Marvel Mods

Marvel Ultimate Alliance I & II => Mod Releases and Conversions => Topic started by: DJay Saint on June 15, 2007, 03:46PM

Title: Psylocke Version 1.1 (UPDATED!)
Post by: DJay Saint on June 15, 2007, 03:46PM
After an extensive amount of work, she is finally finished.  Well, enough to release.  I hope you enjoy the mod, as it took me a long time to make it.  I will also release any additional mods for MUA in this thread, as well as update the mods I have worked on when I fix bugs, add new content, etc.

Here is the download link:
Psylocke (http://www.momoshare.com/file.php?file=8762cd6e4b04ae24de82fdbd151bd32e) (Momoshare)
Psylocke v1.1 (http://www.sendspace.com/file/xhqwf4) (Sendspace)
Patch 1.1 (http://www.momoshare.com/file.php?file=4f350e50d20db55b7d215bc54a225481)

Instructions to install are with the readme file.  If you can't figure it out, look at the guide on the main site.  It should be self explanatory.

Extra release notes:
- Menu location is set to 10 by default, replacing Black Panther.
- "classic" skin is replaced by the XML1 Xtreme skin for now.  I will make a new mesh for it later.
- "Retro" skin is replaced by the XML1 space suit skin for now.  I will make a new mesh for it later.
- "Revolution" skin made by me, Burning Rage.  It has working specular maps and bump maps.
- "Age of Apocalypse" skin made by someone, but I don't know who it was.  Kudos to them for the skin.
- Psychic Katanas made by thetommyboy2002.  Kudos to him for those boltons.
- Loading screens are not done yet.  I am trying to find good art to make them not suck.  Finding high resolution art will take time.
- Character does not have sounds yet.  Those will be done when we can port the XML1 sounds, which we haven't done yet.

***Users do NOT have permission to post any of my mods outside of Marvel Mods.  All of my mods are a Marvel Mods exclusive only.***
Title: Re: Psylocke Version 1.0
Post by: aerophex on June 15, 2007, 03:54PM
Thanks Burning Rage! I'll try her out now and let you know!

:rockon:

:psylocke:

Title: Re: Psylocke Version 1.0
Post by: Gevth on June 15, 2007, 04:07PM
Just to be clear:
When you say she replaces MK, that means just in the herostat, right? I should be able to replace Ronin (from PSP mod) by just changing "menulocation = 25" to "menulocation = 97", and MK would still be playable, right?
Title: Re: Psylocke Version 1.0
Post by: DJay Saint on June 15, 2007, 04:09PM
She just uses his slot number.  You are compiling the herostat, so you can replace whoever you want to.  But yes, all you have to do is change the menulocation number to whatever slot number you want her to appear in.
Title: Re: Psylocke Version 1.0
Post by: iammingy on June 15, 2007, 04:11PM
Quote from: Burning Rage on June 15, 2007, 03:46PM
- Loading screens are not done yet.  I am trying to find good art to make them not suck.  Finding high resolution art will take time.

I got some that you may want to modify:

(you probably have them, but I will add more here if I find any. :) )

1094 x 1200
(http://xs116.xs.to/xs116/07246/psylocke-boris.jpg.xs.jpg) (http://xs.to/xs.php?h=xs116&d=07246&f=psylocke-boris.jpg)

1024 x 768
(http://xs116.xs.to/xs116/07246/psylocke-return.jpg.xs.jpg) (http://xs.to/xs.php?h=xs116&d=07246&f=psylocke-return.jpg)

900 x 720
(http://xs116.xs.to/xs116/07246/poster78.jpg.xs.jpg) (http://xs.to/xs.php?h=xs116&d=07246&f=poster78.jpg)

476 x 1069
(http://xs116.xs.to/xs116/07246/psylocke-999.jpg.xs.jpg) (http://xs.to/xs.php?h=xs116&d=07246&f=psylocke-999.jpg)

