounds dirty, GWT UR HEAD OUT OF THE GOD DAMN MOTHERF***CKING GUTTER!!)
Unless you want banned, I'd never, ever do that again.
no, a unique mod for xml2....magik and mydtique ....i didnt nessaceraly mean one from the vanilla XML2.
QuoteUnless you want banned, I'd never, ever do that again.
I'LL MODIFY IT... NOW..
The short answer is that the 'language' used is the same for XML2 and MUA. So you'd think converting it over would be simple (well, it is for folks like BliZZ :P). But in reality there's a lot more subtle stuff. Adjusting the talent and powerstyles to match MUA values, coming up with a second animation set (MUA uses two, XML2 usus one), a mannequin, etc. I myself have never done it. Boreman, BliZZ, and a few others have.
Quote from: BliZZ on March 14, 2007, 01:49PM
Fixed Cyclops, complete with a grab-smash stolen from Spider-Woman.
http://marvelmods.com/blizz/ConvertedXMLCharacters/cyclops.rar
I'm updating the first post, to reflect these updates.
Does anyone still have this version of Cyc? It's the only version that will work on the PS2/Xbox.
how can i use phoenix plssssssssssssssssssssssssssssssss helllllllllllllllllp me
Follow this : http://marvelmods.com/index.php?option=com_content&task=view&id=29&Itemid=43 (http://marvelmods.com/index.php?option=com_content&task=view&id=29&Itemid=43)
can juggernaut throw wolverine like in Xml2?
Quote from: §HunTer_!3§™ on June 08, 2008, 05:51AM
can juggernaut throw wolverine like in Xml2?
Yes, he can.
New update to Pyro is available in the catalog.
What's new:
-Fixed an animation issue in his 1st power (Fire Spray). This is a major victory, as this has bothered since I started converting Pyro over a year ago. No more jerkiness!
-Enhanced effects to his grabsmash. His wrist flamethrower now "flares" up before he blows up the enemy.
-Altered the talent file and renamed "Fire Blade" power "Arc of Fire," and subtly changed some effects. Pyro doesn't have the animation for this power the way Sunfire does, so it may be removed altogether in a further update. As of now, the new talent file more accurately describes what Pyro does when the power is used.
-Includes MXYZTPLK's mannequin and an improved loadscreen.
-Reordered the skins and huds to match the mannequin.
-Includes the "Astral/Gladiator" skin from XML1 as his 4th skin in lieu of an ultimate skin for now.
-Includes (just for fun) a never-before-seen 5th skin, which asks the question: "What if Pyro had survived the events of Cable #87?" It's just a recoloring of his modern skin.
If for some reason you still need the link to the old Pyro file, it's here. (http://marvelmods.com/blizz/ConvertedXMLCharacters/pyro.rar)
Wow! thanks for info!!
A new update to Pyro in the catalog as of now, so if you downloaded recently, get the new one. The first update included a bad 5th skin (wrong colors).
New update also includes an alternate talent file that eliminates the odd Fire Blade power (my preference). You can use either the one in the talents file, or overwrite it with the one in the "alternate" talents folder.
Is there a mannequin for Magma yet? And if there isn't is there anywhere I can find one?
There's a link to her mannequin next to the Magma download in the Character Catalog. I'm trying to keep all that stuff together there now.
Oh thanks :) I didn't know if there was or not because the page hadn't been updated in a while. Thanks for your help
Quote from: Grig 32 on June 12, 2008, 01:23PM
Oh thanks :) I didn't know if there was or not because the page hadn't been updated in a while. Thanks for your help
Hmmm . . . I guess I never did put a "hey, look here" post there once I added mannequins and such.
I didn't want to dig through forty pages so I just asked. Thanks for your help :)
Has Emma or Psylocke got a mannequin yet?
Quote from: Grig 32 on June 12, 2008, 05:25PM
I didn't want to dig through forty pages so I just asked. Thanks for your help :)
Has Emma or Psylocke got a mannequin yet?
