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Cabral's releases (Skins, Marvel vs Capcom, Marvel Pinball, MH, Movies).

Started by Julio Cabral, September 30, 2012, 08:25PM

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Quote from: Julio Cabral on March 21, 2016, 05:41PM
Another custom skin based on Netflix's Daredevil series, Frank Castle, Punishane.

Jon Bernthal's head is taken from Call of Duty Modern Warfare dlc
-Little bug in the jacket.
Sorry mediafire users, my account is not working for some reason.

Amazing, your costume is 500 times better than the one Marvel Heroes just put out. Good job!

Quote from: 15cyber on March 22, 2016, 03:06AM
Amazing work !
Quote from: andersonbrazil on March 22, 2016, 06:07AM
Julio, thanks for Punisher skin! Very cool! I downloaded from facebook! Congratulations!
I'm glad you guys like it. Thanks for the feedback.
Quote from: superaceman34 on March 22, 2016, 11:20AM
Amazing, your costume is 500 times better than the one Marvel Heroes just put out. Good job!
Thanks for your words. But, you have to consider that the guys from Gaz create the 3d models from scratch, I only use models from other games.

Custom Netflix's Punisher skin. Same from Marvel Heroes 2016 but I change his head for the Call of Duty's Jon Bernthal 3d model.


Quote from: 15cyber on March 24, 2016, 02:40PM
Very cool !! thank you !  :punisher_logo:
Thanks for download!.

New and final Netflix's Daredevil skins, DD and Elektra


Credits to Gazillion's Marvel Heroes and they team for the costumes.
Daredevil was extracted by Aventureiromax.
Elektra was extracted by scibott from Facepunch.

To give DD the batons effects, check the powerstyle codes, but, for some reason power2 effect isn't working with custom skins.
Elektra skin have some issues on the legs and hips, but trust me, is harder than it looks.

Great, now we can have the Daredevil Netflix Trinity in MUA!

Quote from: Julio Cabral on April 03, 2016, 01:57PMTo give DD the batons effects, check the powerstyle codes, but, for some reason power2 effect isn't working with custom skins.
Elektra skin have some issues on the legs and hips, but trust me, is harder than it looks.

I think I have the solution for your problem, I noticed it happens to all of your Daredevil skins: characters such as Daredevil, Deadpool, Blade, Elektra, Nick Fury etc have some extra bones that are located in the tips of their weapons (Daredevil's batons, Deadpool's and Blade's katana's and guns', I think you got it) for bolting the effects, they're called fx01, fx02, fx03 etc... you can check their powerstyle files for more info. And when the skin doesn't have those specific bones, the effect will be bolted to their spine instead, that's why when you put, let's say, Spider-Man's skin on Deadpool the effects will be all messed up, because Spidey's skins don't have the fx01, fx02 etc bones.
Elektra, for example, has fx01 for the center of her left shuriken, fx02 for the center of her right shuriken, fx03 for the tip of her her right sai and fx04 for the tip of her left sai.
Click here for my releases.
And here for my workbench.

I used to think that those were codes for effects, but what you say make sense, not exactly bones but other additions like the segments maybe.
Anyway, I have adapt these fx00 codes to Bip01 bones before, the thing is that for some reason the baton_strike effect work in the power 3 but not in the power 2, and those have the same codes.

I'm not sure if they need to be Bip 01 fx00 or if it's just fx00.
About Dardevil's power2 not working and power3 working, if you check the powerstyle entry of power3, you'll notice that the effect is bolted to Bip01 R Hand instead of fx02, I don't know why power2 is bolted correctly and power3 isn't, might be a mistake the devs made, who knows? Anyway, here are the powerstyle entries of power2 and power3, notice the red lines:
QuoteFightMove {
   aireusetime = 30 ;
   aitype = beam ;
   animenum = ea_power2 ;
   icon = 1 ;
   is_power = true ;
   lockangles = true ;
   locktransitionangles = true ;
   name = power2 ;
   powerup_tag = ddevil_p2 ;
   priority = 5 ;
   startchaintime = 0.99 ;
      require {
      cat = skill ;
      item = devil_p2 ;
      level = 1 ;
      }