972 x 1341
(http://xs116.xs.to/xs116/07246/psylocke-20050619063945993.jpg.xs.jpg) (http://xs.to/xs.php?h=xs116&d=07246&f=psylocke-20050619063945993.jpg)
Title: Re: Psylocke Version 1.0
Post by: DJay Saint on June 15, 2007, 04:16PM
I appreciate the art, but I have plenty already.  I'm really picky when it comes to art, which is why it takes me a while to do stuff like that.  I will get the loading screens done in due time.  (BTW, I already have all those images.  Thanks though.)
Title: Re: Psylocke Version 1.0
Post by: iammingy on June 15, 2007, 04:17PM
Don't mention it. :)
Title: Re: Psylocke Version 1.0
Post by: aerophex on June 15, 2007, 04:20PM
 :laola:

Way to go Rage!  This mod rocks! 

'Revolution' skin is beautiful!
Replaced Elektra and used her voice, fits well.   :laugh:
Offensive powerhouse, light defense, great moves!  I've been waiting on this mod, I admit.  Ms. Braddock is a welcome addition to my herostat!

:peepwall:

AoA has BDOD   :drool1:


Title: Re: Psylocke Version 1.0
Post by: darkmythology on June 15, 2007, 04:54PM
Correction: I made the training room outfit, and tweaked her XML1 default skin into the high-res MUA version. I'm not sure who made the AOA skin, but I don't think it was me. Just want to make sure I don't take credit where it's not due.
Title: Re: Psylocke Version 1.0
Post by: DJay Saint on June 15, 2007, 05:04PM
Quote from: aerophex on June 15, 2007, 04:20PM
Way to go Rage!  This mod rocks! 

'Revolution' skin is beautiful!
Replaced Elektra and used her voice, fits well.   :laugh:
Offensive powerhouse, light defense, great moves!  I've been waiting on this mod, I admit.  Ms. Braddock is a welcome addition to my herostat!

:peepwall:

AoA has BDOD   :drool1:

Thanks.  I invested a lot of time into this mod, and even more time into the Revolution skin.  I never actually looked at the AoA skin.  It's just a placeholder for now, as the other 3 are.  Once I finish with these meshes I'm working on, she will have all new pimped out outfits, including a nice looking classic skin.

Quote from: darkmythology on June 15, 2007, 04:54PM
Correction: I made the training room outfit, and tweaked her XML1 default skin into the high-res MUA version. I'm not sure who made the AOA skin, but I don't think it was me. Just want to make sure I don't take credit where it's not due.

Sorry about that.  I thought you did the AoA skin.  I didn't use the training or the tweaked XML1 skin though.  I just used the PS2 XML1 skin, and her space suit as the 4th until I finish with my meshes.

Credit to whoever made the AoA skin.

EDIT:  Psylocke's menu location was 10, not 25.  I forgot I moved Psylocke to 10 replacing Black Panther.  My Rogue mod I'm working on is 25.
Title: Re: Psylocke Version 1.0
Post by: scottsum on June 16, 2007, 03:06PM
Very nice work on this.  One question though, I've seen several psylocke skins, why is no one making one with the classic outfit, like she is wearing in the pics iammingy uploaded?
Title: Re: Psylocke Version 1.0
Post by: DJay Saint on June 16, 2007, 03:08PM
Did you NOT read my release notes?  I said I am making a new mesh for her Classic skin.  That will take time to do.  There is a skin in there for now as a PLACEHOLDER.  It is not permanent.  The name of the skin in game IS Classic, so I do intend to get one out.  I just haven't gotten around to finishing it yet.
Title: Re: Psylocke Version 1.0
Post by: scottsum on June 16, 2007, 03:12PM
Actually I did, I just missed that part.  Sorry man, but go easy on the newbies, geez.
Title: Re: Psylocke Version 1.0
Post by: scottsum on June 16, 2007, 05:55PM
I have a question - in your readme file you say it's possible to add psylocke instead of replacing another character, but according to the instructions on the site, you can only replace.  Can I, in fact, add a character without replacing another?  If so, which menu location do I use?  I'm sorry if the answer to this question is posted somewhere; I couldn't find it.
Title: Re: Psylocke Version 1.0
Post by: iammingy on June 16, 2007, 06:03PM
If you already have reached the maximum number of playable characters, then all you can do is to replace one character with Psylocke. If you have not reached the max. number of playable characters, then you can add Psylocke to the "empty slot".