Psylocke has one included in the download; Emma's is available on Overload's mod thread.
Thanks, those are the one's I wanted to add to my game and now I can :D
i have seen rogue in the list but no dowload file common include rogue plz plz :D yah??
Ditto to that, I don't care what the gamefaqs dorks say about the XML1 and 2 Rogue she rocks
We really need her and her snazzy greatness
We could probably put together a decent Rogue in relatively short order, but if I remember right, her power theft ability doesn't transfer to MUA (or at least no one figured out how to do it). That's been the stumbling block. I know that's kind of central to her character, but I wouldn't mind having a Rogue mod without it.
Rats... Rogue without her powertheft ability makes her like a female Wolverine clone... course, MUA without Rogue is even worse... tough choice
I think a good alternative would it be for her to have a grab smash that looked like Spider-Woman's or Doom's that regained her some energy.
What did Power Theft do, exactly?
Mostly it stunned characters - she snatched the powers from mutants but it didn't last too long. I always preferred the stunning bit personally so *shrug* just having her absorb energy/stunning people would work for me
Power Theft actually stole the enemy's power. So if an enemy shot a laser beam from their arms, Rogue would steal their power the first time you used it, then every time you used it after that she would should a laser beam out. But in MUA that specific code (called a character handler) was removed from the game.
What Teancum said, stunning or energy absorb from another character would work - its better then having no Rogue at all.
I totally agree!!!!!
Please can someone upload a Rogue mod??????
Preatty please!!! :rogue: :rogue: :rogue: :rogue:
My gambit doesn't have powers :S
Quote from: dhunter on July 02, 2008, 08:14AM
My gambit doesn't have powers :S
Have you started a new game ?
already solved, thks anyway
Anyone know where this Pyro costume comes from?
http://www.comicvine.com/pyro/29-3554/4360-pyro/105-296839/
There are other shots on thre page as well. Could be another skin option . . .
Quote from: Cates on July 10, 2008, 11:32AM
Anyone know where this Pyro costume comes from?
http://www.comicvine.com/pyro/29-3554/4360-pyro/105-296839/
There are other shots on thre page as well. Could be another skin option . . .
From comic vine too:
"Earth-20051
This is the earth that the "Marvel Adventures" series of comics are set within. It has many of the same characters and heroes as the regular 616 Marvel Earth, but is more lighthearted and designed for an All Ages audience (reference for Earth-20051 is Marvel Adventures: Fantastic Four #25)."
Kay, thanks.
How about this one .. .
http://www.comicvine.com/pyro/29-3554/65373-pyro/105-370174/
BliZZ had converted a Rogue mod a while ago. I made a few changes such as an icon fix, fixed the extreme, added voice sounds, changed the torpedo move to act like it does in XML2, changed the power theft move to drain enemy life instead, and maybe a few other things.
This is the complete mod (unless i forgot some files), if someone could add this to the first post that would be great:
ROGUE
(Slot 208xx)
Powers:
Smash: Increased melee punch with knockback.
Life Theft: Drains life from the target and stuns them.
Energy Overflow: Releases built up energy in a 180 degree forward arc.
Tremor: Leaps into the air and comes down hard with a smash attack.
Torpedo Strike: Lunges forward and attacks in a torpedo fashion knocking enemies back.
Bedazzle: Baits nearby enemies into attacking you while lowering their fighting abilities for a time.
Southern Shout: Increases health and energy maximums of entire team for a time.
Manic Slam: Saps energy from all enemies, stuns them, and prevents them from using their powers for a time.
