Marvel Mods

Marvel Ultimate Alliance I & II => Console Versions => Topic started by: Teancum on March 19, 2007, 08:07pm

Title: MUA: Original Xbox SE mod - (new download link)
Post by: Teancum on March 19, 2007, 08:07pm
DISCLAIMER: These mods require a modded Xbox.  If your console isn't modded this mod will not work.  Also, this is not the place to ask how, Google is your friend.  You will also need your ORIGINAL disc as this mod only contains the update files.  For those who know how to run content on your modded system, simple instructions are included with each download so you can use it.  Again, you need the original disc to install this correctly.  We ain't running some warez station here, and it's only like 20 bucks now.

XBOX: **These screens are from the PC version, but these are the exact skins to be in-game
- :moonk:Moon Knight.  Uses PS2 skins (and has a 4th by Noelemahc)
Classic, Ultimate, Khonshu, Retro *NEW*
(http://img141.imageshack.us/img141/103/moonknightwp2.jpg)
--New Simulator Disc, location and villain undisclosed

- :hulk_icon:Hulk.  Uses PS2 skins (mod by Iammingy)
Classic, Ultimate, Joe Fixit, Red Hulk
(http://img141.imageshack.us/img141/7245/hulkxa3.jpg)
--New Simulator Disc, the Omega Base RAMPAGE!
--Defeat M.O.D.O.K. to unlock him

- :gambit:Gambit.  XML2 Conversion *REPLACES Elektra (sim mission and all)*
Ultimate, Age of Apocalypse, Xtreme, Classic (not shown)
(http://img143.imageshack.us/img143/7942/gambityz6.jpg)
--New Simulator Disc, location and villain undisclosed
--He can pick the lock on Dr Strange's door
      -His dialogue is "ol' Gambit dun already picked the lock!"

- (http://xs322.xs.to/xs322/07516/warmachineiconupdate2.png)War Machine.  (mod by Teancum, skins by Iammingy/Overload, mannequin by Overload)
*Iron Man would get his Heroes Return armor from XML2 in place of War Machine (3rd skin)*
Classic, Modular, Initiative, Ultimate
(http://img125.imageshack.us/img125/8315/warmachinejt7.jpg)
--Simulator - VS Crimson Dynamo in Asgard (replaces VS Crimson Dynamo disc)

- :ifist:Iron Fist. (mod by Iammingy)  *REPLACES Nick Fury
Tournament, Classic, Ultimate, Classic (Red)
(http://img107.imageshack.us/img107/4851/ironfistcv6.jpg)
--Simulator - VS Lizard on the Helicarrier (replaces VS Lizard disc)

-Next-Gen Simulator Missions.  Two of the next-gen missions!
-Review Menu.  There's new loadscreens AND comics to view for all the playable characters, plus ones for the PSP characters.  They are unlocked by default so you can view them at any time.
-Team Bonuses. --New team bonuses (with sounds) have been added:   (will be updated)
Raven Avengers
Angel
Storm
Daredevil
Mr Fantastic
Colossus
Ghost Rider

Raven Knights
Iron Man
Human Torch
Iceman
Angel
Deadpool
Moon Knight
Gambit
Spiderman

Special Ops
Deadpool
Moon Knight
Nick Fury
Iron Man
Mr Fantastic
Gambit
Elektra
Luke Cage


------------------------------------

Thanks
THX - for the site and being a cool all around guy
BliZZ - for the initial Gambit mod (PC) and some Angel updates
Iammingy - For the Iron Fist and Hulk mods, plus excellent skins
Overload - for mannequins
Noel - for research
The folks at xentax.com (http://www.xentax.com) - for help with research

DOWNLOAD LINK (https://drive.google.com/open?id=1MOm0cXyoTjAZp83SxJeCMb6KTIoE-r3e)

---------------------------------------------------------------------------------------------------------------------------

OTHER PROJECTS:
http://www.gametoast.com/ -- The Star Wars Battlefront Conversion Pack (look in the forums)
Title: Re: Xbox 1 'untitled' mod
Post by: THX on March 19, 2007, 08:16pm
whoa!  Mod a console game!?  How often is this done?

Kudos to you for taking on the project.  Hope you are able to come up with some wicked stuff  :stirthepot: :naughty:
Title: Re: Xbox 1 'untitled' mod
Post by: Noelemahc on March 19, 2007, 09:37pm
Dude, this is exactly what we need - expanding the unity out onto the other platforms! :D
Seriously, good luck with this, and feel free to ask for any help (and post screensnaps if you can, too!).

My two cents:
Quote
First skin works great, second froze the game
The X-Box only has the one skin, IIRC. Have to check, of course, but I think it is so. :(
Quote
Odds are they might work on the Xbox.
Yeah, I also would like to believe so. Get back to me on this in a week or so, I will have access to the full X360 fileset by then :D
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on March 19, 2007, 10:06pm
Yeah, MK has @BADFILE errors for every description in his details menu.  Powers, outfits, etc.  I'll see if I can find a way to capture screens, but a cell-phone cam may be the best I can do :P

Tomorrow I'll get Cyclops in, cuz Dr. Strange has GOT to go.  I'll have to change the script at the Sanctum so that you can get into his room w/o him on your team.
Title: Re: Xbox 1 'untitled' mod
Post by: Noelemahc on March 19, 2007, 10:50pm
It's not impossible to rebuild all of MK's files... except for the skins, of course, as there's no way we can do those. I don't suppose the PS2 FBs would work on the Box, would they?
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on March 20, 2007, 05:45am
Yeah, I'd be willing to try any other platform's version of the files.  All of the shipped packages have a .fb extension.  Not sure if that's platform-independent, or even if that helps.
Title: Re: Xbox 1 'untitled' mod
Post by: Noelemahc on March 20, 2007, 06:54am
Give this a whirl (I expect you already know what to do with those):
http://www.marvelmods.com/noelemahc/MKPS2packs.rar
Let's find out more about how this shtuff works, shall we? :D
It's a simple matter, but it will simplify the porting of further mods significantly :D
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on March 20, 2007, 07:52am
Worked like a charm.  His 2nd and 3rd outfit now are selectable without a freeze.  So that leaves his mannequin, his VO (Voice Overs) and killing off this error for his powers and for his first costume (which can be selected)

!BADFILE@HERO_MOONKIGHT@OU (all I can read) for his Classic Costume
and similar errors for his powers.

I played him most of the way through the Helicarrier, he seemed to work just fine.  Powers, fighting styles, etc.  So that's good news there.

Hmm...  What format are the PSP packages in?  I wonder if they have the same format as the Xbox.  Anyways, if you can rar up MK's first costume that will probably kill those errors off.  And would it be possible to rar up the PSP Hawkeye's packages?  Just for the sake of attempt.
Title: Re: Xbox 1 'untitled' mod
Post by: Noelemahc on March 20, 2007, 08:03am
Holy sheep! I hadn't expected the PS2 files to work on the Box. Let's try this the same way then, with the other files...
http://www.marvelmods.com/noelemahc/NGPS2rip.rar
This here has MK's first costume and the voices for both him and Colossus. Rename ENM to ZSM and ENS to ZSS for proper readings.
I WILL get you the X360 sounds once I get them - which will be by the end of this week, probably.

For the PSP... The packages are different ONLY for the PC, they are universal across the other platforms...

First, test it with an existing char, here's Moony again:
http://www.marvelmods.com/noelemahc/MKPSPrip.rar
And if THAT works, here's Hawky:
http://www.marvelmods.com/noelemahc/HWKPSPrip.rar
That will spare you the misery of adding Hawky only to find out he won't work (b-sides, you will need different mannequin menu FBs for using the PSPers).
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on March 20, 2007, 08:43am
Sweet, MK's first costume is fixed.  The VO, unfortunately, didn't.  The PSP costumes won't work either.  But at least the PS2 files worked.

So you were talking about the mannequin menu fb.  I'm assuming that's team_back.fb?  And, if so:

-Is that where the mannequin files are stored
-Do we have the 360 or PS2 version of that?
-Is there a way to build console-version .fb files?
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on March 20, 2007, 12:09pm
Update:

-MK is done, I'm currently toying with the extra voices to see what fits him.  I'll probably stick with Capt. Marvel's since I'd like to get Hawkeye (Tom's) in there eventually.
Title: Re: Xbox 1 'untitled' mod
Post by: Noelemahc on March 20, 2007, 12:20pm
Let me paraphrase it. I have the full disc images (and consequently, all the files from them) of MUA in the following versions:
- PC
- PS2
- PSP
- X-Box

Moreover, I will posess the disc image of the X360 version by Saturday, probably. Legal counsel suggests you do not ask where I got them from and you will hear no lies. In the meantime, let me remind you that FBs are just the files listed in the PC version's PKGBs that have been spliced together, with the actual file data replacing references to those files' locations.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on March 20, 2007, 12:24pm
*fix*

MK is not entirely done, he's still got the missing mannequin bug, but for now I'm working on converting Cyclops.  Odds are I'll need to update the X-Box XML2 fbs to match the PC Cyclops mod.
Title: Re: Xbox 1 'untitled' mod
Post by: Noelemahc on March 20, 2007, 12:57pm
Or rather rebuild them from scratch, considering XML2 and MUA have very different opinions on what a hud_head makes :D
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on March 20, 2007, 03:21pm
I hate sounding ignorant, but I'm still confused on how you'd build fb files. The Xbox doesn't like to read anything outside of the fb file, as I've tried doing a bit of that.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on March 20, 2007, 08:19pm
I gave up on Cyclops for now until I can figure out more on how to build the fb files needed for the Xbox format.

Instead of putting him in I'm trying to get Nightcrawler as a playable using in-game assets.  Here's my most recent failed attempt: (lockup on selection, no mannequin) --I'm downloading the Avengers mod to see how Vision was inserted.

Code: [Select]
   stats {
   ailevel = 1 ;
   autospend = support ;
   body = 5 ;
   body = 200 ;
   characteranims = 47_nightcrawler ;
   charactername = Nightcrawler ;
   level = 1 ;
   menulocation = 2 ;
   mind = 12 ;
   moveset1 = moveset_flying ;
   name = DrStrange ;
   playable = true ;
   powerstyle = ps_meph_nightcrawler ;
   scriptlevel = 3 ;
   skin = 4701 ;
   skin_01_name = Classic ;
   sounddir = mnight_m ;
   strength = 4 ;
   team = hero ;
   textureicon = 5 ;
      Race {
      name = Mutant ;
      }

      Race {
      name = XMen ;
      }

      talent {
      level = 1 ;
      name = dead_p1 ;
      }

      talent {
      level = 1 ;
      name = dead_tele ;
      }

      talent {
      level = 1 ;
      name = melee_moves ;
      }

      talent {
      level = 1 ;
      name = dead_stealth ;
      }

      talent {
      level = 1 ;
      name = fightstyle_default ;
      }

      talent {
      level = 1 ;
      name = block ;
      }

      talent {
      level = 1 ;
      name = grab ;
      }

      talent {
      level = 1 ;
      name = healing_factor ;
      }

      BoltOn {
      anim = 200_nightcrawler_tail ;
      bolt = Bip01 Spine1 ;
      model = 20026 ;
      slot = ebolton_tail ;
      }

   }

Would someone be willing to run a few of the XML1/2 meshes (or Tom's Hawkeye) back through Alchemy with an Xbox export?  At this point I'm ready to knock out another character replacement.
Title: Re: Xbox 1 'untitled' mod
Post by: Noelemahc on March 20, 2007, 10:03pm
Only Tom has Tom's meshes for export. He's picky like that :D

How FBs are made:

1. Decide order of file appearance.
2. Each file gets 196 bytes worth of pre-header data; beginning with the full file path from root (i.e. actors/1001.igb; the file type and length -- see any FB in hex editor for examples).
3. Each resulting file is C&Ped in a binary merge (best done via hex editing) in the order you've decided on. The order doesn't matter at all, though the game uses the principle of LEVELS->WEAPON MODELS->SKELETONS->CHARACTER MODELS->HUD_HEADS->ICONS->EFFECTS->TEXTURES FOR EFFECTS->ENTITIES->FIGHTSTYLES.
4. Save end result file as FB.

I can't tell you about the parameters you have to set in the 196-byte header though, as I only rip the files apart, hadn't had to build them yet.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on March 21, 2007, 09:23am
Yeah, I'm a moron.  Here I am thinking the whole time that the Xbox doesn't read anything unless it's in .fb format.  More than likely the problem lies in the actual IGBs, which are all formatted for PC.  I snagged the Xbox Captain Marvel last night and am going to tinker with it tonight to see if it loads or not.

In other news, I thought it might be fun to give Colossus and MK their own comic missions, so that's my other project.  Any preferences on who they should fight?
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on March 22, 2007, 05:18pm
Another limitation:  Four outfits is the max.  Added a Xbox XML2 Wolverine skin as the 5th, entered the cheat, did not appear.  I'm recompiling the herostat with the XML skin in the fourth slot.