EDIT: We would not know which slots you used unless you tell us. Which mods have you installed in the past?
Title: Re: Psylocke Version 1.0
Post by: BliZZ on June 16, 2007, 06:06PM
Two things:

1) What about the Classic skin? Doesn't she need one?
2) I posted this on Marvel.com. Oops?

:runaway:



In seriousness, that Revolution skin is nut-bustingly awesome. I do think that she should NOT pull out the swords in basic melee, though, otherwise the dual wield seems kinda.... pointless. Meh, your choice.
Title: Re: Psylocke Version 1.0
Post by: DJay Saint on June 16, 2007, 06:39PM
Quote from: scottsum on June 16, 2007, 05:55PM
I have a question - in your readme file you say it's possible to add psylocke instead of replacing another character, but according to the instructions on the site, you can only replace.  Can I, in fact, add a character without replacing another?  If so, which menu location do I use?  I'm sorry if the answer to this question is posted somewhere; I couldn't find it.

You can add her to a unique slot if you have not added any extra characters to your game.  The herostat allows for a maximum of 27 entries, but the game actually only has 25 slots in the character select menu.  Depending on what mods you have installed, you'll either be able to add her if you don't have any other mods, or you'll have to replace someone.  Either way, look at your herostat and see what slots are in use.  Give her the slot number of the character you are replacing.

Quote from: BliZZ on June 16, 2007, 06:06PM
In seriousness, that Revolution skin is nut-bustingly awesome. I do think that she should NOT pull out the swords in basic melee, though, otherwise the dual wield seems kinda.... pointless. Meh, your choice.

The dual wield should probably have the second bolton blade removed.  *shrugs*  I thought it would be awesome to have the katanas in a couple of her melee moves.  If everyone agrees they should be gone, I'll make it happen.

For her boost, the plan was to upgrade the size of the blade depending on how far you leveled up that power.  It was going to range from the small blade, to a medium size, then large, dual blades, then dual katanas.  However, I ran into some issues with coding which I posted in the mod forum, but nobody gave me an answer.  I decided to be a pioneer and not care, because I had worked on the mod long enough and promised I would get it out before this weekend.  Regardless, I'll keep trying to get it to work as originally intended, and will update as necessary.

In the next update, I will have:
1.  Loading Screens
2.  Better auras for her boosts (and hopefully the bigger blades -> dual wield blades -> dual wield katanas)
3.  3 unique meshes done (hopefully... these will take a while, so I'll at least get the other stuff up first)
Title: Re: Psylocke Version 1.0
Post by: BliZZ on June 16, 2007, 06:52PM
I think noone gave you an answer because noone knew. This is kinda the first time for something like that.

I only mentioned the swords because she activates her boost, I go "cool, 2 blades" and then the second blade isn't really used for anything. The first one is used in that power, but the second one in nothing.

Sweet mod, btw, in case I didn't say. Super awesome. Between her and some of the other recent characters, these X-Men are getting blasted through to completion.
Title: Re: Psylocke Version 1.0
Post by: scottsum on June 16, 2007, 07:17PM
OK you were right, I was maxed out because of Moon Knight and Colossus.  I replaced Moon Knight, and she works like a champ.  I didn't even have to start a new game - BONUS!  BTW one more quick question - she is invisible on the character selection screen until I pick her; is that because I did something wrong, or that part just isn't done yet?
Title: Re: Psylocke Version 1.0
Post by: Gevth on June 16, 2007, 07:23PM
Actually, you weren't maxed out. Try adding the psp-mod (check the read me on how to install it, since it's kind of a slightly complicated thingy). That should allow you to have up to 27 characters (23 regular, MK, Colossus, +2 replaceable PSPers).

And that part isn't done in most character mods.