>>>Download Here<<< (http://www.marvelmods.com/ftp_users/NorrinR/mods/rogue/rogue.rar)
Contains:
-huds, icons, banner, loadscreen, sounds, mannequin
Credits:
-Initial conversion by BliZZ
-mannequin by MXYZPTLK
-loadscreen by BliZZ/Norrin Radd
-added 4th skin and hud Norrin Radd
For more skins, see matt710's booster:
http://marvelmods.com/forum/index.php?topic=1067.msg39773#msg39773
Very cool Norrin(http://www.gametoast.com/forums/images/smilies/thumbsup2.gif)
Yes! The drain life thing! Just like I suggested an hoped ^^
Now no one'll have to bother us on: "Where can I download a Rogue mod plzzzz!!!!"
Sure they will! You'll just be able to point them here ;)
I have a question. What are the files from the Official Characters mod that you need for the converted XML characters to work?
Depends on the character. It's different with every one, so it's best just to always have the Official Characters mod installed.
Yup, saves time and complications - with the OC mod installed you can build on whats there instead of having to re-install all the stuff you get from the OC and the mods you download
Ok. Thanks for explaining that. I tried the Psylocke mod without the OC mod and it messed up my game. It's good to know it was just me, not the mod.
Definitely not the mod - I use Psylocke
Added Rogue's link to the first page of this thread.
I'll be going back and updating a lot of the XML characters with patches that other people released during my absence soon. Just wanted to let people know.
I'm sure I'm gonna ask the question that everyone wants to know, but what's going on the Punisher?
There's quite a bit of work left, and I kind of need to reacquaint myself with modding MUA before I jump back into working on him. I figured this right here was a good way to do that.
Blizz: FYI - I have a rework of Pyro ready to upload. It gives him Ghost Rider's power that sets enemies on fire as his 5th power and removes the bugged fire sword power.
Also, I have re-aligned Avalanche's sounds so they play in game (makes a HUGE difference) and can upload them to you as well if you're doing some repackaging.
Just didn't want you to do work that's already been done.
Nice to hear you're back.
perhaps, if I could suggest, give Rogue's first attack a charging ability? As it stands the punch IS powerful... but for someone with the strength of Ms. Marvel it SHOULD have a charge function...
The problem with that is the animations.
I uploaded Sunfire with the improved mannequin, a small talent file fix for Juggernaut, and a Jean Grey Xtreme fix. Also, Gambit was 100% done as far as I could tell, so there was nothing to upload :)
Scarlet Witch has been updated with a new mannequin and her skins reorganized to match, and Professor X has been updated with his Loading Screen. Much like Gambit, I can't see anything that needs to be updated for Toad.
Quote from: BliZZ on August 20, 2008, 12:06PM
I uploaded Sunfire with the improved mannequin, a small talent file fix for Juggernaut, and a Jean Grey Xtreme fix. Also, Gambit was 100% done as far as I could tell, so there was nothing to upload :)
Just curious -- Gambit's card trap is still out, right?
Yeah, for balancing purposes. If you want it for your XBox mod, I'd be willing to code it in for you.
Anyway - Bishop has received a pretty big update. I changed his guns to external boltons so that his modern skin doesn't have a white outline around the gun.
That'd be awesome if you could. Who's grabsmash are you using?
No one's. It's one of Gambit's melee animations that knocks the enemy into the air.
Thanks to Teancum for the reminder - I had forgotten to check the character's grabsmashs while I was fixing them up. Ironically, Gambit's was the only one that was messed up - it's been fixed and reuploaded now.
Iammingy made a pretty cool Psylocke Xtreme skin you might want to consider using when(if) you are updating Psylocke:
Quote from: iammingy on July 11, 2008, 10:06PM
Psylocke :psylocke: - Xtreme costume:
http://www.box.net/shared/7hie8rw8w0
- includes a cel-shaded version for XML2.
Psylocke_Xtreme_MUA-PC.igb - for MUA-PC only
Psylocke_Xtreme_PS2.igb - for MUA-XBOX/PS2/PSP and XML2-PC/XBOX/PS2/PSP
Psylocke_Xtreme_PS2_cel-shaded.igb - for MUA-XBOX/PS2/PSP and XML2-PC/XBOX/PS2/PSP
(http://xs128.xs.to/xs128/08245/psylocke367.png)
I'll be updating Psylocke, but I'm working on the 10 XML2 characters first.
