Marvel Mods

XML and MUA - Common Items => Knowledge Base - (not for questions) => Topic started by: Quentin Hex on October 02, 2009, 03:06PM

Title: more or less everything you need to know about boltons
Post by: Quentin Hex on October 02, 2009, 03:06PM
anybody feel free to ask questions or add/correct information as i'm not always right :D.

everything you need to know about boltons  (more or less)

boltons are things (objects, weapons, hair, etc) that you can "bolt" onto a character. there are some boltons for x-men legends, and the do work for mua, but the colors may be screwed up. by default, they apear on every singal skin of the character you bolted them onto, but there is one way of hiding this that i found here (http://marvelmods.com/forum/index.php?topic=2306.0). iammingy and blaw both have boltons, and there are probably some more that i missed.

(http://i37.tinypic.com/2ebswb4.jpg)
the wonder of boltons; spider man now has swords, guns and shoulderpads thanks to boltons

to use a bolton you add this to the herostat:

QuoteBoltOn {  <----- necacary. it defines the fact that you have a bolton.
      bolt = Bip01 R Hand ;  <-----  see (1)
      model = models/bolton/KA-BAR_knife_L-handed ; <-----folder/sub-folder(optional)/model name. see (2) for more info
      slot = ebolton_weapon ; <----- see (3)
      }

(1) describes the place you are attaching a bolton to. unlike the slot tag (see below) you can have many boltons per "bolt (at least 3. i have never tried above that). there is a post by blaw (http://marvelmods.com/forum/index.php?topic=3782.msg68478#msg68478) that has all to most of the places to bolt to. one thing i should probably mention is that if you put i right handed bolton on a left hand (or vice verca) it loads upside down, which can be cool in some cases.

(http://i35.tinypic.com/3481u29.jpg)
everyone's favorite canucklehead, has left handed katana bolted onto right and left hands

(2) this is the model you want to load. this can be any file in the models folder (allowing for some pretty combonations, just see the below pic). many of the models aren't rigged correctly to be used as boltons, meaning that they will not connect with the hand/other part and/or point a completely wrong direction and/or be scaled horribly. i may try to have a list of models that work in the future.

(http://i38.tinypic.com/snfq6r.jpg)
toilet thor, using a non-bolton model

(3) this tag specifies what slot the bolton takes up.you can only have one bolton per slot. period. there are quite a few though so don't worry. one issue that may come up are weapons. if you pick up a weapon on a map (like swords in asgard, random pipes on helicarier, etc.), it will erase anything in your "weapon" or "altweapon" slot until you enter a new area or the character select screen.

the ones i know are weapon, altweapon, tail, clawright, clawleft, wings, and cape. according to nodout_jr autoanim and autoanim2 are confirmed to work in xml2 so the probably work in mua, i haven't tested them yet, though, but i probably will later. also Noelemahc says that you can bolt boltons onto any bip part, but i haven't tested this yet either.

links to boltons that i could find:

iammingy (http://marvelmods.com/forum/index.php?topic=435.msg7577#msg7577)
BLaw (http://marvelmods.com/forum/index.php?topic=3109.0)
Title: Re: everything i know about boltons
Post by: BLaw on October 02, 2009, 03:35PM
Some chars have Bip02. Well, Sugarman has it. It makes sure he uses his second set of arms.

This is the full bip list, starting with the root:

Bip01
Bip01 Head
Bip01 HeadNub
Bip01 Neck
Bip01 Ponytail1 (connects to head)
Bip01 Ponytail2
Bip01 Spine (lower abdomen to pelvis)
Bip01 Spine1 (Upper abdomen)
Bip01 Spine2 (Chest)
Bip01 R Clavicle (Shoulder)
Bip01 R UpperArm
Bip01 R Forearm
Bip01 R Hand
Bip01 R Finger0 (thumb)
Bip01 R Finger0Nub
Bip01 R Finger01 (thumb end)
Bip01 R Finger1 (4 fingers)
Bip01 R Finger1Nub
Bip01 R Finger11 (4 fingers end)
Bip01 L Clavicle (Shoulder)
Bip01 L UpperArm
Bip01 L Forearm
Bip01 L Hand
Bip01 L Finger0 (same as R)
Bip01 L Finger0Nub
Bip01 L Finger01 (same as R)
Bip01 L Finger1 (same as R)
Bip01 L Finger1Nub
Bip01 L Finger11 (same as R)
Bip01 Pelvis
Bip01 R Thigh
Bip01 R Calf (lowerleg)
Bip01 R Foot
Bip01 R Toe0
Bip01 R Toe0Nub
Bip01 L Thigh
Bip01 L Calf (lowerleg)
Bip01 L Foot
Bip01 L Toe0
Bip01 L Toe0Nub
Title: Re: everything i know about boltons
Post by: Quentin Hex on October 02, 2009, 04:04PM
cool. thanks.
Title: Re: more or less everything you need to know about boltons
Post by: Quentin Hex on October 04, 2009, 07:50PM
updated tital and first post.
Title: Re: more or less everything you need to know about boltons
Post by: piutebob on October 05, 2009, 04:19PM
I added Venom's tongue to Captain America...
Title: Re: more or less everything you need to know about boltons
Post by: Quentin Hex on October 05, 2009, 04:31PM
nice. post a pic! i forgot to talk about animated boltons above. ill do that after homework.
Title: Re: more or less everything you need to know about boltons
Post by: BoosterMan on October 05, 2009, 07:52PM
o hat homework if the teacher teaches something why do we need homework
Title: Re: more or less everything you need to know about boltons
Post by: Quentin Hex on October 05, 2009, 08:00PM
the theory is that it
A) reinforces what we learned.
B) takes care of things like reading, to save class time.
C) teaches us about organization (or something:P)

that's the theory, but it often seems like a big waste of time...
Title: Re: more or less everything you need to know about boltons
Post by: piutebob on October 06, 2009, 12:53PM
I only do homework...
Title: Re: more or less everything you need to know about boltons
Post by: Quentin Hex on October 06, 2009, 06:58PM
preachin' to the choir here. unfortunately this is not the right thread for that. [/puts thread back on topic]
Title: Re: more or less everything you need to know about boltons
Post by: piutebob on October 06, 2009, 09:10PM
Good idea....

I suggest, at least what I do, is look at the bolton folder, open your herostat and have fun!
Title: Re: more or less everything you need to know about boltons
Post by: Quentin Hex on October 06, 2009, 09:17PM
model folder in general is pretty epic. boltong giant "exploding animals" from murderworld onto thor's hand,boltong the tooilet to random character's heads, etc., is a blast, and makes you feel acomplished!)
Title: Re: more or less everything you need to know about boltons
Post by: piutebob on October 07, 2009, 07:32PM
Quote from: deedooo on October 05, 2009, 04:31PM
nice. post a pic!

Here's a pic, as well as me having attached a non-bolton model to Thor :P

(http://img34.imageshack.us/img34/5563/game2009100719254215.png)
Title: Re: more or less everything you need to know about boltons
Post by: Quentin Hex on October 07, 2009, 07:45PM
holy [censored for your convenience]!
i was not expecting giant clam shell man!
question: is the tongue animated for cap?
Title: Re: more or less everything you need to know about boltons
Post by: piutebob on October 07, 2009, 08:08PM
Yes, it is animated for Cap. It goes in and out. I caught it while it was out.