And strange thing that you didn't have to start a new game. Strange indeed.
Title: Re: Psylocke Version 1.0
Post by: scottsum on June 16, 2007, 09:02PM
Thanks for the info Gevth.  I'll remember to use that PSP mod when I want to add more.
Title: Re: Psylocke Version 1.0
Post by: jonchang on June 17, 2007, 12:13AM
Quote from: Burning Rage on June 15, 2007, 03:46PM
***Users do NOT have permission to post any of my mods outside of Marvel Mods.  All of my mods are a Marvel Mods exclusive only.***

Yes of course indeed!

Anyway, I think the 700 X 920 image fits well for Psylocke's loading screen.
Title: Re: Psylocke Version 1.0
Post by: scottsum on June 17, 2007, 09:18PM
Hey, having fun with Psylocke, her katana fury attack is SICK.  One problem though, when I use her extrem power, the psychic onslaught, I don't get the raining psychic blades, and no enemies are stunned.  Anyone else encounter this?
Title: Re: Psylocke Version 1.0
Post by: the amazing spiderman on June 17, 2007, 10:13PM
man,can't wait to try it out but I'm not ganna be able to play for the next 2 months and it still wont play right... sounds awesome though
Title: Re: Psylocke Version 1.0
Post by: DJay Saint on June 18, 2007, 12:21AM
Quote from: scottsum on June 17, 2007, 09:18PM
Hey, having fun with Psylocke, her katana fury attack is SICK.  One problem though, when I use her extrem power, the psychic onslaught, I don't get the raining psychic blades, and no enemies are stunned.  Anyone else encounter this?

I got that a couple times.  I must have changed something in the powerstyle recently, because it worked flawlessly before.  I'll look into it.  Thanks for pointing it out.  At least I know it wasn't just me.
Title: Re: Psylocke Version 1.0
Post by: boreman on June 22, 2007, 08:01PM
Since it is easier to find in this thread, I have made a provisional mannequin for Psylocke, repainted from Elektra So far, it only has the color changed and the bandana painted as dark purple hair. Check it and tell me if you come up with any ideas for improvement.

(http://img515.imageshack.us/img515/3502/psymannyzk2.jpg)
http://www.box.net/shared/vcatbmsh74 (http://www.box.net/shared/vcatbmsh74)
Title: Re: Psylocke Version 1.0
Post by: Gevth on June 22, 2007, 08:11PM
If possible, change the sais for you know what. Check the bands in her legs and arms (add more etc.) Of course, the challenge is to make her look less Elektra and more Psylocke.
Title: Re: Psylocke Version 1.0
Post by: boreman on June 22, 2007, 08:18PM
I know. Actually, the sais ARE painted like the psychic blades, but from that angle all that appears is the black edge. I'll do what I can with the bands, maybe look for some other female skin to patch it up. The next step will be trying pasting the mod face over. We'll see.
Title: Re: Psylocke Version 1.0
Post by: Teancum on June 22, 2007, 08:40PM
I think reskinning Ms. Marvel as Classic Psylocke will give you much better results.
Title: Re: Psylocke Version 1.0
Post by: DJay Saint on June 22, 2007, 08:45PM
I appreciate you doing stuff for MUA, but please, don't post other people's work (or your own) in my release thread.
Title: Re: Psylocke Version 1.0
Post by: boreman on June 22, 2007, 11:41PM
Sorry if that bothered you. I was just trying to keep all things Psylocke in the same thread, and looking for a way to solve the lack of mannequins (the way I'm adding mods, the selection screen looks sadly empty). Anyway, if I come up with some update, it'll have to go somewhere else.

By the way, have you found a way to make the asymetric Crimson Dawn tatoo yet?
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: DJay Saint on June 26, 2007, 04:11PM
Alright.  I have updated Psylocke.  The main thing I did was fix her Telekinetic Combat boost so now she will wield bigger psychic blades as you level up her boost, eventually dual wielding psychic blades, then dual wielding psychic katanas.  For those who suggested it, I have also removed her Psychic Katanas from her basic melee moves, making them part of her boost and her normal power moves.  I think it was the better way to go.

For those of you not able to use Momoshare for some reason and who have not been able to download the mod, I have uploaded the entire mod on Sendspace, including the updated powerstyle and talent files.  For those of you who have already downloaded the mod on Momoshare and just want the updated files, I have uploaded just the new powerstyle and talent file required to play the updated version on Momoshare.  I have also updated the links on the first page.

