Marvel Mods

Off-Topic => Video Games Talk => Topic started by: Dark_Ansem on August 07, 2016, 12:20PM

Title: Re release and Mod compatibility
Post by: Dark_Ansem on August 07, 2016, 12:20PM
Does the mod pack work with the remaster?
Title: Re: Re release and Mod compatibility
Post by: Dorpond on August 07, 2016, 12:35PM
Nope
Title: Re: Re release and Mod compatibility
Post by: Dark_Ansem on August 07, 2016, 12:35PM
Dangit. Any hope that it will work in the future?
Title: Re: Re release and Mod compatibility
Post by: Maegawa on August 07, 2016, 12:39PM
Quote from: Dark_Ansem on August 07, 2016, 12:35PM
Dangit. Any hope that it will work in the future?

Most unlikely; the MUA1 re-release seems to be a port of the 360 version, and not an update of the PC version, which makes things like skins, huds etc all incompatible.
Title: Re: Re release and Mod compatibility
Post by: Dark_Ansem on August 07, 2016, 12:41PM
That is terrible. I almost regret buying it.
Title: Re: Re release and Mod compatibility
Post by: Monitor2112 on August 07, 2016, 01:59PM
Bummer.  I was as looking forward to modding it.  Oh well...I still look forward to replaying it.
Title: Re: Re release and Mod compatibility
Post by: Dark_Ansem on August 07, 2016, 02:12PM
Then again, the reality is that TOOLS do not exist, yet. They might in the future.
Title: Re: Re release and Mod compatibility
Post by: ndp on August 07, 2016, 06:49PM
Is there any chance when the DLC is released that we learn how to go from 27 playable characters to 33?
Title: Re: Re release and Mod compatibility
Post by: LarsAlexandersson on August 07, 2016, 08:04PM
Only meshmod can't for now, while the rest like retexturing with muaskinner, notepad py, xmlbcui, & sound editing still the same, but some are different:
*Models' offset are different, despite having a same texture & still use DXT1
*Huds are DXT3 offsets. Recommend to edit Alpha Channel for transparent BG
*Power Icons becomes very easy on offset. Still uses Alpha Channel & DXT3
*Sounds format are .pak > inside .pak are .fsb > inside .fsb are .mp3. Seems very easy since there's some programs like fsb extractor exist

For 2nd patch, other than just confirmed Xbox 360 DLC exclusives, we don't know if PSP exclusives are also included as well or as unused bonus again like in Wii ver., or possibly for Wave 3 patch. Who know?

BTW, isn't Xbox 360 slots only maxes 34?
Title: Re: Re release and Mod compatibility
Post by: Dark_Ansem on August 07, 2016, 10:29PM
Quote from: LarsAlexandersson on August 07, 2016, 08:04PM
Only meshmod can't for now, while the rest like retexturing with muaskinner, notepad py, xmlbcui, & sound editing still the same, but some are different:
*Models' offset are different, despite having a same texture & still use DXT1
*Huds are DXT3 offsets. Recommend to edit Alpha Channel for transparent BG
*Power Icons becomes very easy on offset. Still uses Alpha Channel & DXT3
*Sounds format are .pak > inside .pak are .fsb > inside .fsb are .mp3. Seems very easy since there's some programs like fsb extractor exist

For 2nd patch, other than just confirmed Xbox 360 DLC exclusives, we don't know if PSP exclusives are also included as well or as unused bonus again like in Wii ver., or possibly for Wave 3 patch. Who know?

BTW, isn't Xbox 360 slots only maxes 34?

Well! This IS quite something. Thank you!
Title: Re: Re release and Mod compatibility
Post by: LarsAlexandersson on August 07, 2016, 10:49PM
Quote from: Dark_Ansem on August 07, 2016, 10:29PM
Well! This IS quite something. Thank you!

Your welcome.

Here's the tutorial for remastered edition, it focus on alpha channeling for Huds & Power Icons: http://marvelmods.com/forum/index.php/topic,9866.msg183780.html#new
Title: Re: Re release and Mod compatibility
Post by: Dark_Ansem on August 07, 2016, 10:52PM
Quote from: LarsAlexandersson on August 07, 2016, 10:49PM
Your welcome.