*EDIT*

Success, XML2 skins will work in place of other MUA skins.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on March 23, 2007, 07:23am
Gambit now replaces Nick Fury.  I always thought it was dumb that you could play as him.  Everything works correctly except for his melee moves, but if I can't fix it I'll probably still leave it be.

Hey Noel, can I get the 360 moonknight_4101 files?  (For mannequin purposes)
Title: Re: Xbox 1 'untitled' mod
Post by: Noelemahc on March 23, 2007, 07:33am
The mannequins are stored in packages\generated\maps\package\menus\characters_heads.fb (and the _ng and _pc subversions). Here's the PS2 version:
http://h1.ripway.com/ivank/characters_heads_ng.rar
If these won't work by just putting them INTO the folder, merge this with the common characters_heads.fb via hex.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on March 23, 2007, 07:50am
Do we know whether we can remove files in the zss via the registered Game Extractor?  If so we can simply learn who's who inside x_voice.zss and make individual sound packs.

*edit* -- Success.  I hexed MK into characters_heads and he showed up.  So now MK is done.

Okay, so I'm one question after another.  Can we extract MK's textures?  I have no trouble reskinning a fourth skin, but I'd need to have the file in a format Photoshop can read.
Title: Re: Xbox 1 'untitled' mod
Post by: Noelemahc on March 23, 2007, 08:04am
1. Dude, you're panicky. The Box HAS those mannequins in its own characters_heads_ng.fb - you just gotta paste them in. No, you don't have to change anything, just binary merge the _ng file with the uncommented one.
2. It can't do duck in that direction; it's far more comfortable to do it by hand via hex - it's just that nobody besides me seems to have devoted any time to studying the format and/or my notes on it and thusly, it sounds as if if I don't do it, it simply won't happen. Bleh, I have enough on my plate as it is.

If you need a more comfy breakdown on hex-editing the ZSSes, read the existing one in the Knowledge Base and ask away :D
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on March 23, 2007, 09:40pm
I noticed slot 70xx seems to be unused.  (XML Sentinel).  I never saw one in-game, I just want to confirm I can overwrite it before I get started.  Did anyone ever see it in-game?  If not I'm going for it.

First post updated with progress and Xbox findings.
Title: Re: Xbox 1 'untitled' mod
Post by: Noelemahc on March 23, 2007, 10:19pm
Yes, it isn't used in PS2, therefore it's free on the 'Box too, I assume.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on March 24, 2007, 11:44am
Well, Gambit is now in slot 70.  In other news, I did a binary copy/paste of Hawkeye's IGB into MK as the fourth costume, just to see.  I finally figured out what you mean by 196 bytes, I just had to sit down and really take a look.  I figure if this works then I know PC models will work, and I can update Gambit to the PC versions so there's no cel-shading.

Speaking of Gambit, do we have the tech yet to actually create Mannequins of XML chars?
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on March 24, 2007, 12:08pm
Hmm, got a dirty disc error when selecting Hawkeye.  Bummer.

Also, I found Blizz's fix for XML2 characters' melee moves.  (fightstyle_default)  Where should I copy/paste that into the fb?  I realize I need to add the header, but am I looking at each gambit_70xx.fb etc?
Title: Re: Xbox 1 'untitled' mod
Post by: Noelemahc on March 24, 2007, 12:14pm
No, you'd append those to the charname_fightstyles.FB, I would think.
And his more recent fix features using the XML2 skeleton as the non-combat one and a fitting MUA skeleton as the 4_combat one, this saves you the trouble of dealing with the default.
Title: Re: Xbox 1 'untitled' mod
Post by: BliZZ on March 24, 2007, 12:16pm
Naw, the default is still used (for Gambit/Juggs, at least, I've been using the _4_combat for all chars since)

I do NOT know where that fightstyle_default file would go in the fbs. Sorry.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on March 24, 2007, 12:33pm
Noel, how did you pull the cel shading outline from the XML characters.  Did you just remove all references of xxxx_outline and all data concerning it?
Title: Re: Xbox 1 'untitled' mod
Post by: BliZZ on March 24, 2007, 12:42pm
No. Although that MAY be a brilliant way of fixing the Bishop Gun/Magneto cape!

/goes to test :runaway:
Title: Re: Xbox 1 'untitled' mod
Post by: Noelemahc on March 24, 2007, 01:01pm
There's no way to remove them as they are part of the model's geometry. MUA just ignores MOST of those entries - AFAIK, only three models actually suffer from them (Bishop, Ultimate Magneto (helmeted version is already in MUAPC, but helmetless isn't) and Mercenary).

Equally, MUA models imported into XML2 will NOT have them, which will make them 'fall out' of the style somewhat.

Sometimes, you guys credit me far more than I'm actually worth XD
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on March 24, 2007, 01:11pm
So far the Xbox still recognizes all of the cel-shading.  Sometimes it seems very much like the Xbox's build is much older, at least in some aspects.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on March 25, 2007, 04:19pm
Updates:

-Colossus' sim mission is done.  He fights Crimson Dynamo in Asgard
-Moon Knight's sim mission nearly complete.  He fights Shocker on the Helicarrier
-I have found a way to get new hero sim missions.  Add a hero and set their menulocation to a number that will not appear in the select menu.  Since the sim will look for the hero's name instead of his menulocation you can put in as many hero sim missions as you want.  This means that characters like Nightcrawler and Vision can have their own missions.  See my recent posts in the Extra Slots and New Skirmish/Sim missions topics
-A new VS mission, VS Rhino is nearly complete.  It's just Thing's without frozen Mr. Fantastic and adds the fact that you can select a team.
-I'm really wondering if there's a way to create XML2 mannequins.  Could I copy a mannequin skeleton in via hex to a character, then use that IGB?  Can Tommy import/export XML2 chars as mannequins?
-Nick Fury now has his own sim mission.  At the moment I have him copying Deadpool's mission, but the goal is to replace Dark Spiderman with Dark Cyclops via hex copy/paste.
-I'm going to test XML1 maps this week in the simulator.  How awesome would it be to do the NYC Sentinel mission in the simulator?  Results to come.
Title: Re: Xbox 1 'untitled' mod
Post by: DiamondDave on March 25, 2007, 07:10pm
How about making Nick Fury's mission against Dark Cap instead of Dark Cyke?  Nick and Cap go back a looooong way.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on March 25, 2007, 07:58pm
Hmmm, I'm game for that.  I was going for a new character as a boss, but I'll use Dark Cyc somewhere else.
Title: Re: Xbox 1 'untitled' mod
Post by: BliZZ on March 25, 2007, 08:06pm
How about Fury's is against Doom? Kinda like the whole of the game, summed up in one mission?
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on March 25, 2007, 08:41pm
It's gotta be a fairly simple boss for now.  I can't do anything terribly complicated since I'm just doing hex copy/pastes.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on March 25, 2007, 10:38pm
Only Tom has Tom's meshes for export. He's picky like that :D

How FBs are made:

1. Decide order of file appearance.
2. Each file gets 196 bytes worth of pre-header data; beginning with the full file path from root (i.e. actors/1001.igb; the file type and length -- see any FB in hex editor for examples).
3. Each resulting file is C&Ped in a binary merge (best done via hex editing) in the order you've decided on. The order doesn't matter at all, though the game uses the principle of LEVELS->WEAPON MODELS->SKELETONS->CHARACTER MODELS->HUD_HEADS->ICONS->EFFECTS->TEXTURES FOR EFFECTS->ENTITIES->FIGHTSTYLES.
4. Save end result file as FB.

I can't tell you about the parameters you have to set in the 196-byte header though, as I only rip the files apart, hadn't had to build them yet.

I've done a bit more research on this.  I can successfully extract Xbox files if I omit a header of 180 bytes.  196 gives me corrupt data.  At least it's that way with engbs.  Not sure what's going on there, but apparently it's a bit different on the box.  I might test PC models again to see if that helped any.
Title: Re: Xbox 1 'untitled' mod
Post by: Noelemahc on March 25, 2007, 11:08pm
That's an interesting thing. The ENGBs are easily picked 'from the hip' so to speak - the first symbol of a compiled ENGB/XMLB has to be the +/- sign in the cleartext (that's hex code [B1]), and it's always after 196 bytes on my end - and I've pulled apart quite a few, none of them gave me any grief. Before, at least XD
Title: Re: Xbox 1 'untitled' mod
Post by: BliZZ on March 26, 2007, 03:37am
Yep, plus or minus, code 'B1 11 00 00'. Same w/ both PSP games (XML2 and MUA)
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on March 26, 2007, 07:41pm
I've been trying to pin down how many bytes of header are used in the igbs so I can swap characters here and there.  It doesn't look like it's 196 -- using a good character will cause a crash if you import their data into another fb.  I'm trying to pin this down so I can tell for sure whether the Xbox Mar-Vell works.  Any pointers as to what I should look for? 

Moonknight_4101.fb, looking at actors/4101.igb, 196 bytes from the a in actors shows this:
D8 04 00 00 32 00 00 00


Thanks for the sticky btw.
Title: Re: Xbox 1 'untitled' mod
Post by: Noelemahc on March 27, 2007, 07:18am
Remember that you're using the PS2 Moon Knight. Who knows what mixing up two cross-platform files might cause :D
This file works perfectly on the PC version of XML2, so whatever crashes are caused, are caused by the contents of the 196 bytes - we still don't know what it contains. Might have the file length, or the file type, or whatever else in there.

I'd recommend you harass Iceman instead, he's got the least sidefiles to worry about.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on March 27, 2007, 07:22am
Cool, thanks for the tip.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on April 02, 2007, 10:55am
Request:

Anyone got a link to a proper DDS photoshop plugin?  My Nvidia one loads but will not save, and that's the only way I'm going to be able to port gambit_icons.igb properly.
Title: Re: Xbox 1 'untitled' mod
Post by: BliZZ on April 02, 2007, 11:12am
I got mine off the intranets... I forget what it is called, though. If you just want the file that goes in the 'Plug-Ins/File Formats' folder, Here (http://www.momoshare.com/file.php?file=89342725f46f29e2a9b949d0de6976c9).
Title: Re: Xbox 1 'untitled' mod
Post by: Noelemahc on April 02, 2007, 11:43am
Here are the ones in my posession. The archives are labeled according to the internal numbers, the tags are given by the version the plug-in window shows. Yep.
v6.00 (http://www.marvelmods.com/noelemahc/dds0561.rar) - the best choice for PSP and PS2 skinning as well as XML2 and X-Box stuff.
v5.-something-or-other (http://www.marvelmods.com/noelemahc/dds1001.rar) - second best for PS2 skinning, non-applicable to the PSP. Also good for XML2 and X-Box.
v7.83 (http://www.marvelmods.com/noelemahc/dds771.rar) - the index format is BUSTED, which makes it useless for PS2 and PSP skinning; the alpha channel segment SUCKS which makes it useless for XML2 and X-Box purposes. But it does make good DXT1s, which makes it a better choice for MUAPC skinning... for those who can't get MUASkinner to work.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on April 02, 2007, 05:07pm
Update:

-Thanks to BliZZ's awesome Gambit mod, he's nearly complete.  All that's left now is to find out exactly which fb fightstyle_default goes inside and getting Xbox-compatible icons for Gambit.
-Additional research has been done on simulator missions.  It's not hard at all to do a new mission now.  Also, Xbox1 does not have the sound files for the Next-Gen simulator missions, so those will be scrapped in favor of Moon Knight/Gambit/Hawkeye *hopefully, gotta ask Tommy for a PS2 export, but I'm not ready for him*/Surfer simulator missions.  That being said, I might actually replace Surfer along the way as he's cool, but he doesn't have enough variety to really be someone you'd play a lot.
-Speaking of sim missions, I've been toying with who to have Moon Knight fight.  I think I've found him.  Titannus.  It's another Skrull sim, and I can just paste his junk into the bottom of another fb easily.
-I'm currently poking around in the XML2 x_voice.zss.  My goal is to delete files that overwrite MUA stuff for Wolvie, Deadpool, Storm, Iceman and Ironman.
Title: Re: Xbox 1 'untitled' mod
Post by: BliZZ on April 02, 2007, 05:28pm
And Colossus. Don't forget him :nod:
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on April 02, 2007, 05:38pm
Oh yeah.  Didn't mention him though because he gets the free slot.
Title: Re: Xbox 1 'untitled' mod
Post by: BliZZ on April 02, 2007, 05:40pm
I meant for x_voice, dude :nod:
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on April 02, 2007, 06:52pm
Oh, the Xbox version won't matter, as big C still uses Demolition as his special.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on April 04, 2007, 12:06pm
Played with the team select menu a bit more last night.  After editing team_back.xmlb, I've decided that the two XML2 conversions will be secret characters.  You have to highlight Spider-Woman then press 'up' to get one or 'down' to get the other.