The update download links:
Psylocke v1.1 (http://www.sendspace.com/file/xhqwf4) (Sendspace, entire mod with patch)
Patch 1.1 (http://www.momoshare.com/file.php?file=4f350e50d20db55b7d215bc54a225481) (Momoshare, just the patch)

How to install the "patch":
Just copy the ps_psylocke.engb file over to your MUA/data/powerstyles folder.  Then copy the psylocke.engb file over to your MUA/data/talents folder.  That's it!  Hope you enjoy the update.  Now I'm currently working on her meshes, so she will have awesome new outfits in the coming weeks.  Stay tuned for more mods/updates, as I will release all of my further mods for MUA in this thread.

EDIT:  Note, you do NOT have to start a new game for the changes to take effect, nor will "hot swapping" talent and powerstyle files harm your saved game at all.
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: scottsum on July 02, 2007, 08:48PM
Hey burning rage, her extreme still seems to have the same problem, I wasn't sure if you knew or just didn't get around to fixing it yet.  Also, this is really nitpicking and I don't care really but just so you know, when psylocke has the full katana blades it looks like she is stabbing herself.
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: Bane1 on August 15, 2007, 06:34PM
Just like to say this is a great mod. I love the revolution skin. One of the best skins I have seen. Thanks for this.
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: Senkaku on August 21, 2007, 07:56PM
great mod but i am having the xtreme move problem to, by the way i am a marvel member and can probably help you get a loading screen. also, i am having a problem with the special grab. she spins around him just like elektra, but , there is no damage. is this me or the mod?
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: Senkaku on August 21, 2007, 09:02PM
question, when you face dark psylocke in the game she dodges using a cartwheel, would it be possible to get this cartwheel for the mod?
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: jonchang on August 30, 2007, 05:08AM
Most of the questions newcomers answer can be frequently found in the Knowledge Base. It has all you need to know how to install things and how to use the modding tools, and how to learn how to mod yourself. If there's a difficulty with the game, try the Technical Problems board. If you don't want to replace a character, then just copy it in and do not edit the other things. The step-by-step walkthrough is very easy to follow.
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: BliZZ on August 30, 2007, 05:10AM
Thanks for the spam, Curse!



Anyway, you SHOULD have Colossus/Moon Knight installed AND the menu files included with HeroSelect if you expect to maximize your roster........
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: Philip on August 30, 2007, 05:16AM
Thanks guys, but Blizz my top priority is not to expand he roster, i didnt even try that.I am going with simple first.I want Psylocke to appear... but as I said I use the program to change the igb file, then i click edit as it says, and says that it cannot find the file.so I do it manually, and the text I come up with is the one I posted above.I cannot find what I am doing wrong!

I ve checked all the tutorials and from what I get I shouldnt be getting this problem.Is it ok if I pm Blizz?so we wouldnt spam Burning rage's thread?
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: jonchang on August 30, 2007, 05:37AM
Quote from: BliZZ on August 30, 2007, 05:10AM
Thanks for the spam, Curse!

Hey, I'm just trying to be helpful. If you got a problem with that, that's your issue. I'm doing my best, okay? Sheesh, everyone's a critic.
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: Philip on August 30, 2007, 07:38AM
Hey guys relax!

Problem solved BTW...though I did the stupid thing to replace Nick Fury and now all my talks with him(when he is an NPC) are without a face in the dialog box :P

I also got the problem with the X-treme, like everybody mentioned, and  Psylocke dont appear in the selection screen before I select her.I assume that is the lack of a mannequin right?
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: DJay Saint on August 30, 2007, 12:30PM
Quote from: Midnight Curse on August 30, 2007, 05:37AM
Quote from: BliZZ on August 30, 2007, 05:10AM
Thanks for the spam, Curse!

Hey, I'm just trying to be helpful. If you got a problem with that, that's your issue. I'm doing my best, okay? Sheesh, everyone's a critic.