For the record, here's what's left for me to do:
-do anything with Pyro (I'm waiting on Cates' upload, he said he had some fixes so I may not have anything to do here)
-fix Rogue's Life Theft move
-fix Toad's Mucous Spit move (I know I said Toad was 100%, but it turns out the puddle his Mucous Spit leaves doesn't do damage over time. Pyro's Fire Blast is an example of how it should work)
Have you fixed the insane amount of damage Toad's Mucous Spit does?
That's a product of the base damage + all of the radiation that is SUPPOSED to be happening over time by standing on the patch all being applied at once. So yes, I will be fixing that.
Ok. I was just checking.
Alright, the Toad fix has been uploaded.
Hey BliZZ -- dunno if you noticed Norrin's Rogue mod, but he did an alternate for the Power Theft move. You might want to look into it.
I noticed. The Life Theft move drains Rogue's life rather than adding to it. Norrin gave me the go-ahead to fix and reupload it.
rogue's the best :P i was waiting so much for her :P anyway hey man is the punisher mod still coming out??? i really want it plz plz
He's said that he'll get re-acquainted with modding by fixing and updating the mods here, and then go back to him in the future.
Updated Magma, Jubilee, and Emma Frost with mannequins and reordered skins. Beast appears to be done.
Blizz - Here's the files that I fixed for Pyro.
http://www.mediafire.com/?loobnntozhn
I'm 99 percent sure that it was only effects, powerstyle and talent files that were changed, but I might have renamed some animations so I sent those as well. I did not re-work the herostat to include the great Ultimate skin from Norrin or a corresponding hud; it's the old skins that were included in my last download.
The changes-
-Fire blade is GONE. It's lack of animation always bothered me.
-I think this was included with previous upgrades, but I did some animation stuff to work out a "kink" that he had in his flamethrower power.
-Ghost Rider's power that sets an enemy on fire that then sets others on fire is now his 5th power. To me, that's totally Pyro, causing chaos through fire. I don't know why I never gave him this before, but this was my first mod and I wouldn't have known how the first time around anyway. :)
-Added effects from XML1 boss Pyro stuff to the fire column power. It now adds a cool "superheated ground" effect that lingers for a few seconds after the power is done.
-Minor tinkering with the effects to his grabsmash.
Let me know if there are any issues.
Cates, I'll check that out shortly. Also, I uploaded Magma with a small fix to her herostat entry.
Uploaded Pyro with Ultimate skin by Norrin Radd and Power fixes by Cates.
Also uploaded Sunfire with a new animated mannequin
X-Man has been uploaded with power sounds thanks to nodoubt_jr.
Thanks for these, he is much better with sounds :) His first power sound seems to go off a bit premature, but its ok.
BliZZ I didn't see Cannonball in your WIP thread, do you think you'll "convert" him (or is that not of interest to you)?
I had always intended to do Cannonball (and I've got some ideas of certain animations that fit him), but I really think he doesn't look right without his legs being hideable :(
Ok, I figured that is one of the reasons why. Thanks
edit:
Hm, I just thought of something, since it is easier to make mannequin because they don't need to have the biped (or bones, not sure of the correct terms), would it be possible to replace the cannonball model with a mannequin type model (with no animation) with no legs? This way no one would have to rig one up, just export and remove legs. It might look sort of goofy, but when cannonball is flying he doesn't seem to move his limbs much anyway, or at least from what i've seen
That's actually a really smart idea. There's no reason script-wise it shouldn't work.
I was actually working on rigging up Captain Marvel, so once I figured it out I had intended to make legless Cannonballs (not sure if I can make the leg bipeds invisible or the model will work without them, but I was going to test it out). I still haven't been able to get a good rig set up yet, though, so that is way down the line.