Saves me actually -- neither Beast nor Gambit have mannequins so having them as secret chars works well.

In other news, subbed in a PC mesh, Captain Marvel as the mannequin for Moon Knight.  He didn't appear, but there was no lock up either (since the Xbox can't CTD :P).  On looking into it further it seems that the problem was the DXT3 textures.  I'm going to hunt around for one of his models that isn't DXT3.
Title: Re: Xbox 1 'untitled' mod
Post by: Noelemahc on April 04, 2007, 12:36pm
Which is funny, since XML2XBOX and XML1XBOX use DXT3. MUAXBOX uses both DXT1 and DXT3 though.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on April 04, 2007, 02:47pm
Yeah, I'm not sure why he didn't show, I just assumed it was DXT3.  I'm going to look further into it by replacing MK's mannequin with other Tommy models, then I'll try again to reinsert them as playable.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on April 06, 2007, 05:19pm
Since PC models don't work on the Xbox, I've started reskinning Torchy as Captain Marvel.  Below is my first test, just to see where the UV maps are.  You'll see tons of things off.  This is more a 'proof of concept'.  Thanks to Noel for getting the offsets/screenshot.

http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/Cap-Torch.jpg
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on April 10, 2007, 01:21pm
Updates:

--Gambit now plays properly.  Yeah, I cheated a bit.  The _nc gets the XML1 animations (the staff is hidden), while in-game he uses a combination of the XML2 animations and Icemans 4_combat.  Interestingly enough you it doesn't look bad at all when jumping to the team menu in-game.  I thought it would look funny, him using XML2 animations w/o his staff, but it really works out well.
--Still have to add his interact_victim and icons

On a side note, icons for the Xbox are 8888 = 24 + 8, 128x128, and BGRA.  The 'shift' value is 58, if that helps at all.  I've got Gambit's icons ready, but I gotta confess the texture tools confuse me.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on April 27, 2007, 04:45am
Figured out TextureFinder/MUASKINNER a week or two ago, Gambit's icons are now done for Xbox.  All I have left to do is his skin-specific portraits and I'm done.  No mannequin since he's a XML2 model.

Offset:
gambit_icons.igb,ARGB,128,128,4466.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on April 27, 2007, 08:03pm
Very early Original Angel skin (from Angel as Death).  Lots of work left to do

-Adjust according to reference pic
-Add a belt (the X is going to suck!)
-Sharpen soft edges
-Get the very last mip offset

(http://img401.imageshack.us/img401/2531/originalangelearlynd0.jpg)

Reference:
(http://images.wikia.com/marveldatabase/images/thumb/4/44/Angel_006.jpg/436px-Angel_006.jpg)
Title: Re: Xbox 1 'untitled' mod
Post by: DJay Saint on April 27, 2007, 08:06pm
When did Angel get boobs?  :P  Maybe it's a bad angle, but the first pic looks like he's packing something under the hood there.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on April 27, 2007, 08:07pm
Yeah, stupid Death model looks that way.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on May 03, 2007, 07:46pm
While working on Angel I could not get certain attacks to work.  I can confirm that PSP skeletons don't work on the Xbox.  Switching out of Captain Marvel's anims worked fine.
Title: Re: Xbox 1 'untitled' mod
Post by: Yoba on May 07, 2007, 08:12pm
Been watching this thread for awhile.  Thanks for your effort on this.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on May 09, 2007, 07:59pm
Thanks for the compliment, man. :D

Just about finished up Angel. 

DONE:
-Portrait for 'modern'
-Effects porting
-Fightstyles, flying and powers porting

TO-DO:
-Additional portraits
-Other skin insertion (very quick to do)
-Porting of my Angel icons
-Make one power around a Cage animation, since I'm using his _4_combat.  (the one where he grabs the guy and spins him around)  It will probably replace one of the two wing spinning powers.
Title: Re: Xbox 1 'untitled' mod
Post by: darkmythology on May 09, 2007, 08:54pm
Replace the blade cyclone. It was put in as a "hmmm...wonder what happens if...", and it's by far the least-fitting power. That sucks that Mar-Vell's animations won't work. I thought they were pretty nifty.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on May 10, 2007, 04:03am
Yeah, it's not too big of a loss though.  Cage's anims actually fit really well as the melee anims.  You'd never really know the difference.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on May 14, 2007, 05:31am
Angel now does Cage's "Drill Bit" animation.  I've change the FX so that a shockwave appears when he hits, plus toned down the trails since they were huge.  Same damage as Cage's version, but with a chance to stun.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on May 15, 2007, 04:27pm
At least a month or two.  I've still gotta polish up Angel then finish the final character.  I was gonna do Forge, but I think I'll do Nightcrawler.  I have plans to give him the old XML1/2 punch combos instead of the charged smash attack.  After that I've got a few comic missions to do, but after that we're ready.

Angel Skins:
-Modern
-Horseman (Archangel as Death)
-Archangel (Blue skin, after he was redeemed)
-Original (1960s skin)
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on May 16, 2007, 09:56am
I might do that, the only problem is that if I release a first version then everyone will have to start the game over a second time when the final version comes out.  Well, in theory anyways.  I suppose I could just do placeholder Simulator missions and whatnot so all of the variables are accounted for.  Then I can just replace what's already there and the user *might* be able to continue a current game.
Title: Re: Xbox 1 'untitled' mod
Post by: DJay Saint on May 17, 2007, 08:22am
well i dont see any problem in having to start a new game, who wants to just test/see/play and have fun with the mod, just download the first version
who wants to play the complete mod, because is a newbie and dont understand nothing about modding or dont want to have to start everything again, will have to wait.

the first version will be only for who wants to *see* the mod, how it works and all or just say "OH YEAH MY XBOX VERSION HAVE COLOSSUS AND MK!!! and 2 more secret characters @_@".

but you is the master here, so who decide it is you and i have to admit but i cant wait to see this mod working on my box!!! hehe

thx and bye.

I only understood like half of what you said...
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on May 17, 2007, 12:17pm
I'm not mad.  You're just really excited about being able to play with the new characters! :D  I probably won't release anything until it's finished, however.  With a PC version beta testing is easy, but with torrents and the difficulty of installing mods on a console the only version released will be the final version.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on May 31, 2007, 12:47pm
First post updated.  I've done massive changes on the sim missions.  For the better I hope.  Any feedback on the sim ideas?
Title: Re: Xbox 1 'untitled' mod
Post by: Madmancomics on June 09, 2007, 04:17pm
I am really looking forward to messing around with the new characters with my friends, this mod sounds great. I have to ask though, why do you want to get rid of Dr. Strange? He is a blast to play as, his comic book mission is pretty distinct, and he plays a cool role in the storyline. Unlocking Dr. Strange for the first time and exploring the Sanctum Sanctorum was one of the coolest parts of my first play through.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on June 09, 2007, 09:00pm
Dr Strange is staying.  That was just an idea that I had floating around.  Nick Fury is the one getting replaced since playing as him breaks the storyline.  He's going to get replaced by Nightcrawler, who only unlocks if you save him from Mephisto.  Right now I'm finishing Nightcrawler for PC so I can port him to Xbox quickly.
Title: Re: Xbox 1 'untitled' mod
Post by: Madmancomics on June 11, 2007, 04:40pm
What are the chances of getting a few of the slightly more refined skins from the PC version onto the xbox? Such as Thor's classic skin. The xbox version just has those featureless blue circles on his chest that end up looking like missing textures. There are plenty of examples like that between the two versions.
Title: Re: Xbox 1 'untitled' mod
Post by: Gevth on June 11, 2007, 04:45pm
IN-PROGRESS:
  -Flashback: Avengers (XML2 NYC) boss is Electro

Is that possible? To use XML2 levels in MUA sim missions?
Title: Re: Xbox 1 'untitled' mod
Post by: thetommyboy2002 on June 11, 2007, 04:50pm
IN-PROGRESS:
  -Flashback: Avengers (XML2 NYC) boss is Electro

Is that possible? To use XML2 levels in MUA sim missions?
Yup:
http://i15.photobucket.com/albums/a384/tommyboy2002/new_dr_maps1.jpg
http://marvelmods.com/forum/index.php?topic=57.30
Title: Re: Xbox 1 'untitled' mod
Post by: jonchang on June 14, 2007, 08:11pm
Exactly HOW would you mod this onto an XBox?
Title: Re: Xbox 1 'untitled' mod
Post by: BliZZ on June 15, 2007, 02:57am
By knowing how to do it, perhaps?
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on June 15, 2007, 06:06am
Xbox (or any console) modding requires what I'm going to call 'extensive knowledge' of how to cut, copy, paste and generally use a hex editor (understanding hex values, offsets, etc).  You gotta know all that on top of how to mod for PC.
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on June 21, 2007, 09:47pm
---Updates---

Gambit: 98%
--Removed Detonation power, re-inserted Ace of Spades (card trap)
------Works, but only 2 cards appear.  Checking into things
--Detonation is now used as his grab smash.  Thanks to BliZZ for the idea
--Four skins are in: Modern, AoA, Xtreme, and Classic
--All icons and portraits complete
--All powers and melee moves complete

Angel:
--All powers working and finished
--All portraits and icons complete
--No grab-smash.  Can't think of a good one (the PC version used Captain Marvel's assets, I can't do that)
--Four skins: Modern, Horseman of Apocalypse, Archangel, Original (one of these may be changed for Xtreme, to allow for a Xtreme team bonus)

Havok: (was going to be Nightcrawler, changed)
--Finished for XML2, not started for MUA
--Four skins: Modern (XML1), Classic (XML2), Xtreme, Ultimate

Colossus:
--Either Retro or Astonishing is being removed to have his Xtreme skin put in

Storm:
--Retro is replaced by Xtreme (retro is Bloodstorm, which is the ugliest Storm ever)
Title: Re: Xbox 1 'untitled' mod
Post by: BliZZ on June 21, 2007, 09:50pm
Marvel's grab-smash = Iron Man's grab-smash
Title: Re: Xbox 1 'untitled' mod
Post by: Teancum on June 22, 2007, 04:14am
Yeah I'm sortof stuck still on Angel though.  I'm using Cage's animations since they're the most generic melee.  So I've got Cage's and Angel's animations to choose from to make a grab smash.  I'll come up with something, but I know I don't wanna copy Cage's.
Title: Re: Xbox 1 'untitled' mod
Post by: Yoba on June 22, 2007, 10:59am
I am really looking forward to trying these mods.  Angel and Havok?  That's very cool.  I know a couple of things about hacking on the X/B (or at least working my way through some of the mods out there)and it's not easy stuff.  It must take a lot of time test your mod versions.  Thanks again for your efforts on this.  You've got patience dude.  I've got my 7-zip and hex editor rarin' to go! 
Title: Re: Xbox 1 'untitled' mod
Post by: Bad Andy on July 16, 2007, 02:19pm
Eagerly anticipating this mod. I love what you have planned and I hope to play it soon!
Title: Re: Xbox 1 'Special Edition' mod
Post by: Teancum on July 25, 2007, 07:10am
Updated the first post.  Just have a few small last things to do, then a weekend of gaming with friends to make sure everything works right.  Hoping to have it out by Aug 6th (my birthday).  You'll probably have to hunt for a torrent since with sounds it's a big download, but I might try to make a do-it-yourself install version that only contains the files needed to put into the wad + sounds.
Title: Re: Xbox 1 'Special Edition' mod
Post by: marvelboy on July 25, 2007, 09:04am
can someone tell me I can get a hex editor please
Title: Re: Xbox 1 'Special Edition' mod
Post by: Norrin Radd on July 25, 2007, 09:19am
see the first post of this thread for modding tools including a hex editor (there is a link to a hex editor):
http://marvelmods.com/forum/index.php?topic=698.msg12807#msg12807
xv132
Title: Re: Xbox 1 'Special Edition' mod
Post by: jonchang on July 31, 2007, 09:39pm
How would you put this stuff into an XBox?
Title: Re: Xbox 1 'Special Edition' mod
Post by: Teancum on August 01, 2007, 04:20am
Your Xbox has to be modded, check xbox-scene to find out how.
Title: Re: Xbox 1 'Special Edition' mod
Post by: Teancum on August 07, 2007, 11:11am
Just got through hex-replacing all of Hawkeye's sounds (since they were left on the disc) with Moon Knight's.  All his power sounds and voice overs work, with the exception of one 'victory' voiceover, which I gotta fix.  Next up is Angel (who uses Captain Marvel's).  I'm gonna keep Cap's voice, but put in Angel's power sounds.
Title: Re: Xbox 1 'Special Edition' mod
Post by: munroe90 on August 24, 2007, 12:41am
HI. i am boy from bulgaria who likes MUA. I want to ask if someone can give me mod for the pc version. I want some new characters or something. Please give me something  for pc i dont have xbox or ps2 :)  :storm:
Title: Re: Xbox 1 'Special Edition' mod
Post by: iammingy on August 24, 2007, 04:54pm
HI. i am boy from bulgaria who likes MUA. I want to ask if someone can give me mod for the pc version. I want some new characters or something. Please give me something  for pc i dont have xbox or ps2 :)  :storm:

haha... Other than the stuff in this thread, almost everything released on this site is for the PC version. :)
Title: Re: Xbox 1 'Special Edition' mod
Post by: jonchang on August 24, 2007, 07:27pm
Ah, iammingy beat me to it. There are some stuff for the PSP here, and this XBox mod thread. But, other than that, all mods here are for the PC.
Title: Re: Xbox 1 'Special Edition' mod
Post by: Teancum on August 24, 2007, 07:57pm
In the way of updates, all I have to do is record new voiceovers for Angel, then add grab-smashes for Angel and Gambit (which I might not do and just give them another power).  Other than that it's literally done. 
Title: Re: Xbox 1 'Special Edition' mod
Post by: Yoba on August 27, 2007, 07:20am
Very cool.  I am awaiting with eager anticipation.
Title: Re: Xbox 1 'Special Edition' mod
Post by: takeaction27 on August 28, 2007, 06:32pm
ok...i have a modded Xbox and would like to know how to put some of these mods on it.  if anyone could help me out i would really appreciate it  :)   and i apologize in advance, i'm sure this question has been asked countless times and you are all getting very sick of it.
p.s. any chance you could be doing a Toxin mod that i have heard about for the xbox??
Title: Re: Xbox 1 'Special Edition' mod
Post by: Teancum on August 28, 2007, 06:42pm
Nah, doing this mod (four characters, two of which were mostly already completed) has taken most of the summer.  So it's pretty doubtful that I'll do anything besides this mod.
Title: Re: Xbox 1 'Special Edition' mod
Post by: JNet on September 03, 2007, 11:04am
Hey Guys...I've been following this post for a few weeks now and I thought I'd post.  From what I understand, Teancum has Moon Knight and Colossus working 100%.  Gambit and Angel are at 98%.  Is this correct?

My son is a HUGE Hulk fan at 3 yrs old, and I got excited when I saw that he was released in the Gold Edition of MUA....only problem is that we have XBOX 1, not the 360.  Does anyone know if the update will get rolled in the XBOX 1 version?  Anyone have plans to build off of what Teancum has done to create additional playable characters? 

Teancum...Do you have an ETA on a release?  We would love to test out your work.

JNet
Title: Re: Xbox 1 'Special Edition' mod
Post by: Teancum on September 03, 2007, 06:04pm
Funny you should ask JNet.  I just finished recording the voiceovers for Angel.  Once I get that all polished up I just need to do a few housekeeping things before I start uploading it to torrent sites.  Unfortunately you'll need a modded Xbox to play it.

Future plans are to remove the "Horseman of Apocalypse" skin for Angel and replace it with another.  Instead, in the future you'll activate a boost and turn into the Horseman.  I'm also really looking into making a playable Omega Red from the PC mod to replace Nick Fury for the next version.  I've got a good buddy who does a nice gruff russian voice. :D
Title: Re: Xbox 1 'Special Edition' mod
Post by: JNet on September 03, 2007, 07:45pm
Sounds good to me....I'm all modded up and ready for those torrents.

JNet
Title: Re: Xbox 1 'Special Edition' mod
Post by: JNet on September 09, 2007, 05:54pm
Hey Teancum...Getting close to a release?  My son is excited to play with a few new characters.
Title: Re: Xbox 1 'Special Edition' mod
Post by: Teancum on September 09, 2007, 08:06pm
Yeah.  I've got all the VO work done, I'm just trying to polish up things.  But I just started a new job, so it might take a few weeks or so.
Title: Re: Xbox 1 'Special Edition' mod
Post by: JNet on September 10, 2007, 06:13am
Sweet...Thanks man!
Title: Re: Xbox 1 'Special Edition' mod
Post by: Teancum on September 12, 2007, 06:24am
I've just started a torrent of a beta test.  PM me for info.
Title: Re: Xbox 1 'Special Edition' mod
Post by: Nvs30 on September 19, 2007, 04:46am
Hey I was just browsing the web and found this site, I think what your doing is unbelievable. I have the game on Xbox ( Modded of course ) and was feeling bad about not getting the DLC like a buddy of mine who has a 360. If you pull this off your the man. It will give me the one up on him
Title: Re: Xbox 1 'Special Edition' mod
Post by: Teancum on September 19, 2007, 02:40pm
Yeah, about 10 people have the mod so far, nobody's reporting any major problems, so things are scootin' along.
Title: Re: Xbox 1 'Special Edition' mod (Beta released - PM me for info)
Post by: Teancum on September 25, 2007, 07:46am
Personal note:  I'm thinking about having a special convo between Vision & Stark to allow for more suits to be used.  Here's the general idea:

*STARK TOWER*

Vision:  Greetings, Iron Man.  I have a request from Colonel Fury.
Iron Man:  Oh?  What's that?
Vision:  He would like some of your other suits of armor to be used in this mission.  I am willing to retrieve any special armor that you desire, however I would need the access codes from your butler, Jarvis.
Iron Man:  Well, I suppose if you're the only one that gets the codes I can do that.  It'd be nice to hop into some of those old suits and work the rust out anyways.
Vision:  Very well.  If you will retrieve the access codes and bring them to me I will make preparations to make those suits of armor ready.

*STARK TOWER - IN IRON MAN LAB*
Jarvis:  Good afternoon, sir.
Iron Man:  Jarvis, I need the current access codes to the armor vault.  The Vision is going to be retrieving armors as needed for specific missions.
Jarvis:  Very good, sir.  However, I should warn you of something.  We're currently updating the software for all of the armors in the vault.  I'm afraid the best we can do is program the armor you would like to wear with the attributes of the one you're wearing at that time.
Iron Man:  That'll be fine Jarvis.  I'm sure that Vision has a few tricks up his sleeve to give these armors some advantages.
Menu:  You have recieved the codes from Jarvis.

*STARK TOWER*
Iron Man:  Vision, here are the access codes.
Vision:  Thank you, give me a moment to access the data...
Vision:  The data has been accessed.  The following suits are available to you: Stealth, Heroes Reborn, Silver Centurion II, Steel Prototype.
    Iron Man:  Do you have any information on the Silver Centurion II armor?
         Vision:  Yes, it is an unused prototype that was meant to replace the original Silver Centurion armor
    Iron Man:  Do you have any informatino on the Steel Prototype armor?
         Vision:  Yes, it is similar in appearance to your Heroes Reborn armor, and seems to be the prototype for it.  It has never been painted.
    Iron Man: I'd like to select an armor type.
         Vision:  What would you like?
                  Stealth
                  Heroes Reborn
                  Silver Centurion II
                  Steel Prototype
                  Keep current armor
    Iron Man:  Thansk Vision.  I'll come see you if I need to change my armor type.

Title: Re: Xbox 1 'Special Edition' mod (Beta released - PM me for info)
Post by: jonchang on September 25, 2007, 06:39pm
Is the convo for the XBox mod or can it also be for the PC?
Title: Re: Xbox 1 'Special Edition' mod (Beta released - PM me for info)
Post by: Teancum on September 25, 2007, 06:41pm
It's just an idea for the moment.  I'll probably make it an Xbox exclusive.  PC gets new models and all sorts of other stuff I don't, so this is a way to hook Xbox1 users up.
Title: Re: Xbox 1 'Special Edition' mod (Beta released - PM me for info)
Post by: Gevth on October 09, 2007, 10:27pm
Hey, I've been having this doubt for quite some time: How did you manage to make Angel and Gambit are selectable by pressing up + A or down + A over any X-men? Which files did you have to modify in order to do that?
Title: Re: Xbox 1 'Special Edition' mod (Beta released - PM me for info)
Post by: Teancum on October 10, 2007, 05:51am
team_back.xmlb -- once you get in there you'll see pretty much how it's done. 
Title: Re: Xbox 'Special Edition' mod -Beta released - PM for info (Also PS2 TRUE SE mod)
Post by: Teancum on October 18, 2007, 07:30am
First post updated
Title: Re: Xbox 'Special Edition' mod -Beta released - PM for info (Also a TRUE PS2 SE mod)
Post by: jonchang on October 18, 2007, 04:50pm
Teancum, you're my favorite. Can't wait till it's released! :thumbsup2:

For another character, can you put in Magneto?
Title: Re: Xbox 'Special Edition' mod -Beta released - PM for info (Also a TRUE PS2 SE
Post by: BliZZ on October 20, 2007, 05:39pm
-Captain Marvel. ... come up with a fourth skin (Ultimate won't work as there's not a good model for it)  Quasar maybe?

Photon (http://content.answers.com/main/content/wp/en/thumb/9/9b/250px-PhotonGenis.JPG)
Title: Re: Xbox 'Special Edition' mod -Beta released - PM for info (Also a TRUE PS2 SE mod)
Post by: Venom on October 20, 2007, 05:46pm
this is really amazing work teancum ... keep it up  :thumbsup2:
Title: Re: Xbox 'Special Edition' mod -Beta released - PM for info (Also a TRUE PS2 SE mod)
Post by: jonchang on October 20, 2007, 11:50pm
I like the Photon skin BliZZ prompted.
Title: Re: Xbox 'Special Edition' mod -Beta released - PM for info (Also a TRUE PS2 SE mod)
Post by: Teancum on October 21, 2007, 07:00am
Yeah, that's probably what I'll use if Captain Marvel's sound files are on the PS2.  I decided he'll be the only extra besides Colossus and MK, otherwise I'll be modding this game for the rest of my life.
Title: Re: Xbox 'Special Edition' mod -Beta released - PM for info (Also a TRUE PS2 SE mod)
Post by: Lionsden99 on October 21, 2007, 12:08pm
Neutron Skin looks quite a bit like Photon's.  Not really sure if that helps much or not.
Title: Re: Xbox 'Special Edition' mod -Beta released - PM for info (Also a TRUE PS2 SE mod)
Post by: iammingy on October 21, 2007, 12:10pm
That guy is really bulky, even bulkier than Colossus...

Flame-on Human Torch or Classic Iceman would be good bases.
Title: Re: Xbox 'Special Edition' mod -Beta released - PM for info (Also a TRUE PS2 SE mod)
Post by: Lionsden99 on October 21, 2007, 01:58pm
Whoops yeah I noticed that too, but I wasn't sure if you could take Neutron's costume design and put in on smaller body before editing that.

I've been rummaging around here for the past two weeks and I've tried a few of the mods (Dazzler's my favorite so far!)  I'm understanding how people are changing statistics and loading older character models, but I'm still confused by the diffference between models, meshes and skins and what exactly is alterable. 