Maybe, but NOW you're spamming my thread, and I don't like that.  Please stop with the comebacks, as it only adds to the spam.  If you have a problem, then PM someone.

Sorry for lack of responses or updates, etc.  Class has been hellishly busy, and I haven't had time to do anything mod-wise.

As far as the xtreme is concerned, it worked fine last time I tested it.  I could've forgotten to upload something, or I may have accidentally uploaded an older version of the powerstyle with the package.  Psylocke will not show up in the character select menu because of a lack of a mannequin.  Once I am finished with this quarter (only a few more weeks left), I will sit down and model a few meshes for Psylocke (really, I'm serious this time), and then she will have a mannequin.  Until then, I don't know what else to tell you.  I got a few done for Rogue, but need to animate them.  I also started a couple for Emma Frost, but never finished them.  There just isn't enough time in the day to get it all done.

Quotegreat mod but i am having the xtreme move problem to, by the way i am a marvel member and can probably help you get a loading screen. also, i am having a problem with the special grab. she spins around him just like elektra, but , there is no damage. is this me or the mod?

I'll have to look into the grab smash.  I've come across a problem where the enemy doesn't get thrown right, but the damage is still dealt.  Probably just an animation glitch.  Xtreme I'll look into as well.  Mine works, so I probably just uploaded an older version of the powerstyle.  I got plenty of materials for loading screens, and have them done.  New images are always welcome though and would be appreciated.

Quotequestion, when you face dark psylocke in the game she dodges using a cartwheel, would it be possible to get this cartwheel for the mod?

Unless her MUA skeleton has all of her power moves that the XML1 one does, then no.  There is a lack of animations to do the cartwheel.  Once I figure out how to do custom skeletons, I'll see how it works though.
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: Bane1 on September 01, 2007, 09:53PM
I really like this mod. I do have a problem with the Xtreme working intermittently. Now I only checked a couple of times but it always seemed to work when playing against non boss characters but doesn't seem to work against boss characters. Grant you it might have only been random but that is how it seems to work for me. I only played against two early bosses and it did not work. Not sure if this helps.
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: Philip on September 10, 2007, 10:24AM
Yuppi! We are gonna have an even cooler Psylocke! BTW I use Psylocke and she does damage with her grab smash...
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: scottsum on September 24, 2007, 10:28AM
Hey burning rage, since you are not having the extreme problem, could you re-upload the powerstyle file with the one you're using?  If all you did was get them switched it could be an easy fix.  Once the link is updated let me know and I'll test it.
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: DJay Saint on September 29, 2007, 08:19PM
Alright.  Sorry for the long hiatus.  As I said earlier, I was busy with a couple major projects, and just finished my finals.  I'll get back to working on an update for Psylocke (which includes 4 custom meshes for her, although I'm mainly focusing on getting 1 done for now).  I am looking for another base combat skeleton to use for her moves other than Elektra's.  At first, I thought some of the animations would look pretty cool.  After playing around with her though, I didn't like them so much, and found that they didn't work well with what I was going for.  I would like to try to find out how to make custom animations so I can do my own animation sets, but that's a whole new project for a different day.  For now, the working order is as follows:

0.  Loading Screens (completely forgot about them... :P)
1.  Finish custom mesh (I'm working on her Classic "Jim Lee" outfit first)
2.  Fixing Xtreme problem
3.  Working on new animation sets for her powers

If there are any more bugs with this mod, please feel free to shout them out, as I am back to working on her.  My next mods will be Rogue (actually, she's about 92% done... I just have 2 custom meshes I am working on, and then I have to get Power Theft working.  Everything else is 100% complete for her) and Emma Frost for MUA.
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: BliZZ on September 29, 2007, 09:10PM
The Xtreme problem seems to be effects.... you have linked as p4_something and the actual effects are p10_something.
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: scottsum on October 02, 2007, 08:13PM
Indeed, I changed the p4_onslaught to p10 onslaught in the lines shown below, and now there is an animation to go with the attack.  I still don't get the raining psyblades, but if that's too much of a headache I can live with it the way it is.  The only thing now is to figure out why no enemies actually get stunned from teh attack.