The biggest problem with that idea is that it will look really, really odd. If it was just for flying then maybe I could see it working, but a lot of his PSP powers involved hidden legs. I could use that as a placeholder for now, though. I'll add to my to-do list. :cball:
Hmmmm... another idea might be making several non-animated "half Cannonball"s per skin - one with arms extended up, one with them extended down, one with them crossed, erc. I'll give it a try.
I think that's what Norrin was getting at actually.
Psylocke has been updated with iammingy's new skin and the grab smash now does damage. Also, there was an issue with the hud_head_3001 overwriting Dark Psylocke's hud_head, and for some reason the 3001 slot is screwy and won't read an hud_head from any slot other than hud_head_3001. So, the 3001 skin has been renumbered to 3006 to avoid all of those conflicts.
does anybody have problems with x-man mod? the effects are not showing.
hi everyone,
first of all, thanks. I've had mua for years and it was really starting to get old, but now the new characters gave the game new life.
I don't know what's been happening but ever since I got the official character v.beta4 I haven't been able to get pass murderworld. something about the dialogs. when you should have that talk with senator kelly nothing shows up, but you can still play afterwards. but then, when you have to fight jean for the second time there's no dialog and you can't control your character anymore. this happens no matter what character you use (I've tried several).
has anyone had this problem too?
I changed the roster quite a bit, substituted blade for black widow, nick fury for cyclops and wolverine for nightcrawler, and the plus characters are hawkeye, moonknight, hulk and colossus.
can anyone help? thanks!
Hey Nowhere
check http://marvelmods.com/forum/index.php?topic=1184.0
I see lots of people got the same or similar issues!
Maybe it really is a glitch within the official characters pack! i haven't installed the beta v4 yet, but already in the v3 i had that problem!
hey all, after al LONG break im back, a few link problems here though, cannonball has no picture, the jubilee file has "been removed" and i tried downloading the Heroes Reborn armor, but noel has exceeded his bandwith :( btw, nice job on the xml2 mod and im waiting in anticipation for the official character mod final :D
Do these characters come with loadscreens, because I plan to download Emma Frost, and I want her loadscreen too.
Quote from: marvelfan12345 on February 21, 2009, 10:34AM
Do these characters come with loadscreens, because I plan to download Emma Frost, and I want her loadscreen too.
She has one :)
ok thanks
Hi, I was wondering; since Luke Cage does this 'team move' with Wolverine (throwing Wolf to enemies) i was wondering if Beast does the same. They are the originals for this move iirc.
Oh and Jubilee is great! Her colorful powers makes her so nice to play with :D.
Yes he does. Just 2 more things: the original "fastball special" is with Colossus, and Mr.Fantastic can also be thrown, as long as he's in pinball form.
Ah that was it called :) Fastball special. I always thought it was with Beast, and in the X-Men movies they did in it the training room with Colossus because Beast wasn't there yet. Didn't know Fantastic could be thrown as well! I accidentally found out when I tried to grab an enemy but instead threw Wolverine :D
With my mods Rockslide can throw X-23 :P
Hey, I tried the Emma Frost mod. She's really cool. I can't make her transform into her diamond form(her second boost). I've seen pics and a video of her doing but I can't get her to do it. :carnage:
Are you trying to activate all powers at level 1? Most characters don't have enough energy to use their second boosts at level 1.
No, I waited till she was level 4 before I activated all of her powers. She still won't do it.
Quote from: TJDragoon on March 21, 2009, 04:28PM
No, I waited till she was level 4 before I activated all of her powers. She still won't do it.