All of the work here is truly amazing and I can't wait to try out some more of it!  A little off topic but I figured an introduction would be as good here as anywhere else!
Title: Re: Xbox 'Special Edition' mod -Beta released - PM for info (Also a TRUE PS2 SE mod)
Post by: Teancum on October 26, 2007, 07:25am
Updated first post again.  MUAPS2 will only get Colossus and MK, I don't have time to mess with the rest.  All I need are grab-smashes for Gambit and Angel and the Xbox version is done as well.  I'll be moving on to the Xbox-only update for XML2.  I was gonna go multi-platform on that one too but it comes down to time issues again.  Anyways, I'll be digging up my XML2 Xbox thread, so watch for it.
Title: Re: Xbox 'Special Edition' mod -Beta released - PM for info (Also a TRUE PS2 SE mod)
Post by: wolverine_93 on October 27, 2007, 03:01pm
how do i get this mod for my ps2
Title: Re: Xbox 'Special Edition' mod -Beta released - PM for info (Also a TRUE PS2 SE mod)
Post by: iammingy on October 27, 2007, 03:10pm
The title clearly says "PM for info".
Title: Re: Xbox 'Special Edition' mod -Beta released - PM for info (Also a TRUE PS2 SE mod)
Post by: jonchang on October 27, 2007, 07:00pm
Newcomer Question Thread candidate.
Title: Re: Xbox 'Special Edition' mod -Beta released - PM for info (Also a TRUE PS2 SE mod)
Post by: Teancum on October 28, 2007, 09:27am
I've been getting lots of PMs so I just wanted to point out a couple of things:

1-You MUST have a modded console (Xbox and/or PS2) and MUST know how to play modded games.  Running off a hard drive or a burnt disc will both work, but you need to know how to do that on your own.
2-The PS2 mod has not been released, nor do I have a beta out of it yet.  I'll let you know.
3-The PS2 version is only getting Colossus and Moon Knight.  Nobody else.  I don't have the time nor energy to work on two full-scale mods at once.  All I'm doing is re-activating stuff that's already on the PS2 disc.
4-There's no release date.  You'll get it when it's done.  Instructions will be provided on how to install the new files into your assetsfb.wad file, then you will need to know how to transfer that to your Xbox hard drive or burn a new disc if you use a PS2.
Title: Re: Xbox 'Special Edition' mod -Beta released - PM for info (Also a TRUE PS2 SE mod)
Post by: Teancum on November 20, 2007, 10:58am
First post updated, please read again if you're interested in the Xbox/PS2 mods.
Title: Re: Xbox 'Special Edition' mod -Beta released - PM for info (Also a TRUE PS2 SE mod)
Post by: Canino on November 21, 2007, 04:49am
I got a little problem. I already did the mod for ps2, for MUA and XML2, but I just can't burn the disc. I know you guys won't help in such subject, but you at least send me a link to some tutorial.
Title: Re: Xbox 'Special Edition' mod -Beta released - PM for info (Also a TRUE PS2 SE mod)
Post by: Teancum on November 21, 2007, 06:21am
Just make an ISO of your original disc, open the ISO in WinRAR, replace assetsfb.wad in the /z folder with the new one you made, then burn with any burning software.  After that, throw it in your modded PS2 and you're done.
Title: Re: Xbox 'Special Edition' mod -Beta released - PM for info (Also a TRUE PS2 SE mod)
Post by: Canino on November 21, 2007, 11:24am
Thanks. I'm going to try that.
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: Teancum on December 03, 2007, 08:03am
They've both been released.  Check the first post for information/links.  Now we'll see if we can do a PSP SE mod with MK + Colossus + all the default characters (Not replacing anyone)
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: Madmancomics on December 13, 2007, 11:54am
Thanks for making this. It works great! The extra characters are very welcome additions.
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: jonchang on December 13, 2007, 04:46pm
Thanks, and nice work! My PS2 will certainly enjoy having these. Wait till my friends find out. :thumbsup2:
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: soresage on December 14, 2007, 10:17pm
just a couple of comments/questions; when i played the beta release and used u.s. agent, moon knight, thing, and war machine i got a west coast avengers team bonus, but now on the final release this doesn't happen. i did notice you added xmen team bonuses though. cool, but not avenger friendly. is this fixable? also with this latest release, selecting colossus results in the "hulk" voiceover. was this the only way to fix the black widow glitch? would it have been possible to get hulk, hawkeye, and captain marvel instead of colossus, angel, and gambit? don't ever think i am complaining, i love all of the work you have done.
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: Teancum on December 14, 2007, 10:22pm
Yeah, I realized after I released this version that I had some more bugs to crush.  I'll have to get a patch out to fix the VO problems and whatnot, which isn't hard now that I actually have tools and don't have to hex edit it.  I think I know why the West Coast Avengers bonus broke, I'll look into it.  As far as new characters though, this is who you'll get.  I'd like to move on to the XML2 Xbox SE mod.

So to sum up I'll have to release one more version that fixes existing bugs.  There's also a few things I can do now that I have the tools to, like adding voiceovers to the bonus simulator missions.  I'm also looking into finding a way to have Colossus/Gambit/Angel/Moon Knight's 4th costume unlocked by default.
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: soresage on December 15, 2007, 07:01am
cool, that means i get to play ultimate alliance through one more time, you could keep modding this forever if you wanted. if any more avengers stumble their way into xml2 that would be kinda sweet as well. did you have a beta version of xml2? i am unable to find your thread on that project.
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: Teancum on December 15, 2007, 09:10am
My thread is dug down deep in the XML2 forums.  I created the thread a long time ago but I haven't even started on the mod itself.  Right now I'm working on sounds for the PC guys' mods, then I'll go back and knock out MUA Xbox for the last time, then start XML2 Xbox.
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: jonchang on December 16, 2007, 05:22am
The thread you are looking for, soresage, is here:

http://marvelmods.com/forum/index.php?topic=368.0

Took me approx. 2 seconds. The Search Function is extremely effective.

EDIT: Teancum, is there an X-Men bonus for the XBox mod?

Gambit, Angel, Iceman, Storm, Wolverine, and Colossus

Same as goes for the bonuses in the PS2?
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: Teancum on December 16, 2007, 07:02am
The Xbox mod is a full out mod so all characters get to be on the bonus teams.  The PS2 just gets MK, Colossus and the Sim missions.  No team bonuses or anything else.
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: soresage on December 16, 2007, 09:23am
The thread you are looking for, soresage, is here:

http://marvelmods.com/forum/index.php?topic=368.0

Took me approx. 2 seconds. The Search Function is extremely effective.


yeah thanks sport, i was looking for something with a download link much like this one. i was living in this dreamworld where Teancum had all of the time in the world to do nothing but program for us.

Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: Teancum on December 16, 2007, 09:35am
Yeah, I actually updated the first post recently in preparation, but I haven't bumped the topic because I haven't started on the mod itself.
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: jonchang on December 24, 2007, 11:22pm
Teancum, is there another download link? MegaUpload's download slots for Taiwan are always filled.
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: iammingy on December 25, 2007, 12:56am
Just go thru a proxy server:
http://www.proxyuser.info/

(If MU doesn't use JavaScript for its downloads, then it should be fine...)
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: petur40 on January 12, 2008, 04:17am
where do i add the mod files of moon knight and collosus and in wich folders
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: Teancum on January 12, 2008, 09:29am
Instructions are in the downloads
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: petur40 on January 13, 2008, 01:35am
Is there any other way to download them becouse i can't do it from megapload.
Or can someone plese ride here how to do that( plese plese plese ) :deadpool:
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: jonchang on January 13, 2008, 03:09am
Just go thru a proxy server:
http://www.proxyuser.info/

(If MU doesn't use JavaScript for its downloads, then it should be fine...)

If you have my problem of filled slots, read this.
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: petur40 on January 13, 2008, 05:32am
when i use proxyuser it says that the page can't be found
i have the files but i don't know how to add them can anyone plese ride here what to do in 4 simple steps or spmething like that
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: Teancum on January 13, 2008, 07:01pm
Xbox or PS2?
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: Dusk on January 14, 2008, 10:53am
I've got a question about the PS2 Mod. I've replaced the file just like the instruction says, but the game won't load. Is there a specific tool I need to change PS2 Files or burn PS2 ISOs? Right now I'm using PowerISO to replace the file.
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: Teancum on January 14, 2008, 11:25am
Do you have a modded PS2?  Sounds like a silly question, I know.  And I'm not sure whether the PS2 release even works.  I don't have a modchip in my PS2 so I couldn't test it, but I modified only the files necessary to active the unused content, so it should work.
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: Dusk on January 14, 2008, 11:29am
Yeah, it's modded. Unchanged the ISO file works just fine. But when replacing the .wad file it won't even load.
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: petur40 on January 14, 2008, 11:31am
i'm talking about ps2
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: Teancum on January 14, 2008, 03:03pm
The PS2 mod probably won't work then.  I changed two files that should work independent of platform, but if that doesn't seem to make things work then I dunno.
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: Teancum on January 15, 2008, 08:51am
Xbox updates:
The next release will be a sound-only patch.  There's other updates I can do, but I want people to have a chance to find more bugs, and a sound update won't make you start a new game.  Here's a quick breakdown:
-New voice actor for Angel, Phil Tanzini.  He voiced the male version of Jaden Korr in Jedi Academy
-Rebuild of Moon Knight's sounds.  He'll have a lot more to say this time around
-Additional voice lines for Gambit, Wolverine, Iron Man, Iceman, Storm and Deadpool (taken from XML1/XML2).  They'll have more lines in the character select screen as well as in-game.

In the future I plan on replacing Nick Fury with The Punisher, updating a few moves on Gambit and Angel, and fixing Colossus' Xtreme name.  I'm waiting for awhile on that however so that you all can finish the game through once if you'd like.
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: iammingy on January 19, 2008, 02:45am
Do you have a modded PS2?  Sounds like a silly question, I know.  And I'm not sure whether the PS2 release even works.  I don't have a modchip in my PS2 so I couldn't test it, but I modified only the files necessary to active the unused content, so it should work.

Have you tried the modded version in the PCSX2 emulator for PC?
http://www.pcsx2.net/compat.php?&c=m&s1=1&s2=1&s3=1&s4=1&s5=1&p=2
MUA was classified as "playable" in version 0.9.4.

Here's a screenshot in game not taken by me:
http://www.pcsx2.net/image.php?id=1178601615j08

EDIT: The person from "Superherohype" could have tried this so wouldn't need to waste 5 DVDs...haha. Sorry to hear that though.
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: Teancum on January 19, 2008, 09:12am
Hmm, smart idea Iammingy!
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: iammingy on January 19, 2008, 02:21pm
I couldn't try it myself because I don't have the PS2 BIOS. You guys who own a PS2 (or.. have access to the BIOS :P) should definitely try it on your own.
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: Canino on January 19, 2008, 03:22pm
I've made a PS2 mod, including Moonknight and Colossus (with items), plus next gen Comic Missions. I just downloaded the pack with assetsfb.wad at the beggining of the post. Now I'm trying to make XML characters for use in MUA.
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: madmouth on January 22, 2008, 07:49pm
yes! finally, been searching a long time..if they can mod guitar hero, this game is possible...anyway, wish someone would mod 360 and psp characters into ps2..and maybe a few added characters..thanks..like psylocke and white queen, they're hot! woohoo!
Title: Re: Xbox & PS2 SE mods --RELEASED (check first post)
Post by: petur40 on January 25, 2008, 08:21am
wow good for you can you please put the mod here so we can try it too pleeeeeeeeeeeeeeeeease
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on January 25, 2008, 09:22am
Removed the PS2 mod from the first post since it doesn't work.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: sirjmh on January 25, 2008, 11:21am
I'm glad to see that some people are talking about mod'ing in the XBox platform... 
but I guess it's still not available for the XBox360, huh?
Or is it?  Has anyone ported some mods into the XBox360 environment?
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on January 25, 2008, 03:25pm
Nope, you can be the first.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: iammingy on January 26, 2008, 04:23pm
I know the XBOX version contains some extra stuff from the PSP exclusives... Do the PSP (MUA) anims work on the XBOX?

I am asking because I wonder if I can build a male Ronin mod for the XBOX using the PSP anims. Otherwise, I will have to change plans.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on January 26, 2008, 05:24pm
Nope, I wish it did.  My original plan was to have a playable Hawkeye.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: iammingy on January 26, 2008, 05:27pm
Hmm... that's fine. Thanks for the info.

Too bad. There is only one shooting anim from the Viking archer... :(
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Canino on February 03, 2008, 09:14pm
Teancum, your ps2 mod works. The only thing was at the herostat. I've changed it to make Colossus and Moonknight playable. And now I'm PS2 modding like crazy. Thanks to your assetsfb.wad.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on February 04, 2008, 04:52am
No problem.  You might post an updated version of assetsfb.wad with working characters now.

Oh, by the way--I seriously doubt PSP characters will work on the PS2.  The PS2/Xbox versions of the game were developed with the older version of the engine.  That and the PSP version of the engine uses crazy compression.  PS2 skins work on the PSP due to the fact that it's a newer engine and they probably didn't remove the code to read the models.  But, I hope you prove me wrong.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on April 08, 2008, 04:18am
Canino made one that works, so I didn't bother with mine.  They were the same as far as content, and since his worked I deleted mine.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on April 08, 2008, 01:35pm
So I've been going through some major planning revamps, and have come up with the following scheme for Xbox MUA SE v2.0 FINAL:


Moon Knight
     -Same spot
Gambit
     -Replaces Elektra
     -Can pick the lock on Dr Strange's door
            -His dialogue is "Ain't no lock tough enough for ol' Gambit"
Angel
     -Same spot (hidden)
Iron Fist
     -Replaces Nick Fury
War Machine
     -(hidden)
     -Iron Man gets a Silver Centurion outfit in place of his War Machine one
Hulk
     -Replaces Colossus



If I can ever de-swizzle the DLC stage enough to insert two slots into the character menu I will, that way we don't have invisible characters.  *If* I do, the layout will change slightly.  I'm thinking a similar setup to the PC, (Hulk in the back, and Colossus in his old slot) but with Moon Knight, Angel, Nightcrawler up on the riser, and Spider-Woman's slot being removed.  That means there will be one less character on each side, but more in the middle.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: niku86 on April 22, 2008, 12:00am
please do hulk please do hulk :)
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: JNet on April 22, 2008, 09:25am
I agree...and I know you are busy...BUT you would be my 4 year old's hero if you could add the Hulk.  We played through your original beta...and we just started playing it again recently.  He keeps asking where is the Hulk...can we get a 360?  I told him that I would check online again to see if there are any plans for you (Teancum), or someone to add him to the XBOX mod.