Here's the tutorial for remastered edition, it focus on alpha channeling for Huds & Power Icons: http://marvelmods.com/forum/index.php/topic,9866.msg183780.html#new

Out of curiosity, is this valid for MUA2 too?
Title: Re: Re release and Mod compatibility
Post by: LarsAlexandersson on August 07, 2016, 11:25PM
MUA1 only. Sorry man :/
Title: Re: Re release and Mod compatibility
Post by: Dark_Ansem on August 07, 2016, 11:33PM
Quote from: LarsAlexandersson on August 07, 2016, 11:25PM
MUA1 only. Sorry man :/

All right, thanks. someone said that the formats had been unified.
Title: Re: Re release and Mod compatibility
Post by: LarsAlexandersson on August 07, 2016, 11:50PM
Quote from: Dark_Ansem on August 07, 2016, 11:33PM
All right, thanks. someone said that the formats had been unified.

Which one? MUA1?
Title: Re: Re release and Mod compatibility
Post by: Dark_Ansem on August 07, 2016, 11:54PM
Quote from: LarsAlexandersson on August 07, 2016, 11:50PM
Which one? MUA1?

The MUA1 and MUA2 formats for the re-release.
Title: Re: Re release and Mod compatibility
Post by: LarsAlexandersson on August 08, 2016, 12:24AM
Oh i think you the bin file, is it?
Title: Re: Re release and Mod compatibility
Post by: Dark_Ansem on August 08, 2016, 12:25AM
Quote from: LarsAlexandersson on August 08, 2016, 12:24AM
Oh i think you the bin file, is it?

Might have been that. Someone DID mention, however, about unified asset types too.
Title: Re: Re release and Mod compatibility
Post by: LarsAlexandersson on August 08, 2016, 12:27AM
Maybe you can ask MUALover about this. He & Teancum had been researching the extraction of both series' bin files (mainly on zenhax)
Title: Re: Re release and Mod compatibility
Post by: Teancum on August 08, 2016, 06:10AM
Quote from: LarsAlexandersson on August 07, 2016, 08:04PM
For 2nd patch, other than just confirmed Xbox 360 DLC exclusives, we don't know if PSP exclusives are also included as well or as unused bonus again like in Wii ver., or possibly for Wave 3 patch. Who know?
I don't think they'll add them, but I hope they do. If Raven or Vicarious Visions had developed the remaster I would have said that we would have got them, but with Zoe Mode in charge I hope they just mess up and accidentally include them.

Quote from: LarsAlexandersson on August 07, 2016, 08:04PMBTW, isn't Xbox 360 slots only maxes 34?
I can confirm this. 33 characters + defaultman. I could only ever replace defaultman for 34 characters.
Title: Re: Re release and Mod compatibility
Post by: Monitor2112 on August 09, 2016, 05:33PM
 I'm just going to keep my fingers crossed and wait for a patch that allows me to play the re-release...and pray that one day in the not too distant future it is figured out how to replace the  default characters for any number of the modded characters here.

I've been around since the old Freedom Force days (even supplying some very bad skins for Beast and Kid Flash), but missed out on the MUA PC experience because I never had a PC powerful enough to run the game..now I do, finally.  I had/have the game(s) on console and they were always a favorite...but I am looking forward to making it just about all new in the days ahead.

If there is anything this decidedly non-tech expert can do to help, I'm all in. I only bought the re-release with the  hopes of replacing just a few of the vanilla characters.  (Electra, Blade, Ghost Rider to name but three)

:vision: :beast: :capamer: :thor: :hawkeye: :stark: :scarletw: :panther: :warbird: :quicks::wasp:

(One day I hope to have the ALL of the above characters playable...my favorite Avengers...missing Wonderman& Yellowjacket though)

Monitor2112
Title: Re: Re release and Mod compatibility
Post by: LarsAlexandersson on September 18, 2016, 12:18AM
Good news & bad news for animation works:
*Remastered Edition still works
*Now i know what keeps the too many custom fightstyle cause crashes & in issues (cannot run mostly & slow flight down) on mostly a certain playable characters & shared talents mostly when i play as all iammingy's booster mods. Whatever we do
*Maxes the custom fightstyles up to two
**Best recommendation if you want the npcs also uses a custom fightstyle, put it on shared talents, instead on talent files respectively via xmlbcui
Title: Re: Re release and Mod compatibility
Post by: Dark_Ansem on September 18, 2016, 12:23AM
Custom fighter styles? What do you mean?
Title: Re: Re release and Mod compatibility
Post by: LarsAlexandersson on September 18, 2016, 12:54AM
Fightstyle animation, don't you know? some mods contains the conversion from other game or hex edit custom. fightstyle_default for example. fightstyle related igb are a common animation files for gameplay combat to all characters
Title: Re: Re release and Mod compatibility
Post by: Dark_Ansem on September 18, 2016, 12:57AM
I actually haven't seen any.

