Marvel Mods

X-Men Legends I & II => Mod Releases and Conversions => Topic started by: Noelemahc on February 27, 2007, 07:59AM

Title: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: Noelemahc on February 27, 2007, 07:59AM
The goal? Right-o, the reversal of the XML-to-MUA one, get all MUA skins to XML2 - without the dupes (Ultimate Wolverine or Dark Phoenix, f.e.), of course. What you'll do with them isn't my real concern -- I know I will enjoy replaying the game for the gazillionth time just because it has a fresh look :D
I will post pics as progress reports as I rip stuff, but I will attempt to make as few actual file uploads as possible, going for quantity within a pack rather than the quantity of the packs themselves.

The current list is as follows:

(http://smg.photobucket.com/albums/v26/ivan_k/Marvel/MUA/CGvsNG/th_TMUP1.jpg) (http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/CGvsNG/TMUP1.jpg)  (http://smg.photobucket.com/albums/v26/ivan_k/Marvel/MUA/CGvsNG/th_TMUP2.jpg) (http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/CGvsNG/TMUP2.jpg)  (http://smg.photobucket.com/albums/v26/ivan_k/Marvel/MUA/CGvsNG/th_TMUP3.jpg) (http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/CGvsNG/TMUP3.jpg)

(http://smg.photobucket.com/albums/v26/ivan_k/Marvel/MUA/CGvsNG/th_TMUP4.jpg) (http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/CGvsNG/TMUP4.jpg)  (http://smg.photobucket.com/albums/v26/ivan_k/Marvel/MUA/CGvsNG/th_WTFX2.jpg) (http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/CGvsNG/WTFX2.jpg) (http://smg.photobucket.com/albums/v26/ivan_k/Marvel/MUA/CGvsNG/th_WTFX.jpg) (http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/CGvsNG/WTFX.jpg)

(click the small pics to see big ones)
The one with the black BG also proves the impossibility of using MUA levels in XML2. Yes, you read that right, there is no reverse LEVEL compatibility. Sorry.
Title: Re: MUA-to-XML2 Projekt
Post by: Noelemahc on February 27, 2007, 12:24PM
Two more :D
(http://smg.photobucket.com/albums/v26/ivan_k/Marvel/MUA/CGvsNG/th_TMUP5.jpg) (http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/CGvsNG/TMUP5.jpg)  (http://smg.photobucket.com/albums/v26/ivan_k/Marvel/MUA/CGvsNG/th_TMUP6.jpg) (http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/CGvsNG/TMUP6.jpg)
(click to enlarge)

Note that the mess in Deadpool's hands is actually his boltons -- XML2 has them listed under a different name, which causes all sorts of trouble. I will include a patch for it (utilizing the same trick BliZZ used to get XML2's DP models working in MUA) with the models :D
Title: Re: MUA-to-XML2 Projekt
Post by: THX on March 06, 2007, 02:09PM
Hah can't believe I missed this.  I guess we can only play the MUA levels so much before we'd want to see how a Spidey/Thor/Colossus team would fair against Apocolypse and the gang.

Any updates.. I know you've been swamped with other stuff.
Title: Re: MUA-to-XML2 Projekt
Post by: Noelemahc on March 06, 2007, 09:01PM
Swamped is not even the word, my exams got moved two weeks earlier, so I'm running around in circles. So I would be very surprised if I find time for any updates in the next month or so. Sorry.
Title: Re: MUA-to-XML2 Projekt
Post by: Noelemahc on March 06, 2007, 10:58PM
But, before I go on hiatus, one last treat :D
(http://smg.photobucket.com/albums/v26/ivan_k/Marvel/MUA/CGvsNG/th_Anims.jpg) (http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/CGvsNG/Anims.jpg)
(click to enlarge)