Keep up the awesome work!

JNet 
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on April 22, 2008, 09:28am
Man, it seems like everyone's gotta have the Hulk.  Well, I'll tell you what.  Since everyone wants him I'll put him in the final version.  I'll have to replace a character somewhere, but lets face it, we all love the Hulk.  For story-mode purposes he won't unlock until you beat the game, but you can always put in a cheat to activate him.

I don't have an eta on the final version, but I'm hoping for mid-August.  Iammingy is working on a Xbox-compatible Hulk right now that I plan on using.

So that being said here's an updated version of what I'd like to do:

Gambit
     -Replaces Elektra
     -Can pick the lock on Dr Strange's door
            -His dialogue is "Ain't no lock tough enough for ol' Gambit"
Angel
     -Same spot (hidden)
Iron Fist
     -Replaces Nick Fury
War Machine
     -(hidden)
     -Iron Man gets a Silver Centurion outfit in place of his War Machine one
Hulk
     -Replaces Colossus

Tools will be provided if you want to switch some characters back in that get replaced.  I still would like to get Punisher in, but that depends on BliZZ, who's out of commission for a little while longer.  Odds are he'll get in since I won't be able to finish this out until early-to-mid August.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: JNet on April 22, 2008, 07:44pm
I can not ask for more.  You are AWESOME!

Let me know if I can help test anything for you.

JNet
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on April 22, 2008, 08:02pm
Done.  Since it's for you and your kid you'll be my first testers (aside from myself and my best bud).  I'll keep you posted.  Just pop in and watch this thread throughout the summer, and watch for PMs in the late summer.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: JNet on April 23, 2008, 01:50pm
Great...we look forward to it.

JNet
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: niku86 on April 25, 2008, 02:26pm
So awsome :) love that you're putting the Hulk in! I started playing the other day and I was having a ton of fun with Angel and Gambit, but i'll totally put myself on hold till you finish the hulk mod, i'd be more than happy to be a tester as well. looking forward to it as well!
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on April 25, 2008, 03:03pm
Honestly I'd probably play through the game once.  When I say I'm putting Hulk in, we're talking August-ish before I get another release out.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: niku86 on April 25, 2008, 10:11pm
lol, ya, just read this, kinda funny, few friends came over today and we decided to play, they wanted to try the new characters i threw on from your first release, we ended up making it almost up to galactus before we put it down :) we'll probably finish beating it tomorrow.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: JNet on May 05, 2008, 08:25am
So...this was too funny not to post.  Everyday that I get home from work, my 4 year old asks, "Hey Daddy, is it August yet?"

I took him to see Ironman yesterday...we loved it!  I get to relive all this stuff with him again...fun!

Haha

JNet
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on May 05, 2008, 08:28am
Too cute!  My wife and I saw Ironman on the 1st (advanced screening).  What a great movie!
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: niku86 on May 06, 2008, 02:41am
for sure, there has been so many comic book movie muck ups lately, i'm really glad iron man wasn't one of them. 
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: yellowcomet on May 16, 2008, 01:00pm
i got a modded xbox and the game. i downloaded the files, and now what.

do i burn these files to a dvd?
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on May 16, 2008, 06:25pm
No, you have to run the game from the hard drive, the you can FTP these files to that folder, replacing the original files.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: yellowcomet on May 28, 2008, 01:10pm
ahhh...lol it was my friend who modded my xbox, and i dont get the ftp stuff. looks like im screwed.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: niku86 on July 07, 2008, 04:27pm
Holler if there's any test builds of the hulk to play around with :)
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: iammingy on July 07, 2008, 04:29pm
Holler if there's any test builds of the hulk to play around with :)

Sorry, I haven't released it, yet.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: JNet on July 07, 2008, 05:57pm
Hey...Just sitting here with my 4 year old boy, and saw the tpoic reply above.  That sparked his interest, so I thought we would check in and see how things are going.  Do you still foresee a August release?

JNet and son.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on July 07, 2008, 06:20pm
So far, yeah.  I've started porting Iammingy's Iron Fist to the Xbox so he'll be out of the way when Hulk is done and ready to port.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: JNet on July 07, 2008, 06:43pm
Awesome...Thanks for the quick response!
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on July 17, 2008, 09:39am
Iron Fist is moving right along (finished the port last night).  He's a direct port of PC Iron Fist (3 fightstyles and all), so all of the moves are the same, but he doesn't have Tommy's models, since they don't work on Xbox.

To-Do:
-Get permission from Iammingy before a public release
-Get a DXT3 version of the dragon head projectile
-Two more skins (working with Iammingy)
-A mannequin

Iammingy, this is as good of a place as any, but if you don't have any changes you're doing to Iron Fist from version 1.4 then I'll handle the porting of all the code.  All I'll need is a mannequin, the dragon head, the bolton collar for the Classic skin, and to decide on the 4th skin.  I'm just trying to make sure it's less work for you, brother.  Anyways, I dunno how far your port was, but I just figured we'd merge where we are and I can do all the boring stuff for you. :P  Is that cool?

ahhh...lol it was my friend who modded my xbox, and i dont get the ftp stuff. looks like I'm screwed.

If you have an ISO of the game then you just add these files to the ISO (I think Qwix can do it) in the same way they're in the zip, then burn the game.  Sorry I can't be much help, but I run all my backups off the hard drive so I don't have to haul around all my discs to a friend's house -- plus I can't run burned discs with the softmod I used.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Power Cosmic on July 17, 2008, 05:39pm
Excuse me Teamcum, Hawkeye will be release in XBOX Mod Version 2.0 right.
Is he use PSP fightstyle or XBOX 360 fightstyle.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on July 17, 2008, 06:55pm
The PSP and 360 files don't work on the Xbox, so Hawkeye will use a custom fightstyle.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Power Cosmic on July 17, 2008, 09:09pm
Which custom figthstyle. Is it from Wip Console Hawkeye, is'nt it.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: iammingy on July 18, 2008, 01:27pm
Iron Fist is moving right along (finished the port last night).  He's a direct port of PC Iron Fist (3 fightstyles and all), so all of the moves are the same, but he doesn't have Tommy's models, since they don't work on Xbox.

To-Do:
-Get permission from Iammingy before a public release
-Get a DXT3 version of the dragon head projectile
-Two more skins (working with Iammingy)
-A mannequin

Iammingy, this is as good of a place as any, but if you don't have any changes you're doing to Iron Fist from version 1.4 then I'll handle the porting of all the code.  All I'll need is a mannequin, the dragon head, the bolton collar for the Classic skin, and to decide on the 4th skin.  I'm just trying to make sure it's less work for you, brother.  Anyways, I dunno how far your port was, but I just figured we'd merge where we are and I can do all the boring stuff for you. :P  Is that cool?

Oh, that's good. Less work for me. :D I should be able to upload the DXT3 mannequin the DXT3 dragon head tonight. The DXT3 collar might take quite a bit of work aligning to right angle and the right place. So, this would be the last thing to do. I have been think about the skins, too. The Tounament costume is PS2, which means 1 down 3 to go. I am curretnly working on the Modern costume. The Guardian skin is quite hard to skin, especially the chest. It will take some time. Once I got the Modern costume done, I should be able to make a Classic Green and Red pretty easily (I hope). :ifist:

The Hulk :hulk_icon: still needs a bit of work. All I can show you now is the list of powers, most of which are Zedja's request. These are built based on Wolverine's Rage system:

1. Gamma Punch - Massive punch that cause knockbacks.
-> 2. Fury Attack - Multiple punch attack with each hit increasing attack speed for a time.

3. Shockwave Stomp - Stomps the ground doing radial $DMG and sends a shockwave forward, popping enemies into the air.
-> 4. Thunder Clap - Claps his hands, creating a devastating blast of shockwave in a radius that stuns nearby enemies.

5. Coathanger - Charges forward, tackling an enemy and beating him mercilessly.
-> 6. Spine Breaker - Grabs an enemy and smashes him to the ground. High chance of instant kill.

7. Unleashed Fury - Boosts $DMG, speed, defense, and rage.
-> 8. Roar - Ferocious scream that frightens opponents for a time, decreasing their defenses.

9. Hulk Smash - Leaps into the air and comes back down doing massive radial $DMG.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on July 18, 2008, 03:10pm
Sweet.  For now I'm gonna put in Iron Fist's Ultimate skin so I can play around with +1 skins.  The three you thought of sound like the best ones to use though.  I sortof thought the masked/shirtless one in the loadscreen would be a cool skin, but honestly beggars can't be choosers :P.

I'll also just go ahead and build all the HUDs and whatnot too, that way when we're ready to insert the Guardian reskins the packages will be ready.

Let me know if you need help with anything.



*EDIT* -- Iron Fist's ground pound move:  What animation does ea_attack_ground2 come from?
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: iammingy on July 18, 2008, 03:21pm
I thought you said the Ultimate (Quicksilver) costume doesn't work on the XBOX?

Oh, the 2 animations for the ground pound move are in the 600KB-700KB common_combat.igb. They are shared animations which everyone (in the game) can use, so you can't find them in the 3 character-specific animation sets I used. :D
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on July 18, 2008, 04:30pm
Quicksilver's model works on the Xbox (since it's XML2) just not the PS2 obviously.  I dunno if I can hide the outline skin though.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: iammingy on July 18, 2008, 04:36pm
Quicksilver's model works on the Xbox (since it's XML2) just not the PS2 obviously.  I dunno if I can hide the outline skin though.

Oh, this is great!!!

Here is the mannequin for XBOX. It looks smoother than the PC version. I will upload the PC version later.
http://www.box.net/shared/mu8c5x9cg4

(http://i35.tinypic.com/ayx8c1.jpg)

Chi Dragon:
http://www.box.net/shared/bv2lhvdc84

(http://i38.tinypic.com/21awcx0.png)
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on July 18, 2008, 05:03pm
(http://www.gametoast.com/forums/images/smilies/eek2.gif)

Dude, that looks amazing!
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on July 19, 2008, 11:31am
No offense or anything, but Iron Fist is like the most popular mod here, how did you miss that?
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on July 19, 2008, 08:39pm
Well, Quicksilver's outline won't hide, but luckily Guardian's does.  So no worries there Iammingy, we'll just do Green, Red and Modern along with Tournament --- Speaking of which, I'm nearly done. :D:D:D  I can't hunt down a Xbox counterpart for the ground pound animation (it's not in common_combat) so right now I'm using the same animation as Fist To Face.  All of the FX/boltons/mannequin all work great.  Basically I need to just do some minor tweaks, then trim the extra files out of the _nc.fb.  Don't rush on any of the skins or anything.  When they're done they're done.  Until then Iron Fist is ready.

On a different note, now that Xbox Iron Fist is nearly done it'll be time to focus back on War Machine fully :D
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: iammingy on July 20, 2008, 10:51am
Well, Quicksilver's outline won't hide, but luckily Guardian's does.  So no worries there Iammingy, we'll just do Green, Red and Modern along with Tournament --- Speaking of which, I'm nearly done. :D:D:D  I can't hunt down a Xbox counterpart for the ground pound animation (it's not in common_combat) so right now I'm using the same animation as Fist To Face.  All of the FX/boltons/mannequin all work great.  Basically I need to just do some minor tweaks, then trim the extra files out of the _nc.fb.  Don't rush on any of the skins or anything.  When they're done they're done.  Until then Iron Fist is ready.

On a different note, now that Xbox Iron Fist is nearly done it'll be time to focus back on War Machine fully :D

Ok, thanks! :D
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on July 21, 2008, 03:32am
Download the mod and find out dude.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: iammingy on July 21, 2008, 04:31am
WOW! What does the chi dragon do and what is it for? Is it the thing that comes out during the Dragon Spirit projectile attack?
I know it is the most popular. However, what does that chi dragon do to enhance the mod?

Whether it is popular or not..... Stop pretending. You were one of the people who asked for that feature:

That Akuma power looks really cool!

How about Iron Fist's move from FoF? Where he summons the dragon spirit?
Coolio! Controllable projectiles are indeed really cool. However, Danny's Dragon Spirit move in FoF is more of a radial type attack. This is still way cooler, anyhow! :thumbsup2:

Now you are asking why that dragon head is here? @_@
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on July 21, 2008, 05:11am
Wow... Owned yet again!
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: jonchang on July 21, 2008, 10:00am
Download the mod and find out dude.

I'm currently on vacation, so I am away from my home computer.

Whether it is popular or not..... Stop pretending. You were one of the people who asked for that feature:

Yes I did ask for that power. And I'm wondering if that Chi Dragon is just the individual power by itself to personally add on if one person wants that power, but downloaded an earlier version of that mod. Just like the two Rising and Dashing Dragon Punch moves on your first post.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: iammingy on July 21, 2008, 12:05pm
I'm currently on vacation, so I am away from my home computer.