      trigger {
      name = sound ;
      sound = char/psyloc_m/power10 ;
      time = 0 ;
      }

      trigger {
      bolt = Bip01 R Hand ;
      effect = char/psyloc/p10_onslaught ;
      name = effect ;
      time = 0 ;
      }

      trigger {
      bolt = Bip01 L Hand ;
      effect = char/psyloc/p10_onslaught ;
      name = effect ;
      time = 0 ;
      }
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: Philip on October 04, 2007, 09:57AM
Just out of curiosity, is it just me or is her radial attack really powerful and cost less than all the other characters' radial attacks?
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: DJay Saint on October 12, 2007, 03:40PM
This mod had a ridiculous amount of downloads.  :)  That's good, I hope everyone likes it.  I figured I would bring updates from the netherworld, so no, I'm not dead.  :rofl:

Here are a couple quick renders of something I am working on:

(http://img.photobucket.com/albums/v239/BurningRage02004/Untitled-1-24.jpg)

A free cookie to whoever can guess what it is.  I'm done modeling the katana, texturing it, etc.  Any comments or complaints about the look so far?  I still have to play with the particles a little bit more, but so far it's looking pretty hot.  Once I get it to where I like it, I'll start screwing around with that Alchemy exporter and get into MUA.  I figured I would try something simple first to export, that way I can get (or try to get) the different types of maps working, as well as find out a way to export with the emitter attached to the object. Once I figure out the exporter, I can start moving on to bigger and better things, like releasing my meshes already (still have to rig them).

Alas, that's not all I'm working on.  I'll release an updated version of Psylocke's powerstyle so some of her moves are not so broken (damage-wise) and I guess effects-wise.
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: BliZZ on October 12, 2007, 04:01PM
Could you also update the link with some good versions of the placeholder skins? One of them has black dots, and the others aren't named properly or lined up with the huds. I understand that you are going to be releasing meshes, but that looks to be a ways away and it just seems most logical to release the best quality that we have available now for the sake of downloaders/users, as opposed to waiting. Oh well, just my 2 cents.


(I've got some proper placceholder skins (Your Classic skin on a MUA model, the AoA skin on a MUA model, and her PS2XML1 skin [along with an hud for that, so the skin matches hud]) all properly #ed and such, if you want them. Oh, and her XML1 Loading screen)
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: DJay Saint on October 12, 2007, 04:19PM
Sure.  Let me know what skins you have that you want to stick in for now, and I'll update the herostat for those until I get those meshes exported.  I normally don't like incorporating that but it's better than an incomplete I suppose.

What skin has black dots BTW?  None of them have that problem on my PC.  I'm assuming it's probably the PC model for Jean, ala the classic skin.  If so, I don't know what to tell you for now as I still haven't figured out how to reskin a PS2 model (not that I need to anymore, but it would still be nice to know for Wolverine's TAS skin for now until I feel up to doing a model for it).

Almost done with the katanas BTW.  Any comments on the aesthetics before I finalize them?  I hate redoing stuff after export, so now is the time to speak up.
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: BliZZ on October 12, 2007, 04:25PM
I assume you are playing with adv. lighting, thus why you have no Black dots. Yeah, it is the AoA skin w/ Black dots.


I'll do you one better: here are the actual files, so you don't have to hunt them down. Your Classic skin on the MUA Medusa model, that AoA skin on the MUA Medusa model, and her XML1PS2 X-Treme costume. Skin names in herostat are the same, except for "Retro" being "X-Treme". I also tossed in an hud for her X-Treme costume (since there is no Retro skin to match with that hud of your's atm) and a loading screen, in case you wanted to toss those in.

http://www.sendspace.com/file/7h8a0v
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: DJay Saint on October 12, 2007, 05:03PM
You guys, I am an absolute effin' genius.  I modeled all my junk in 3d Max 9, and exported to 3d Max 5 with some complicated crap into Alchemy FTW.  Model is absolutely sexy in game.  The only thing I have to do now is redo or re-export the emitter because it did not export to 3d Max 5 properly (mostly because I was just worried about the model...  hierarchy, UVW coords, etc. are dead on).  Even though it is almost the same as 9, I could not use 5 regularly to model.  *shrugs*