We CAN use MUA (from the console versions only, though) animations in XML2, we just will have issues with the fact that MUA splits playables into two anim sets - powers and attacks into one and walking and menu stances into the other. :(
Title: Re: MUA-to-XML2 Projekt
Post by: DJay Saint on March 21, 2007, 12:46PM
Hey, how's this going?  Have you had a chance to nab some more skins from MUA?  There's a few I wouldn't mind using.  (how come Ms. Marvel's 3rd skin is f'd up in the face on the PC version, but it looks good on the X-box version?)
Title: Re: MUA-to-XML2 Projekt
Post by: Noelemahc on March 21, 2007, 12:54PM
My current completion list is as follows:
Character codes 1-12, 14-19, 23, 25, 27, 29-31, 33, 35, 38, 41, 49, 53, 58, 59, 73, 80, 65-87, 95, 96, 100, 109, 118, 119, 123, 124, 129, 131, 132, 135, 136, 142, 144, 148 and 160.
That's the ones that have been done fully, alternate skins and all. A lot more (like 13, 20, 21, 22 and 81 along with 88-90) are partially done (i.e. one or two skins out of four/five). Remember, I am doing this in my 'off' time, which is currently ALL that my 'modding time' consists of whenever I'm not uploading something for someone :D

And you can see some snaps in the KB's models thread in the latest post concerning the geometry and texture format differences. :D
Title: Re: MUA-to-XML2 Projekt
Post by: Alexjh on March 21, 2007, 04:18PM
Just a matter of interest.... if you can transfer characters backwards, could you in theory bring mods backwards from MUA to XML2?  I was thinking specifically Cable here, but in theory anyone that has been made?
Title: Re: MUA-to-XML2 Projekt
Post by: DJay Saint on March 21, 2007, 04:39PM
You would have to manually edit their powers and such, since you can't just copy and paste the talent files and expect them to work.  Reason being is that while the games are very similar, they are still different in how their passives work, the powers are on different scales, etc.  So yes, you COULD, but it would be tedious, hence my procrastinating on porting any more XML1 characters over.  (I'll get them done eventually...  :runaway:)

On a side note, I want to donkey punch the person in the ovaries who thought it would be a good idea to seperate the two animation files in MUA.  I have been trying like hell to splice the two for use in XML2, but to no avail.   :soapbox:  It's either one or the other at this point.
Title: Re: MUA-to-XML2 Projekt
Post by: BliZZ on March 21, 2007, 04:46PM
See, that's the difference between you and I. I want to have said person's babies, as it is the ONLY reason I can get grab-smashes working on XML chars :laola:


:runaway:
Title: Re: MUA-to-XML2 Projekt
Post by: Noelemahc on March 22, 2007, 01:07AM
Random piccur:
(http://smg.photobucket.com/albums/v26/ivan_k/Marvel/MUA/CGvsNG/th_TMUP7.jpg) (http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/CGvsNG/TMUP7.jpg)
Just as was expected, some of the Spidey-foes' alternate costumes do appear in-game (Scorpy, for example, does switch from one to another when you meet him the second time - not something I've paid much attention to when I plowed through the game... did you?) after all - learned from the presence of both of his costumes in the FBs.
Title: Re: MUA-to-XML2 Projekt
Post by: Noelemahc on March 22, 2007, 08:48AM
Some stats: I've converted 198 models out of a total of 390-something. Please note that not all will be there as, for example, skins 2 and 4 of code 122, as well as skins 3 and 4 of codes 120 and 121 simply don't appear in the PS2 version AT ALL. I know these can later be inserted by hand, but still = bleh. Also, the XML2 leftover skins are obviously not present in MUAPS2 - like the 032X and 042X skins, as well as Mag-neato (10100) and the Sentinels (70). Dang.
Title: Re: MUA-to-XML2 Projekt
Post by: DJay Saint on March 22, 2007, 08:57AM
I ripped some of the skeleton files and models yesterday.  I can help rip the rest, but I only got the x-box files, not the PS2 files.  I'm assuming as in XML2, the MUA PS2 skins are of higher quality also?
Title: Re: MUA-to-XML2 Projekt
Post by: Noelemahc on March 22, 2007, 09:28AM
Yep. The skeletons, however, don't matter none, so if you could cover those, I'd be grateful. After all, there's only about 150 to deal with :D
Title: Re: MUA-to-XML2 Projekt
Post by: DJay Saint on March 22, 2007, 09:39AM
Yeah, I'll get to them.  It only took me about a minute to convert each character's set.  I'll work on some this weekend.  I wish I could figure out how in the world to combine the menu poses, walk, and run animations with the combat skeleton animations and get it to work.  So far I have been able to splice the two together, one at the end of the other, but for obvious reason, the second one is ignored (but I still found out that merger is possible, you just have to know exactly what to copy).  I don't know if there is any specific order in which I should stick the animations into the combat skeleton, or what in the file is relevant other than the animations after the tags themselves.  *shrugs*  I'll try that again another day.
Title: Re: MUA-to-XML2 Projekt
Post by: DJay Saint on March 23, 2007, 11:36AM
I tried reskinning one of the x-box models, and when I loaded the model in game (XML2), there were vertical black lines in the skin (problem with the alpha channel?).  Does MUA use a different format DDS than XML2 or something?  I know XML2 used DXT3, which is what I saved my .dds as, but I'm assuming with MUA it's different because I've never had this problem when reskinning XML2 skins.  If not, what's the issue?  (screencapping it in a few)