Yes I did ask for that power. And I'm wondering if that Chi Dragon is just the individual power by itself to personally add on if one person wants that power, but downloaded an earlier version of that mod. Just like the two Rising and Dashing Dragon Punch moves on your first post.

Uh... my English isn't that bad; I can read. This isn't what you asked earlier. Either way, you are contradicting yourself from time to time. I am not gonna argue with you anymore. Other people can clearly see what's going on...
------------------------------------------------------------

BACK ON TOPIC!!!

Teancum, I found that ground-pounding animation in PS2's common_combat from combat.fb. It's just called ground_attack2. It's shared and it's just that default punching ground animation that almost eveyone uses for punching enemies lying on the ground. So, Iron Fist should be able to use it without adding anything in his FBs. It should be the same for XBOX. :)
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on July 21, 2008, 12:26pm
Cool, I was having trouble hunting it down.  I'll fix that tonight and get back to work on the sounds.  I'm working on a new soundset using the main character's voice from Star Trek Elite Force II.  For those wondering what he sounds like, he's the white guy with dark hair in THIS (http://www.youtube.com/watch?v=-vxTWGfflUQ) YouTube vid.

Would you mind PMing me Hulk's models?  I'd like to get his FBs started too.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: iammingy on July 22, 2008, 01:16am
Teancum, I will have to delay this to Saturday/Sunday, ok?

I need to finish building a simulator and studying for final exam at the same time. :(
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on July 22, 2008, 03:55am
No problem :D
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on July 22, 2008, 02:50pm
Well, I finally hunted down the issue with the slam power.  I don't know why, but in common_combat.igb it was called ground_attack2, which made everything backwards.  I'm not sure how I fixed it, but I did and that's all that matters.

Power sounds are also done, but VO just isn't playing right.  I'm not sure why.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: jonchang on July 22, 2008, 08:59pm
...and studying for final exam at the same time. :(

Good luck.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on July 23, 2008, 05:18am
Late last night I knocked out Iron Fist's VO.  He sounds much better with this new guy's voice rather than Kyle Katarn from Jedi Outcast.  So now I'm gonna build the other three FBs and put in their HUDs and I'll be ready to roll.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: JNet on July 28, 2008, 06:50pm
Hope everyone is doing good.  You mention that you'll be "ready to roll."  Care to elaborate on that?

Update...I told my son that Football and Halloween were coming soon.  He asked....When is August?

Teancum...you should get a kick out of that (check older post).

JNet
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on July 28, 2008, 07:19pm
Heh, my nephews are looking forward to Hulk too.  I told them about Iron Fist and War Machine, and they were like, "who?"  But not to worry.  I'm already in the process of building all of Hulk's other stuff so that I can basically plug and play Iammingy's stuff when he's done.  Once Hulk is done I'll release a new version with Hulk replacing Colossus.  If Iron Fist is done first I'll have him in, but if he's still a work in progress I'll leave him out.

I guess long story short I'm prepping everything for Hulk's insertion while Iammingy works on him as he has time.  August still looks doable, but probably the latter end of it.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: JNet on July 29, 2008, 08:23pm
Sounds great...Thanks again for all of your hard work on this project!

JNet
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on August 12, 2008, 05:23pm
Cool beans guys.  Iron Fist is done, and I'm cleaning up Hulk's sounds as we speak.  Big thanks to Iammingy for the whole Iron Fist mod, and the soon-to-be Hulk mod.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: iammingy on August 17, 2008, 07:25pm
Teancum, I still got some bugs to fix. My goal is to upload a stable version 1.0 by the end of this week.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on August 17, 2008, 07:39pm
You're fine dude.  I know you're busy.  Just looking forward to it. :thumbsup2:
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: JNet on August 26, 2008, 01:30pm
Any update on release date?

Thanks!

JNet
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on August 26, 2008, 02:21pm
Still waiting on Hulk, but once I get the files it should go quickly.  I'll probably release an early version with just Iron Fist and Hulk updated so you and your boy can play since you've been really cool about it all.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: JNet on August 26, 2008, 05:49pm
He's sitting in my lap now as I just read the last post to him.  He's excited!

Thanks

JNet

 :hulk_icon:
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Bobdrakke on September 02, 2008, 05:50pm
Found this site while in wiki thanks for the mods Teancum, iammingy, Noel and anyone else I forgot to mention Kudos to all.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on September 02, 2008, 08:26pm
No problem.  Enjoy
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on September 04, 2008, 05:32am
Hawkeye is getting nixed from the mod.  I just can't do him justice.  I'll be either picking up another character, or only replacing Nick Fury (and keeping Elektra)
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: BliZZ on September 04, 2008, 11:19am
Punisher is coming along nicely if that's who you want to replace Hawkeye with (I know you originally had wanted Punisher)
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on September 04, 2008, 11:33am
Yeah, that's who I was thinking.  Either him or Bishop.  What skeletons does Punisher use?
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: BliZZ on September 04, 2008, 11:35am
Blade combat, Nick Fury combat, and Deadpool combat.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on September 04, 2008, 11:41am
Nice.  Fully compatible. :thumbsup2:
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Power Cosmic on September 05, 2008, 09:28pm
Hawkeye is getting nixed from the mod.  I just can't do him justice.  I'll be either picking up another character, or only replacing Nick Fury (and keeping Elektra)
What is nixed means
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on September 05, 2008, 09:32pm
Dropped, deleted, scrapped.

It means I am not going to do Hawkeye.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Power Cosmic on September 05, 2008, 09:42pm
So, nixed has a 3 means. I see.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: soresage on September 07, 2008, 03:52pm
while i'm sorry to lose a west coast avenger, punisher is a welcome addition. he should have been in the game originally. It is disapointing that characters need to be removed to fit the new guys in. but i never used elektra anyway. Besides, having characters on the original xbox that aren't on the 360 is way cooler.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: BliZZ on September 09, 2008, 11:46am
Blade combat, Nick Fury combat, and Deadpool combat.

Just a quick note, I dropped Blade's combat skeleton in favor of Captain America's combat skeleton.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on September 09, 2008, 11:52am
Xbox Hulk 1.0 has been released, so I'll be testing him out on the PC and prepping his sounds.  I'll also prep the FB packages so that as soon as Iammingy says 'go' I'll download the latest version of the files and build them.  Shouldn't take more than 2-3 days after the final PC side of the mod is done to have him Xbox ready and uploaded.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: lumbanted on September 09, 2008, 07:18pm
Hey i been checking this site out for quite some time. Question: how do i mod the MUA for the xbox? i tried and it didn't work. is there a place here that gives a step by step. or is there a place i can download an already modded MUA with new character?

not to mod the xbox just the game.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: jonchang on September 10, 2008, 02:29am
You'll need a lot of experience like Teancum.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on September 10, 2008, 03:37am
Yeah, I wish it was easy to do.  For a guy like me with experience it's not, it's just time consuming -- but with the time it takes to learn to mod the Xbox version it's just better to get the PC version and download existing mods.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: lumbanted on September 11, 2008, 10:27am
so there's no easy way to do it. i should just give up? :  (
oh well thanks anyway i might try again but for now i have to get a better gfx card so i can play the pc version correctly. if anyone ever decides to upload a version of the xbox game already modded, hit me up.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on September 11, 2008, 02:37pm
The whole game will never be uploaded, but if you have a modded Xbox and the original game disc you can follow the instructions in the download to install this mod.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: soresage on September 15, 2008, 04:57pm
i have little to zero knowledge when it comes to modding a game, but even i could figure this out. You need an ISO creation tool to extract the files from the original game and then you just replace the files the genius Teancum has provided. Re-create the ISO, delete your games saves, and put in the new game. too easy.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: JNet on September 21, 2008, 06:10pm
Hey guys...just checking in to see how things are progressing.  Any closer to the Hulk release?

Thanks!

JNet
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: iammingy on September 21, 2008, 07:52pm
Hey guys...just checking in to see how things are progressing.  Any closer to the Hulk release?

Thanks!

JNet

He just needs sounds now.
http://marvelmods.com/forum/index.php?topic=2463.0
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on September 21, 2008, 08:01pm
I actually just got him on the 'box this evening.  I need to clean up loose ends and do sounds (like Iammingy said) then I can get a beta out.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: JNet on September 22, 2008, 04:56pm
This is GREAT news!

Thanks

JNet
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on September 25, 2008, 01:53pm
Sorry for the delay, JNet.  Hulk's being a pain.  Nothing Iammingy did, it's just that the Xbox is being wonky.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: JNet on September 25, 2008, 06:26pm
No problem...Thanks for the update!

JNet
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: niku86 on September 28, 2008, 11:49pm
Sweet deal :) I've been keeping an eye on this thread all summer, so glad its almost there! I got the PC mod all set up and running but honestly i didn't enjoy it all that much on my computer monitor... I definitely prefer it on my big screen via the xbox with the surround sound.  Be replaying this game the moment the hulk mod comes out! Love the Joe Fixit skin BTW, great creative ideas for the skins! 
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on October 03, 2008, 05:11am
Still having problems with Hulk.  I've decided I'm just gonna outright replace Colussus, rather than putting Hulk in an all-new slot.  That should fix it.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Bobdrakke on October 05, 2008, 11:06am
Thanks for the mod have been testing it out I've noticed Angel and Storm wind techniques don't have any effect on enemies only fire objects and storms wind can't be seen only heard.

Did I install the mod right are these known problems?
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: JNet on October 06, 2008, 05:44pm
Hey guys...just checking in.  I see that Hulk seems to be giving you a fit.  Any luck replacing Colussus?

Thanks,

JNet
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on October 06, 2008, 06:09pm
Yeah, he works on the character select screen, but not during gameplay.  Still playing with it.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on October 15, 2008, 06:27pm
So new somethings on the Xbox front.  I have a really simple Hulk working in-game.  The issue is I have to add one file, compile, transfer to the 'box, and test.  So it's a long road, but we'll get there.  Once I find the problem files then we'll know where to go.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: JNet on October 16, 2008, 05:48am
Thanks so much for the update...we truly appreciate all of your hard work!

JNet
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Bobdrakke on October 16, 2008, 12:04pm
The same sentiments here as well
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: JNet on October 29, 2008, 06:02pm
 :hulk_icon:

Just checking in...anything new?

JNet

 :hulk_icon:
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on October 29, 2008, 06:48pm
Nothing of note.  Still inching along, but I'm finding a lot of issues with the conversion.  All of the other characters work perfect, but there are about a dozen of Hulk's files that don't want to work on the Xbox.  I've got it hooked up to my workstation now, which means it's 10x faster for me to test.  I'll post once I've got news.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: JNet on October 29, 2008, 07:24pm
Sounds great...Thanks!

JNet
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on November 01, 2008, 09:55pm
I'm not sure who keeps adding something one Wikipedia about the upcoming version of this mod (I have a good idea on who it is), but please stop.  I have no idea what the final plans are, so until it's done please stop mentioning it.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on November 24, 2008, 06:33am
NEWS!!!


Percent Complete: 90%
To-Do: Fix Hulk, finish simulator missions, minor tweaks.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on December 03, 2008, 06:22am
... I'm still working on Hulk, but pretty much everything else is down.  I've narrowed the problem down to about 4 files, but after looking and looking and looking there is no reason why they should give me trouble.  SO, if I can't figure it out then I'm going to literally replace Colossus with Hulk's models, change a few things and call it good.  Since we aren't using Colossus anyways he would be a better base to use if I can't get the current version to work.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Bobdrakke on December 04, 2008, 08:21am
Thanks for the update Teancum.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on December 05, 2008, 06:37am
Found a few bugs when playing as War Machine last night.  Nothing related to his PC release, but still stuff I needed to fix for the Xbox.

I'll warn you ahead of time there's one bug I couldn't fix.  When starting a new game (after beating the game) and putting War Machine on your team you can't change costumes until you get to the first save point, even though you should be able to when you select him.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: JNet on December 09, 2008, 03:34pm
Hey Teancum...hope all is well!

Thanks for your constant work on this project..we have not forgotten about you.  My son turned 5 today...He asked me to check with "the dude on Marvel" about the Hulk progress....so here I am.

Thanks again!

JNet
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on December 09, 2008, 04:07pm
Yep, still trying to figure out why Hulk isn't working.  Other characters are all but done.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: jonchang on December 09, 2008, 07:50pm
Happy birthday to your son! :)
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: JNet on December 10, 2008, 09:58am
Thanks! :hulk_icon:
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on December 11, 2008, 07:42pm
GOOD NEWS!

I finally finished a "Colossus copy" of Hulk.  It's basically all of Colossus' powers, but with Hulk's skins, textures, sounds, etc.  It ended up looking/playing really great.  So he's 98% done now.  I want to change some of the effects to a green color to match Hulk, but he actually rocks with Colossus' powers.  And since we're not using Colossus it works out great.