But according to your discoveries, would, at least, boosters work?
Title: Re: Re release and Mod compatibility
Post by: LarsAlexandersson on September 18, 2016, 01:20AM
Yes. Boosters work, animations & effects. If the booster pack contains some models, huds & icons, which are retextured from original MUA PC ones, it requires to transfer to Remastered versions via Texture Finders for the offset, your Adobe skills & skinnerui for retexture. DXT3 Alpha Channel related igb like for huds & icons are right here: http://marvelmods.com/forum/index.php/topic,9866.0.html
Title: Re: Re release and Mod compatibility
Post by: Dark_Ansem on September 18, 2016, 01:22AM
I guess a new sub-section is required then, for the remaster?
Title: Re: Re release and Mod compatibility
Post by: Teancum on September 18, 2016, 10:32AM
I think one topic which lists all remaster-compatible mods is plenty. If people want to have their own release threads that's fine (just like we have always done).

Also we can still reskin remaster models, so we could probably fix a lot of mods to work again. We'd still have to make a few sacrifices, but characters like Jean Grey could use reskins of the existing model and be a full mod. Sounds are in a different format though if I recall. I uninstalled the remaster.
Title: Re: Re release and Mod compatibility
Post by: Dark_Ansem on September 18, 2016, 10:32AM
Quote from: Teancum on September 18, 2016, 10:32AM
I think one topic which lists all remaster-compatible mods is plenty. If people want to have their own release threads that's fine (just like we have always done).

Thanks!
Title: Re: Re release and Mod compatibility
Post by: Monitor2112 on October 11, 2016, 10:33AM
Quote from: Teancum on September 18, 2016, 10:32AM
I think one topic which lists all remaster-compatible mods is plenty.

Sounds good.  I'm an idiot because I can't find the thread (Unless it is suppose to be this thread...then I'm a double idiot.  8))
Title: Re: Re release and Mod compatibility
Post by: Dark_Ansem on October 11, 2016, 10:48AM
Quote from: Monitor2112 on October 11, 2016, 10:33AM
Sounds good.  I'm an idiot because I can't find the thread (Unless it is suppose to be this thread...then I'm a double idiot.  8))

You're no idiot, I can't find ANY mod for the Steam release.
Title: Re: Re release and Mod compatibility
Post by: Monitor2112 on October 11, 2016, 11:49AM
Quote from: Dark_Ansem on October 11, 2016, 10:48AM
You're no idiot, I can't find ANY mod for the Steam release.

Whew..then I'll go back to lurking until said thread appears.  It is times like these I wish I had learned how to code when I was young.  Most of the things I am reading in the knowledge base is just flying right over my head.
Title: Re: Re release and Mod compatibility
Post by: LarsAlexandersson on October 13, 2016, 07:01PM
For those who owns PS4 controller, you can now play the RE Steam games with that controller

http://www.siliconera.com/2016/10/13/steam-fully-support-playstation-4s-dualshock-4-controller-new-update/

Additional Notes: I felt there are too many PC users who owns PS4 may play MUA with this controller
Title: Re: Re release and Mod compatibility
Post by: LarsAlexandersson on March 18, 2017, 07:16AM
Sound files are swappable, but can only rename the file name part in "name_v or m" part.

If one of you know how to create fsb file, pls post in knowledge base:
https://wiki.frictionalgames.com/hpl3/engine/sound
http://forum.worldoftanks.com/index.php?/topic/70712-086-nobleplatoons-music-and-voice-and-other-random-mods/page__hl__%20weather%20mods
https://forums.unknownworlds.com/discussion/124351/sound-mod-how-to-add-wav-in-fsb-file

UPDATE:
Easiest way to make new sounds is right here, thx Savage:
http://zenhax.com/viewtopic.php?f=6&t=3956
Title: Re: Re release and Mod compatibility
Post by: LarsAlexandersson on April 01, 2017, 04:38AM
Update Link on my previous post on making new sounds now