EDIT:  (http://img.photobucket.com/albums/v239/BurningRage02004/Screen-4.jpg)
Title: Re: MUA-to-XML2 Projekt
Post by: Noelemahc on March 23, 2007, 12:28PM
Actually, MUAXBOX uses a crazy mixture of DXT2 (leastways it LOOKS like DXT2) and DXT3, which is exactly why you got the crazee lines. Try saving the output file as DXT1 OR, better yet, use Texture Finder to ease up the burden of experimenting.
Title: Re: MUA-to-XML2 Projekt
Post by: DJay Saint on March 23, 2007, 12:51PM
I did use texture finder, and the images only show up clear when I use the DXT3, which is why I tried that first.  I did save the files as DXT1, but it cuts the file size almost in half (I'm using Nvidia's .dds plug in for Adobe Photoshop).  Just about not caring, I tried to insert them anyway, and poof, ctd.  *shrugs*  Is there something in the file that defines how big (byte size) the image should be?

EDIT:  Meh... tried DXT5 just for shits and giggles, and obviously no dice.  Phukit.  :runaway:
Title: Re: MUA-to-XML2 Projekt
Post by: Noelemahc on March 23, 2007, 01:00PM
Nope, just the actual pixel size data in the header - and that the IGBs replace with their own header data.
The best I can offer you is to wait till I'm done with the PS2 rips, these are heckuvalot easier to reskin.
(Am almost done - only have a couple models to cover; then I will upload them and only THEN will I start adapting the present-in-PC-version-but-not-used-in-game-and-therefore-not-appearing-in-console-versions subskins)
Title: Re: MUA-to-XML2 Projekt
Post by: Noelemahc on March 24, 2007, 12:04AM
Here's the first release:
http://www.marvelmods.com/noelemahc/PS2MUAstuff.rar

This includes EVERY model of the ACTORS directory present in MUAPS2. And a bonus (in the form of PSP's Code 219 (Super-Skrull Comic) - filtered and upsampled and stretched onto the Code 33 model which they share).
What this doesn't have:
- Code 70 (Sentinels)
- Code 102 (Arcade)
- at least one of the subskins for EACH monster model

The first two aren't salvageable; the third point is. I will make those (eventually) and upload them as well, as a separate pack.

These models are all useable both in MUAPC and XML2PC (and MUAXBOX and XML1/2XBOX while we're at it, as well as XML1/2PS2 - theoretically - if you can get it to launch using custom files, which I couldn't).

Why would you want to use them in MUAPC? First, these only have the ONE texture, no mips = easy reskins. Second, they don't have detailed geometry, which is good for reskins - easier to pass 0101 (Blade's Movie skin) as the Punisher, for example, if the need arises. Third, they have proper rigging all around (which means Sharon Ventura (1403) and Classic Elektra (1201) are glitchless). Fourth, if a MUAPC skin has a 256x or less as the top resolution for the mips, the PS2 model will most probably look better in Advanced Lighting because of the lossless texture compression.
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: DJay Saint on March 24, 2007, 02:59AM
You are my hero.  I'll get all those skeletons done for you after I get a few winks of sleep.  What format are the PS2 skins in?  Same as the XML2 ones?
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: Noelemahc on March 24, 2007, 03:52AM
The IGBs themselves are in a format of their own, in every respect (though the geometry and rigging formats are close to what the PC version uses).
The textures are 8-bit indexed DDSes, with the palette and texture itself (256x usually) stored separately in the file. See my breakdown of their skinning in the Knowledge Base :D
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: BliZZ on March 24, 2007, 07:51AM
Yay! Finally a Classic Storm skin for XML2!
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: nodoubt_jr on March 25, 2007, 06:16PM
thanks for this
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: es32123 on March 25, 2007, 08:49PM
Some questions