So now I just need to do the sim missions and trim up this/that on the characters.  YAY!
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: jonchang on December 11, 2008, 09:57pm
What's the completion percentage?
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on December 12, 2008, 03:48am
"Close" -- I really don't know until I finish the coding for an entire simulator mission how long it will be.  I'm hoping for a Christmas Eve or earlier release, but I can't promise anything.  Lots of real life stuff going on like roofing my in-law's house, etc.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: JNet on December 12, 2008, 05:57am
Awesome!
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: volzzilla on December 14, 2008, 02:56pm
Hello to all, my first post here. Love the site, and especially love the thought of added content to one of my favorite Xbox games. Totally looking and cannot wait for this great release, it will be awesome.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on December 19, 2008, 08:26am
NEWS

-All characters are now 100% finished.
-Only Iron Fist's load screen is not finished, meaning I'm 99% done there.
-Sim missions are coming along at a fast pace, I just need to finish them and add the discs to pick up.
-Sounds are being updated with the new character sounds.

...And the best part of all.  A CHRISTMAS EVE RELEASE!  That's right, whether the sim missions are done or not I'm going to do a Christmas Eve release that'll include the 100% complete characters.  That way you can play through the game (though cheat codes will need to be used to unlock characters/costumes).  Whatever is done at that point will be compiled into a preview release.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: jonchang on December 20, 2008, 06:15am
YAYYZ!!!!

*jumps around happily for the festive season*

Great Xmas present, man. Merry Christmas! I would totally dig a preview vid on YouTube. Everyone who comments there would probably go bananas.

[/fanboi]
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: volzzilla on December 20, 2008, 09:06am
WooHoo!!

Great job and thank you very much!

(p.s. will there be any other download locations other than megaupload?)
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on December 20, 2008, 09:56am
Quote from: Midnight Curse
I would totally dig a preview vid on YouTube.

I would, but I don't have any video capture devices to grab video from the Xbox.

Quote from: volzzilla
Will there be any other download locations other than megaupload?

I'll try to put it up on my personal server too.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: volzzilla on December 20, 2008, 11:33am
Y
I would, but I don't have any video capture devices to grab video from the Xbox.

I'll try to put it up on my personal server too.

You totally rock, first for the game mod, and now for that new download location being an option.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Power Cosmic on December 20, 2008, 07:37pm
Oh goody, another sounds for a characters. I can see inside ZSMeditor.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: jonchang on December 20, 2008, 11:38pm
JNet and his son are gonna be so happy!
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on December 21, 2008, 06:28am
Oh goody, another sounds for a characters. I can see inside ZSMeditor.

There are no new sounds in this mod.  All sounds come from the PC version of the game.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Power Cosmic on December 23, 2008, 03:29am
What about The Hulk, is he has a new sounds or it same as PC.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on December 23, 2008, 05:03am
Same as PC.


I'm preparing the download tonight, so I *might* have the mod uploaded tonight.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: JNet on December 23, 2008, 05:38pm
I am very excited!  I have not told my son yet, and I plan to load it and show him as soon as it's ready.  I appreciate all of Teancum's hard work on this project, and also to anyone else who may have contributed.  It's so cool to find a community of people who the time out of their schedule's to help others.  This may not seem like a big deal to some, but my son (who recently turned 5) has been a "Hulk" fan since he was about two years old.  I was never in to Marvel that much growing up.  I had the metal lunchbox (which I passed on to him) and some t-shirts, but I never collected the comics.  It has been so much fun learning more about the Brand and characters with my boy over the last few years.  It amazes me how he knows almost every Marvel character.  We've been through the Marvel encyclopedia a few times.  Through it all...Hulk has always been his favorite...even when it was very difficult to find any toys or merchandise.  Anyways...I'm rambling on.  Basically I just wanted to drop a line and say, "Thanks!"  To everyone who celebrates Christmas, I hope you all have a Merry Christmas!  To all others, enjoy the Holidays, and stay safe.

JNet     
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: Teancum on December 24, 2008, 03:41am
RELEASED!

DOWNLOAD HERE (https://www.slashtmp.iu.edu/public/download.php?FILE=smmelton/45682tn9XI4) - MIRROR (http://www.megaupload.com/?d=K1A4OH4S)

-All characters work, but the new ones don't have sim missions, so you'll have to put in the all characters and all skins cheats.
-Press up on Storm/Wolverine/Iceman/Hulk to get to Elektra (Gambit is now in her old slot).  Press down on any of those characters to get War Machine.
Title: Re: Xbox SE mod --RELEASED (check first post)
Post by: jonchang on December 24, 2008, 05:35am
Sweeeeeet.

Too bad I don't have an original Xbox.
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: JNet on December 24, 2008, 10:48am
Update...We installed V2 this morning...AWESOME!!!  He's been playing with Hulk, War Machine, Iron Fist, Moon Knight, Iron Man, and Captain America all morning.  He was so excited when I showed (and read) your post.

Thanks man...we appreciate it...this is great!


JNet (and Son)  :hulk_icon:
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Teancum on December 24, 2008, 11:09am
No problem!  Enjoy.  Someday I'll finish the update that has the comic missions, but for now just have fun!
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Bobdrakke on January 23, 2009, 05:34am
Belated thanks Teancum, et al. Btw Happy New Year
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Teancum on January 23, 2009, 06:29am
NP man, hope you have fun with it.
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Teancum on February 23, 2009, 03:41am
I finally got some footage of the mod (got a video capture unit).

http://www.youtube.com/watch?v=2wMJCeNerlo

Keep in mind this is the Dec 24th release, so there are still things that are unfinished/bugs that still exist.
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Teancum on February 27, 2009, 06:06am
So I'm taking a "I'm putting in whatever characters I want" approach for the future.  Since there's such a small percentage of folks who actually know about & can use the mod I don't think I'll be making any enemies.

So, that being said I'm making some changes for future versions of the mod:

Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Bobdrakke on March 05, 2009, 07:17pm
No arguments here Teancum don't think too much of either sex of spider characters. Would welcome Dazzler, Psylocke, White Queen even NightCrawler.
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Teancum on August 05, 2009, 11:59am
It's been a really long time since I've updated this.  I'm just throwing around ideas in my head, and so the following my seem disjointed.  It's so I can have this list when I get home tonight.

Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Venom on October 16, 2009, 03:41pm
Teancum I downloaded the Xbox mod and I couldnt find the instructions it says are included in the post.
Would you be able to send me a link to download the instructions if possible ?
Thanks.
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Teancum on October 16, 2009, 03:53pm
Doh, I did forget them, didn't I.  Is your Xbox already modded, and do you have FTP access (I.E. is it hooked up to your network)?  If so then I can walk you through it.
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Venom on October 16, 2009, 03:57pm
Yes to both. :D I know how to FTP to my xbox already.
Am I able to FTP the game to my pc, add the files, then just burn to a disc ?
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Teancum on October 16, 2009, 04:01pm
K -- then installation is simple.

1-Rip the game to your Xbox hard drive (I usually keep my games in F:\Games).  You can use a program called DVD2Xbox to rip the disc to the hard drive directly in your Xbox, or you can extract an ISO and transfer the game to the hard drive.

2-Once the game is somewhere on your hard drive, extract the contents of the mod to a temporary folder.

3-FTP the contents of the mod directly to wherever MUA is installed on your Xbox hard drive.  So if MUA is in F:\Games\Marvel Ultimate Alliance, transfer it there.  Default.xbe should replace the original default.xbe, then then the folders fall into place after that.

Hopefully that's clear.
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Venom on October 16, 2009, 04:05pm
Yeap its clear.
You might've not read my question due to me editing my post but am I able to FTP the game to my pc, add the files, then just burn to a disc ? I only have the original Hard drive which doesnt give me enough room to put MUA on.
Edit: The question kinda doesnt make sense but I have previously FTP'ed MUA to my PC and since then I have filled the Xbox hard drive.
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Teancum on October 16, 2009, 04:26pm
Depends, you can do a few things -- the stock hard drives are minimum 6GB.  You could put the game in E:\Games and still fit it - my install of MUA is around 3.5gb.  BUT, if you know how to burn it to disc I suppose you could add it to your version on the PC, then create a new ISO with Qwix and burn that.  That is if your Xbox is set up to play burned backups.  Mine isn't, I have to run everything on the hard drive.
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Venom on October 16, 2009, 04:56pm
Thanks for the help Teancum and to you again and everyone else that made this mod , its pretty awesome to have some of this sites greatest mods on a console and plays like the real thing. I didnt think my softmodded Xbox could play burned backups but after I changed a couple of video settings it worked.
I dont know if you already know but when you select Gambit it says Ronin, Hulk's pulverizing punch doesnt have sound and neither does Iron Fist's Living weapon boost and Gambits first power unless there meant to and War machine doesnt have his first power sounds.
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Teancum on October 16, 2009, 05:15pm
Yeah I rushed it out on Christmas Eve for one of the users.  I'm gonna revisit it once I'm done with the Star Wars Battlefront II Xbox mod.
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Venom on October 16, 2009, 05:19pm
Sounds like another mod I have to check out although I like Star Wars Battlefront 1 more lol.
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: BoosterMan on October 17, 2009, 05:07pm
really good mod
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Herger on January 21, 2010, 09:00pm
So is this whole thing just dropped? =/
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Teancum on January 21, 2010, 10:20pm
What do you mean dropped?  I finished it.
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Herger on January 21, 2010, 10:22pm
What do you mean dropped?  I finished it.
really? I don't have the finished version then =/ If you could help me with that, that would be cool
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Teancum on April 21, 2010, 10:44am
Heh, apparently I missed this -- but it's in the first post, under "MIRROR"
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: SglCoil on May 15, 2010, 09:24pm
I finally got around to getting this mod on one of my Xboxes.  I played up through about level 10, and I am blown away.

Thanks for yet another reason to play through this awesome game!
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: MelloMods on December 31, 2011, 08:47am
Just wanted to give you some props on this mod.  Great job!  Feels like a whole new game.  Hulk is a beast!
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: LtcProductions on April 05, 2012, 03:09am
 So aside from sounds, these are PS2 files, right?
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Teancum on April 05, 2012, 08:10am
Only about 1/3 of them are. I don't really remember which ones. Some of the files in my mod use the Xbox format.
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: severdhed on July 22, 2012, 06:23pm
I know this thread is super old, but i just found this site, and I can't seem to find a valid download link for this mod. I just recently introduced my two sons (3 and 5 years old) to MUA on our modded xbox and they are having a ton of fun with it. I'd love to be able to get them some new characters, but the download links for this mod are dead.  I know the xbox is super old at this point, but if anyone has a link to this mod, i would greatly appreciate it.

Thanks
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Teancum on July 23, 2012, 03:10am
I still have the original build I used on my Xbox, but it's not hooked up at the moment. Give me a few days and I'll try and get the mod back up.
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: LarsAlexandersson on February 15, 2014, 11:39am
-v- found the backup:
 http://theisozone.com/downloads/xbox/xbox-isos/marvel-ultimate-alliance-update-patch/
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: BobaFett on April 05, 2014, 04:41am
Oh my God. Where can I find those Iron Fist skins for the PC? They look fantastic!
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Teancum on April 05, 2014, 05:03am
Here's the original PC mod I converted to the Xbox: http://marvelmods.com/forum/index.php/topic,1338.0.html
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: BobaFett on April 05, 2014, 05:29am
Here's the original PC mod I converted to the Xbox: http://marvelmods.com/forum/index.php/topic,1338.0.html

Thank you, I just found them at Iammingy's skins and boltons thread. I am now looking for those Hulk skins present at his console mod, not DarkMark's.
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Teancum on April 05, 2014, 09:05am
You can find those skins in this mod: http://marvelmods.com/forum/index.php/topic,2463.0.html
Title: Xbox SE mod UPDATED RELEASE 12/
Post by: Nubiegerq on October 24, 2016, 12:26am
we got any tech guys here? I had to reformat my PC and now it cant find my Xbox.... Any suggestions?
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: jayglass on August 31, 2018, 01:05pm
I've gotten venom to work on ps2
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Teancum on September 19, 2018, 06:14pm
I've gotten venom to work on ps2
Really? Is this FOR MUA1 or MUA2?
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: jayglass on September 19, 2018, 09:33pm
mua1
Title: Re: Xbox SE mod - UPDATED RELEASE 12/24/08!
Post by: Teancum on September 20, 2018, 03:24am
Cool! Is the model from MUA2 or did it come from here? I could never get character models to work, nor their animations.
Title: Re: MUA: Original Xbox SE mod - (new download link)
Post by: Teancum on July 30, 2019, 12:05pm
Download link updated. Thanks to Jayglass who still had the files!