      trigger {
      name = stop ;
      time = 0 ;
      }

      trigger {
      button = samepowerhold ;
      name = button_hint ;
      time = 0 ;
      }

      trigger {
      name = powerusage ;
      powerusage = %devil_p2_pwr ;
      time = 0 ;
      }

      trigger {
      name = baton_to_hand ;
      time = 0 ;
      }

      trigger {
      bolt = Bip01 R Hand ;
      effect = char/ddevil/p2_power ;
      fxlevel = 4 ;
      name = effect ;
      time = 0.74 ;
      }

      trigger {
      critical = true ;
      interactionend = true ;
      name = victim_release ;
      ownertime = 0 ;
      time = 0 ;
      }

      trigger {
      maxrange = 400 ;
      mustbeactor = false ;
      mustbegrabbable = true ;
      mustbeonscreen = false ;
      name = victim_set ;
      searchangle = 30 ;
      selfeventtag = 10 ;
      time = 0 ;
      }

      trigger {
      attackerface = true ;
      doslidemove = true ;
      name = victim ;
      tag = 10 ;
      time = -1 ;
      victimface = away ;
      }

      trigger {
      name = sound ;
      sound = char/ddevil_m/p3_power ;
      time = 0.76 ;
      }

      trigger {
      fail_node = power2_fail ;
      name = verify_victim_alive ;
      passtag = 1 ;
      time = 0.97 ;
      }

      trigger {
      life = -1 ;
      name = powerup ;
      next_eventtag = 2 ;
      remove_on_node_end = true ;
      tag = 1 ;
      tag_name = devil_p2_link ;
      time = -1 ;
         special_fx {
         bolt = fx02 ;
         bolt2 = Bip01 Pelvis ;
         bolt2ent = victim ;
         effect = char/ddevil/p2_power ;
         fxlevel = 1 ;
         how_used = primary ;
         never_cycle = true ;
         }

      }

      trigger {
      interaction = data/fightstyles/interact_daredevil_victim ;
      name = victim ;
      next_eventtag = 3 ;
      nodename = held_in_place_victim ;
      tag = 2 ;
      time = -1 ;
      }

      trigger {
      loop_timeout = 3 ;
      loop_type = start ;
      name = sound ;
      next_eventtag = 4 ;
      sound = char/ddevil_m/p2_charge ;
      tag = 3 ;
      time = -1 ;
      }

      trigger {
      charge = 0 ;
      charge_time = 1.0 ;
      charged_eventtag = 100 ;
      name = charge ;
      next_eventtag = 5 ;
      tag = 4 ;
      time = -1 ;
      }

      trigger {
      bolt = Bip01 R Hand ;
      effect = char/ddevil/p2_power ;
      fxlevel = 3 ;
      loop_type = stop ;
      name = effect_sound ;
      next_eventtag = 101 ;
      sound = char/ddevil_m/p2_charge ;
      tag = 100 ;
      time = -1 ;
      }

      trigger {
      name = sound ;
      sound = common/melee/kb_charge_done ;
      tag = 101 ;
      time = -1 ;
      }

      trigger {
      fx_chargeable = true ;
      life = -1 ;
      name = powerup ;
      remove_on_node_end = true ;
      tag = 5 ;
      tag_name = devil_p2_link2 ;
      time = -1 ;
         special_fx {
         bolt = Bip01 R Hand ;
         effect = char/ddevil/p2_power ;
         fxlevel = 2 ;
         how_used = primary ;
         never_cycle = true ;
         }