1. When I reskin someone in XML2 as Sif the Game crashes, what's up with this ?

2. Can we get rid of the things some of the skins are holding ?

3. Can I use the MUA skeletons in XML2 without Conversion ? ( 1 out of the 2 )

Thank You
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: Noelemahc on March 25, 2007, 10:17PM
1. Weird. Gonna go check for possible reasons.
2. Not directly. Gonna have to add the corresponding skin_multipart commands to your Herostat. Look at how Deadpool works for an example.
3. Not from the PC version, sadly. You can still use the PS2 or X-Box skeletons though - Burning Rage promised to deal with those.
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: es32123 on March 26, 2007, 08:46PM
Can we have Deathbird's wings also ?
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: Noelemahc on March 26, 2007, 10:08PM
Last time I checked, they were a part of her model. Aren't they?
I will be ripping and upping the boltons later this week anyway, so... Y'know. Wait a tad. I just started a new day job, so expect me to be a tad faulty >.<
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: nodoubt_jr on March 26, 2007, 10:54PM
no they are not part of it
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: Noelemahc on March 27, 2007, 07:09AM
Hmm. That's funny, since they ARE a part of her PC model, I automatically assumed that would work the same way cross-platform...
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: nickfuryfan on April 14, 2007, 07:10AM
say, I noticed those new MUA skins on the first page, what characters do those belong to?
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: Noelemahc on April 14, 2007, 07:37AM
Hmm? I'm afraid you'll have to be more specific in your query. Which front page? Which particular skins?
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: nathios on April 14, 2007, 05:50PM
i need os dark cyclops and dark psylocke and dark colossus please !!!
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: Teancum on April 14, 2007, 06:36PM
Do you want the whole thing or just the models?
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: nathios on April 14, 2007, 06:45PM
skins please i see a image in first page 
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: Teancum on April 14, 2007, 06:52PM
Quote from: Noelemahc on March 24, 2007, 12:04AM
Here's the first release:
http://www.marvelmods.com/noelemahc/PS2MUAstuff.rar

This should have all you need.  If you need the character codes to find out what models are what, go to the main site/FAQs/Skin IGB # list.
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: nathios on April 15, 2007, 03:23AM
thankkssss
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: nodoubt_jr on April 22, 2007, 04:48PM
Quote from: Noelemahc on March 27, 2007, 07:09AM
Hmm. That's funny, since they ARE a part of her PC model, I automatically assumed that would work the same way cross-platform...

maybe Deathbird's wings are part of the skin, when i open the igb with a hex editior i found "wings_segment".  i tried the "showskin = " thing in herostats (i replaced one of Sabretooths skins for hers) but they still dont show up.  Anyone know how to get them to show up, or am i misreading what i saw in the hex editor?
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: DopyG on June 16, 2007, 07:13AM
Can someone tell how i install the characters??

I want example play lke Blade or ghostrider.. How do i install them?
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: nodoubt_jr on June 16, 2007, 11:07AM
without the skeletons, its seems like a waste of time, nothing would fit them well.  Plus not everything transfer 100%, when i did the Invisible Woman for XML2, her ensnare power and her two boost didnt work in XML2
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: Lord Vader on July 06, 2007, 11:34AM
Quote from: Noelemahc on February 27, 2007, 12:24PM
Two more :D
(http://smg.photobucket.com/albums/v26/ivan_k/Marvel/MUA/CGvsNG/th_TMUP5.jpg) (http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/CGvsNG/TMUP5.jpg)  (http://smg.photobucket.com/albums/v26/ivan_k/Marvel/MUA/CGvsNG/th_TMUP6.jpg) (http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/CGvsNG/TMUP6.jpg)
(click to enlarge)