That's because Diamond Form spends a lot of energy, wait until you have Emma at level 7 or 8 and try again :)
:emmafrost:
Thanks whiteking, I got her to level 5 and she transformed. :carnage:
EH CATES I GUESS YOU ARE A SUPER PYRO FAN COULD YOU DO A PYRO MOD WITH XML EFFECTS LIKE IN THE DANGERROOM OF X MEN LEGENDS 1
Let me know if there are any issues
Look at the forum rules
QuoteDon't Use All Caps, and Post Meaningful and Clear Topics and Posts
This is what the third time you have requested this? And not even a please. This is not the right place to post it, we have a whole board for requests http://marvelmods.com/forum/index.php?board=15.0. If someone wants to do it they'll do it. requesting it multiple times in different threads wont inspire anyone to do it, you'll only end up annoying people.
Besides, Cates hasn't been active for nearly a year.
Does somebody still have Nightcrawler? (its a few pages back If so could somebody please upload and/or PM me a mirror?
:banghead: OC Mod maybe?
wait, tymaca, is your problem that heroselect doesn't work for you? if so, download the oc pack and maybe someone can upload the herostat for you to put in your herostat.engb.
Like for Emma Frost it says 198XX. So in menuselect do we put 198 then the menuselect number. :emmafrost:
no 198xx is her skin numbers
This is probably known, but might as well say it anyway, Life Theft drains Rogue's health rather than adds to it - and Southern Shout drains her health and energy rather than adding to it as well
I know several boosters/mods are being made for Rogue but I thought I'd post this as a warning/request to anyone that wants to use the mod as-is :)
Southern Shout increases the MAX of her health/energy. The current stays the same.
Quote from: Deedooo on February 01, 2010, 05:48PM
wait, tymaca, is your problem that heroselect doesn't work for you? if so, download the oc pack and maybe someone can upload the herostat for you to put in your herostat.engb.
Sorry for the late reply, nah. Thats where you have herostat.cfg for, to pick the herostats out of :). There was a xml2 conversion of nightcrawler, i meant that version XD
Can anyone give me a link to jubilee's download please?
Magma :magma: is down, can you reupload her please?
Here is Magma, sorry I tried to use Mediafire, but it gave me trouble please say if this doesnt work http://www.2shared.com/file/tTYAh4Lb/magma.html and here is a Jubilee link http://www.2shared.com/file/sP3vvPev/jubilee.html
it succesfully worked! thank you midnightphoenix123!
Your welcome, glad it worked!
Hey, The Magma link seems to be down
and I can't download it from 2shared for some reason. :((
Report it on the 'LINKS THAT NEED RESCUED -- IMPORTANT!' topic
Here is a new Magma link if anyone needs it, and Marvelmark I dont think you needed to post that since Wolfiegirl posted in January http://www.mediafire.com/?eouphmmyysc1vg4
Magma link don't work... :magma:
I just tried the link that I posted above and it works fine
Magma link is, in fact, broken- could someone re-upload it?
What about the link in the Character mod catalog? Does that one still work..Nevermind, im going to check it out :P
EDIT : Yep, Magma needs a re-upload :P
Oh yeah guys,the Magma link do not work , the new one that midnightphoenix123 posted does not work too=x
EDIT :
Guys,even if the last post with Magma download link does not work i just found out that the post of midnightphoenix123 did in the page before that (46) has a link where Magma does work,i jjust download it and tested her in my game.This is the link :
http://www.2shared.com/file/tTYAh4Lb/magma.html
sorry for all the confusion :)
Why I can't download in mediafire.
It only say's Processing Download Request but nothing happen at all.
Is there another way to download except for mediafire. Mediafire doesn't work.
Pls help.............
Unfortunately there seems to be no active and working link for Magma, what a pity!
Quote from: Dave_Bass on February 18, 2016, 01:44AM
Unfortunately there seems to be no active and working link for Magma, what a pity!
The Magma link in the Character Mod Catalog seems to be working fine.
Quote from: sinisterstoneage on February 18, 2016, 10:38AM
The Magma link in the Character Mod Catalog seems to be working fine.
WTF?
I don't get it. I tried all of 'em links yesterday and it didn't work, now this works. Maybe I dropped too many acids, g'dammit!