      }

      trigger {
      critical = true ;
      interactionend = true ;
      name = victim_release ;
      ownertime = 0 ;
      time = -1 ;
      }

      trigger {
      critical = true ;
      name = baton_to_leg ;
      time = -1 ;
      }

      chain {
      action = Idle ;
      result = power2_loop ;
      }

   }

   FightMove {
   animenum = ea_power2_loop ;
   blendtime = 0 ;
   combotextfinisher = Strike ;
   combotextstarter = Daring ;
   is_power = true ;
   lockangles = true ;
   lockchaining = false ;
   locktransitionangles = true ;
   name = power2_loop ;
   noautoaim = true ;
   powerup_tag = ddevil_p2 ;
      trigger {
      button = samepowerhold ;
      name = button_hint ;
      time = 0 ;
      }

      trigger {
      fail_node = null ;
      failtag = 20 ;
      name = verify_victim_alive ;
      time = 0 ;
      }

      trigger {
      name = powerup ;
      next_eventtag = 21 ;
      remove_tag = devil_p2_link ;
      tag = 20 ;
      time = -1 ;
      }

      trigger {
      interactionend = true ;
      name = victim_release ;
      tag = 21 ;
      time = -1 ;
      }

      trigger {
      name = verify_victim_alive ;
      time = 0 ;
      }

      trigger {
      critical = true ;
      interactionend = true ;
      name = victim_release ;
      ownertime = 0 ;
      time = -1 ;
      }

      trigger {
      critical = true ;
      name = baton_to_leg ;
      time = -1 ;
      }

      chain {
      action = Idle ;
      result = power2_pullenemyin ;
      }

      chain {
      action = samepowerhold ;
      result = power2_loop ;
      }

   }

   FightMove {
   animenum = ea_power2_end ;
   blendtime = 0 ;
   combotextfinisher = Strike ;
   combotextstarter = Daring ;
   is_power = true ;
   lockangles = true ;
   locktransitionangles = true ;
   name = power2_pullenemyin ;
   powerup_tag = ddevil_p2 ;
   priority = 5 ;
   startchaintime = 0.99 ;
   takeimpactdamage = false ;
      trigger {
      charge_type = stop ;
      critical = true ;
      name = charge ;
      time = 0 ;
      }

      trigger {
      critical = true ;
      name = powerup ;
      remove_tag = devil_p2_link2 ;
      time = 0 ;
      }

      trigger {
      name = sound ;
      sound = char/ddevil_m/p2_power ;
      time = 0 ;
      }

      trigger {
      loop_type = stop ;
      name = sound ;
      sound = char/ddevil_m/p2_charge ;
      time = 0 ;
      }

      trigger {
      fail_node = null ;
      name = verify_victim_alive ;
      passtag = 1 ;
      time = 0.23 ;
      }

      trigger {
      name = charsound ;
      next_eventtag = 2 ;
      only_non_looped = true ;
      play_sound_on_victim = true ;
      sound = snd_pain ;
      tag = 1 ;
      time = -1 ;
      }

      trigger {
      damagescale = none ;
      facethrowdir = false ;
      impactdamage = %devil_p2_dmg ;
      name = throw ;
      tag = 2 ;
      throwdirection = TowardAttacker ;
      thrownode = thrownbackloop ;
      throwspeed = %devil_p2_throw_spd ;
      time = -1 ;
      }

      trigger {
      critical = true ;
      name = powerup ;
      remove_tag = devil_p2_link ;
      time = 0.5 ;
      }

      trigger {
      critical = on_exit ;
      name = baton_to_leg ;
      time = 0.99 ;
      }

      trigger {
      critical = true ;
      interactionend = true ;
      name = victim_release ;
      time = -1 ;
      }

      chain {
      action = idle ;
      result = idle ;
      }

   }

   FightMove {
   animenum = ea_power2_loop ;
   blendtime = 0 ;
   combotextfinisher = Strike ;
   combotextstarter = Daring ;
   is_power = true ;
   lockangles = true ;
   locktransitionangles = true ;
   name = power2_fail ;
   noautoaim = true ;
   powerup_tag = ddevil_p2 ;
      trigger {
      name = baton_to_hand ;
      time = 0 ;
      }

      trigger {
      actorbolt = fx02 ;
      attack_bone_angles = 0 0 0 ;
      attack_bone_pos = 31 2 42 ;
      attacktype = projectile ;
      count = 1 ;
      damage = %devil_p2_dmg ;
      damagescale = none ;
      damagetype = dmg_physical ;
      entity = ddevil_baton_strike ;
      filename = ents_ddevil ;
      fulltargeting = true ;
      maxrange = 260 ;
      name = projectile ;
      pierce = true ;
      powerusage = %devil_p3_pwr ;
      speed = 2000 ;
      targetable = false ;
      time = 0 ;
      }

      trigger {
      name = powerup ;
      remove_on_node_end = true ;
      time = 0 ;
         special_fx {
         bolt = fx02 ;
         bolt2ent = ddevil_baton_strike ;
         effect = char/ddevil/p3_cable ;
         fxlevel = 1 ;
         how_used = primary ;
         }