Note that the mess in Deadpool's hands is actually his boltons -- XML2 has them listed under a different name, which causes all sorts of trouble. I will include a patch for it (utilizing the same trick BliZZ used to get XML2's DP models working in MUA) with the models :D

Where's Storm's cape? :(
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: ratmon on July 06, 2007, 12:22PM
Well someone please put a cape on that ghetto h0e. Kidding!!
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: Chimoru on July 09, 2007, 11:17AM
Wow!  Thank you for this, it's much appreciated.  I have a question though.  Is there a guide for what skin is what?  (Version of costumes) In case I just want to select only certain ones to replace in XML2?  I tried finding the textures in TextureFinder, but they never came out right (Never found them using the DXTs), or came out with color distortion so I couldn't tell which costume was which.  I know WHO they belong to, but I can't see what version of costume it is.  (Ultimate, classic, etc.)
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: ratmon on July 09, 2007, 11:47AM
but it don't replace any skin it just adds more.
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: matt710 on July 09, 2007, 01:07PM
I think this is what you mean. 

Here is what the numbers belong to in MUA: http://marvelmods.com/index.php?option=com_content&task=view&id=25&Itemid=43

For the skin numbers in XML2: http://marvelmods.com/forum/index.php?topic=137.0


________________________

Also each character is allowed up to 9 skins in xml2.  You just need to reference the skins in the herostats and create a package file.  So you shouldn't have to replace any skins.
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: Chimoru on July 09, 2007, 03:40PM
Thank you to both of you, but I still have a few questions/comments.

Matt710,
I have used those links before, but the first link only tells me who the skins belong to, not which costume is assigned to which number.
The Second link tells me which skin goes for which number and whose it is, but only in the Official release, not the contents of this mod.
Is there a guide to the contents of this specific mod as far as which costume is which??
Example:  0401=Storm-(Ultimate) or 0401=Storm-(Classic)

Ratmon,
This Mod WILL replace and mess up my skins if I just copy and paste, so I didn't do that and I would advise that you do not do the same.  (My Sabretooth would turn into Enchantress, my Jean into Electra)

Thanks again for your posts.
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: matt710 on July 09, 2007, 05:23PM
I believe most are in the order of this website.  Look at Storm:

Astonishing (first picture) 0401
Retro (second picture) 0402
Ultimate (third picture) 0403
Classic (forth picture) 0404

It will only have the playables and you will have to cross reference with the skins number list I gave you. Hope this helps:

http://www.mycheats.com/view/section/19216/18936/marvel__ultimate_alliance/xbox_360
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: Chimoru on July 09, 2007, 11:19PM
Thank you so much for this. It should help quite a bit. :)
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: ratmon on July 10, 2007, 09:52PM
Please ghostrider, dare-devil, and Mr.fantastic.
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: nodoubt_jr on July 23, 2007, 11:04PM
i think i might have found a way around the MUA skeletons not having menu animations and power animations together.  Grab-smashes dont work in XML2 right?  Well i took Invisible Woman's 4-Combat skeleton, renamed her grabmash animation to menu_idle.  So what happens now is in the menu the skeleton does the grabmash when you pick them, then they do it one more time and finally going into an idle position.  As a result no invicibility and now it has a menuaction and menu idle.

Heres pics i replaced Invisible Womans 4-Kombat skeleton with Cyclops, here is how it looks in menu.

when pick them

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0221-1.jpg)

and then idle

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0222.jpg)
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: ratmon on July 24, 2007, 09:54AM
Maybe we could use this to give angel a menu animation. Or maybe I'm stupid and your talking about something a none modder would not get.
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: matt710 on July 24, 2007, 10:08AM
The problem would be is that we can't add to an existing skeleton, just change them from one or another.  Since no one playable has wings besides deathbird, she would be the only skeleton possible for angel.  But I doubt she has too many animations since she was just a boss in MUA.
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: ratmon on July 24, 2007, 10:12AM
I get it, thanks
Title: Re: MUA-to-XML2 Projekt -- MODELPACK v1 RELEASED!
Post by: nodoubt_jr on July 24, 2007, 11:54AM
yeah Angel and Deathbird dont have enough to want to alter for a menu animation, at least they show up, MUA combat skeletons dont even show up, they are invicible and you cant even see what custome you are choosing.