Poor Wolverine... The shell is hiding him.
Title: Re: more or less everything you need to know about boltons
Post by: Quentin Hex on October 07, 2009, 08:11PM
cool.
Title: Re: more or less everything you need to know about boltons
Post by: Rugos on November 17, 2009, 02:32PM
Is their a way to rip boltons from models, like taking corsairs sword and... (dunno what else to call it) Laser gun... and exporting them as boltons?
And vice versa, Getting rid of things that look like boltons, but actually aren't? Again, like Corsair. His sword and gun look like boltons, but aren't, I.e. can I take
them off even if their part of the mesh?
Title: Re: more or less everything you need to know about boltons
Post by: BLaw on November 17, 2009, 02:38PM
Yes but it has been explained a lot of times. Look in the 3d model tutorial. Read all pages, just in case ;) (hint)
Title: Re: more or less everything you need to know about boltons
Post by: LX - Rampage on July 24, 2010, 11:34PM
How can I make it, so that I put two swords on a characters back and it uses both in normal attacks? (One in left and one in right hand)
Title: Re: more or less everything you need to know about boltons
Post by: Quentin Hex on July 24, 2010, 11:45PM
well you would need to have separate boltons for the back swords and hand swords, then you would need to  have  codes in the powers to make everything apear and disappear. try looking at the war machine and  domino mods for those codes.
Title: Re: more or less everything you need to know about boltons
Post by: LX - Rampage on July 25, 2010, 12:00AM
And by the way, what files should I look at? As I want it to be like at Deadpool and Nightcrawler (two always visible swords at the back) and at light and heavy attacks, he would have the swords in his hands and as the attacks end, he puts them back. Or if I can only do it with one sword on the back and that sword used for light/heavy attacks, that good aswell, just I need to know, what specific stuff should I look at and what should I do.

Edit: Modified my idea: All I need to know, is that can I put in some of Deadpool's swords attacks with the animations as well?

Edit 2: Not needing this anymore, I'm thinking about using some of Deadpool's attacks, with another bolton of course.
Title: Re: more or less everything you need to know about boltons
Post by: fox456 on July 25, 2010, 10:05AM
I'm glad this thread got "reactivated."  I never knew it existed.  It certainly has some helpful information.  Thanks deedooo.
Title: Re: more or less everything you need to know about boltons
Post by: siemens1 on September 11, 2010, 09:48AM
Yes thank you for this faq Deedoo, it also works for xml2. I mean, check it out!

(http://i286.photobucket.com/albums/ll82/jhopia/XMenLegends0002.jpg)
(http://i286.photobucket.com/albums/ll82/jhopia/XMenLegends0003.jpg)

Also thanks for your wonderful War Machine skin!Now I'm seriously thinking of porting teancum's mua war machine mod to XML2.

btw those forearm boltons are domino's guns from edward's mod. I couldnt find anthing more suitable for war machine's wrist guns, because I thought those wrist guns on the classic war machine skin were boltons, turns out they were part of the skin.
Title: Re: more or less everything you need to know about boltons
Post by: Quentin Hex on September 11, 2010, 10:24AM
glad to be of help ^^ a conversion of warmachine would definitely be very cool ^^
Title: Re: more or less everything you need to know about boltons
Post by: edward on September 11, 2010, 10:33AM
 :warmachine: on xml2 would be super awesome, hope you consider it.
Title: Re: more or less everything you need to know about boltons
Post by: Ipecac87 on October 07, 2010, 08:15PM
a war machine mod on XML2??...i hope you do it
Title: Re: more or less everything you need to know about boltons
Post by: Tony Stark on July 16, 2012, 05:02PM
It would seem the limit is 7 boltons per bolt. At least that's what it seems when dealing with stat effects.
Title: Re: more or less everything you need to know about boltons
Post by: Quentin Hex on July 16, 2012, 05:29PM
Quote from: Hyperman360 on July 16, 2012, 05:02PM
It would seem the limit is 7 boltons per bolt. At least that's what it seems when dealing with stat effects.
Is it through herostat? Because the herostat has limited room :p
Title: Re: more or less everything you need to know about boltons
Post by: Tony Stark on July 16, 2012, 05:34PM
Quote from: DeeDooo on July 16, 2012, 05:29PM
Is it through herostat? Because the herostat has limited room :p

Yes. That's the one.
Title: Re: more or less everything you need to know about boltons
Post by: Quentin Hex on July 16, 2012, 05:35PM
You could potentially add more through the powerstyle, though why you'd want to is entirely beyond me XD