      }

      trigger {
      critical = true ;
      name = baton_to_leg ;
      time = 0.99 ;
      }

      chain {
      action = Idle ;
      result = idle ;
      }

   }

   FightMove {
   aitype = projectile ;
   animenum = ea_power3 ;
   combotextfinisher = Volley ;
   combotextstarter = Universal ;
   icon = 2 ;
   is_power = true ;
   lockangles = true ;
   lockspeed = true ;
   name = power3 ;
   priority = 5 ;
      require {
      cat = skill ;
      item = devil_p3 ;
      level = 1 ;
      }

      trigger {
      bolt = Bip01 R Hand ;
      effect = char/ddevil/p3_power ;
      fxlevel = 4 ;
      name = effect_sound ;
      sound = char/ddevil_m/p3_power ;
      time = 0.23 ;
      }

      trigger {
      name = baton_to_hand ;
      time = 0 ;
      }

      trigger {
      actorbolt = fx02 ;
      attack_bone_angles = 0 0 0 ;
      attack_bone_pos = 31 2 42 ;
      attacktype = projectile ;
      count = 1 ;
      damage = %devil_p3_dmg ;
      damagescale = none ;
      damagetype = dmg_physical ;
      entity = ddevil_baton_strike ;
      filename = ents_ddevil ;
      fulltargeting = true ;
      maxrange = 260 ;
      name = projectile ;
      pierce = true ;
      powerusage = %devil_p3_pwr ;
      speed = 2000 ;
      targetable = false ;
      time = 0.31 ;
      }

      trigger {
      name = powerup ;
      remove_on_node_end = true ;
      time = 0.31 ;
         affecter {
         affect_type = scale ;
         attribute = atk_damage ;
         level = 1.5 ;
         scope_victimstunned = true ;
         }

         special_fx {
         bolt = Bip01 R Hand ;
         bolt2ent = ddevil_baton_strike ;
         effect = char/ddevil/p3_cable ;
         fxlevel = 1 ;
         how_used = primary ;
         }

      }

      trigger {
      critical = on_exit ;
      name = baton_to_leg ;
      time = 1 ;
      }

      chain {
      action = Idle ;
      result = idle ;
      }

   }

As you can see, power2 bolts Daredevil's fx02 to the victim's Bip01 Pelvis and to the ddevil_baton_strike entity, while power3 bolts Daredevil's Bip01 R Hand to the ddevil_baton_strike entity.
Click here for my releases.
And here for my workbench.

There's a code that should fix this. I'll find a free day to look at the problem, should be easy.
EDIT: Just like Maegawa posted, the difference between power2 and power3 is the fx02 reference in one and Bip01 R Hand in the other. A quick fix to the power2 problem is replacing the fx02 with Bip01 R Hand in the power2_loop move at the special_fx code, not perfect but the effect will show up.

Hola julio, logras skins de muy buena calidad.Me pregunto si se pueden convertir modelos hechos desde cero con programas como sculptris o blender,saludos.

Quote from: mindworm on April 04, 2016, 09:13AM
Hola julio, logras skins de muy buena calidad.Me pregunto si se pueden convertir modelos hechos desde cero con programas como sculptris o blender,saludos.
Hola! Hispanohablante? Si, simpre que el modelo se pueda importar a 3dsmax 5.0, esto es con formatos comunes, .obj o .3ds por ejemplo.

Si de Sudamerica , gracias por la respuesta. Estoy trabajando con esos programas y quiero colaborar con la comunidad aportando lo que pueda hacer, sean cosas originales o versiones de los peresonajes.

Wow! Great job!
Canino passed away in April 2022. He will be dearly missed by the community