Now that I'm starting to screw around with the exporter, hopefully I can find a way to get the specular and normal mapping to work and figure out the full extent of Alchemy shaders.  If I can help Tommy out with that, our models will pwn ass.
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: boreman on October 12, 2007, 07:17PM
ZOMG  :bowdown1:!!! I lost track of the modeling threads because I could only get 3D Max 9. Any chance there is some kind of exporting tutorial coming or do you think I should better start reading the 3DS thread again?
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: DJay Saint on October 12, 2007, 07:42PM
You can do the modeling in 3d max 9, but you have to have 3d max 5 for the alchemy plug-in.  I was just told it wasn't possible to open max 9 files in max 5.  Oddly enough, it's relatively simple (.3ds is universal across all versions).  The only problem I am having is that for some reason when I do export the scene, the particle system does NOT export with the model at all whatsoever.  I'm sure once I figure out why it won't export, and then remedy that problem, I may figure out a way to use particles on weapons in MUA just like the devs did, ala the fire swords, etc.  *shrugs*  I'm just now starting to play with the Alchemy plug-in, so I have a long ways to go as far as learning what exactly I can and can't do with it.
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: amit5530 on November 28, 2007, 11:20AM
Psylocke Version 1.1 at sendspace is not available to download anymore
can someone re upload it?
sorry for bump ><
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: iammingy on November 28, 2007, 12:04PM
You can still download v1.0 and patch v1.1 from Momoshare.

--------


Cool! Is that a name or a slogan on the katanna?
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: Arclight on December 29, 2007, 03:51PM
Hey guys, which menulocation is Luke Cage, because I want to swap Luke Cage, for Ms. Braddock.
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: jonchang on December 30, 2007, 12:33AM
I think 18.
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: Senkaku on January 06, 2008, 07:19PM
i was just wondering if there were any fixes to the special grab move and her extreme move.also, i saw a skin for the classic costume, do you have it with this mod? great mod by the way!
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: Senkaku on January 06, 2008, 08:27PM
how about this pic for loading screen?
(sorry, wasn't able to send)www.joshuamiddleton.com/.../psylocke_1024.jpg
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: BliZZ on January 09, 2008, 09:48PM
Download the updated Psylocke that is in the XML2 Characters Thread/Mod Catalog. It includes sounds/a loading screen/that skin.
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: khestoi on May 04, 2008, 11:34PM
got a question. Where can i find the cosmic mission for psylocke??
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: iammingy on May 05, 2008, 12:24AM
Quote from: khestoi on May 04, 2008, 11:34PM
got a question. Where can i find the cosmic mission for psylocke??

There aren't any comic book missions for Psylocke in any versions of this mod; it's just a "character mod".
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: khestoi on May 05, 2008, 12:27AM
hmm. how am i supposed to unlock the 3rd costume then? Without the cheats.
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: iammingy on May 05, 2008, 12:54AM
Quote from: khestoi on May 05, 2008, 12:27AM
hmm. how am i supposed to unlock the 3rd costume then? Without the cheats.

You mean the 3rd costume doesn't unlock after 175 non-AI-controlled kills?
Ding, I seriously don't know how if that is the case...

I *think* you can get/keep a game save that has everything unlocked. So, you will have every costume and every character unlocked when starting a new game (with default statistics).

EDIT: Wait... I think you meant the 4th costume? That's the one unlocked with Bronze Metal in comic book mission.
Title: Re: Psylocke Version 1.1 (UPDATED!)
Post by: khestoi on May 05, 2008, 12:58AM
well i already reached the maximum characters limit which is 27 i think? im playing the game using psylocke, omega red, deadpool, and hawkeye. I installed omega red mod, psylocke mod and the official characters beta 3. I have read that the 3rd alternate outfits can be unlocked by beating the comic missions of that character. since there is no comic mission for psylocke how can i unlock it? By the way after installing some mods, some characters have some of their costumes unocked already. And they are the 3rd costumes. I wonder why?