Hello

Welcome, Guest. To unlock the rest of the forums
please login or register.
Did you miss your activation email?

Author Topic: Templates for XML1, XML2, and MUA  (Read 2453 times)

Offline BaconWizard17

  • Admin
  • Incredible Member
  • ************
  • Posts: 1900
  • Upvotes: 109
  • Sometimes you just gotta go for it, ya know?
Templates for XML1, XML2, and MUA
« on: July 16, 2019, 08:27am »
Common Template Files for XML2 and MUA

Links to my other projects and releases

These are common templates for different XML1, XML2, and MUA1 files. Files are available in PNG8 and DXT1 textures. Each item describes the preferred version

Download Here!

Necessary blank .dds files for MUAPS2Skinner
  • Add these to your MUAPS2Skinner to make sure you can decompile the textures

This pack currently includes:
  • Cross-Compatible Conversation HUD/Portrait
    • PNG8 format preferred (only use DXT1 for GameCube and Wii)
      • No need to RGB-BGR swap for MUA1 PC
    • Works in XML1, XML2, and MUA1
    • 3 sizes:
      • Console: 64x64. Ideal for console modding, like PS2, PSP, and GameCube
      • Standard Definition (SD): 128x128. MUA default size, looks good most of the time
      • High Definition (HD): 256x256. Only needed if you're using a very large image
    • For hex editing, the internal number is 11101
    • Includes templates for MUA1 (courtesy of Maegawa) and XML2 (courtesy of BaconWizard17)
  • Cross-Compatible Loading Screen (4:3 Aspect Ratio)
    • DXT1 format preferred (only use PNG8 for PS2)
      • PNG8 Compression is too harsh on large textures
    • Works in XML1, XML2, and MUA1 Consoles
      • Will get stretched on MUA1 PC and PSP. Use the 16:9 template for MUA1 PC and PSP
    • 3 sizes:
      • Console: 512x512. Ideal for console modding, like PS2, PSP, and GameCube
      • Standard Definition (SD): 1024x1024. MUA default size, looks good most of the time
      • High Definition (HD): 2048x2048. Only needed if you're using a very large image
        • No PNG8 HD file, as it was over 4mb in size
    • For hex editing, the internal number is 11101
    • Includes templates (courtesy of BaconWizard17)
  • Cross-Compatible Loading Screen (16:9 Aspect Ratio)
    • DXT1 format preferred (only use PNG8 for PSP)
      • PNG8 Compression is too harsh on large textures
      • Will need RGB-BGR swap for MUA1 PC
    • works in MUA1 PC and PSP
      • Will get squashed on other consoles and XML1/XML2. Use this template only for MUA1 PC and PSP
    • 3 sizes:
      • Console: 1024x512. Ideal for console modding, like PSP
      • Standard Definition (SD): 2048x1024. MUA default size, looks good most of the time
      • High Definition (HD): 4096x2048. Only needed if you're using a very large image
        • No PNG8 SD or HD file, as they would be too big for the PSP anyways
    • For hex editing, the internal number is 11101
    • Includes templates (courtesy of BaconWizard17)
  • X-Men Legends II Character Selection Portrait
    • PNG8 format preferred (only use DXT1 for GameCube)
    • Works in XML2 only (theoretically works in XML1)
    • 3 sizes:
      • Console: 64x64. Ideal for console modding, like PS2, PSP, and GameCube
      • Standard Definition (SD): 128x128. Looks good most of the time
      • High Definition (HD): 256x256. Only needed if you're using a very large image
    • For hex editing, the internal number is 11101
      • Be sure to hex edit for your character for this to work
    • Includes offsets. No template necessary, since the image is square
  • X-Men Legends II Power Icons
    • PNG8 format preferred (only use DXT1 for GameCube)
    • Works in XML2 only (theoretically in XML1 as well)
    • 3 sizes:
      • Console: 128x128. Ideal for console modding, like PS2, PSP, and GameCube
      • Standard Definition (SD): 256x256. Looks good most of the time
      • High Definition (HD): 512x512. Only needed if you're using very large icons
        • Icons above Console resolution only show up correctly in the character select screen
        • To get higher resolution icons to work, name you Console icons "character_icons1.igb," and your higher res icons "character_icons2.igb." Set all icon references in the powerstyle (ps_character.engb) to "character_icons1.igb," and all icon references in the talents (character.engb) to "character_icons2.igb."
    • For hex editing, the internal number is 11101
    • Inlcudes templates by BaconWizard17
  • Ultimate Alliance Power Icons
    • This is a default file, just uploading here for convenience. It's not possible to use other resolutions.
    • 1 Size:
      • Standard Definition (SD): 256x256. Looks good most of the time
    • Inlcudes templates

Credits:
- BaconWizard17: Texture application, offset finding, hex editing, compiling, other templates
- Maegawa: MUA HUD template
- Nikita488: MUA Conversation portrait .max file
- UltraMegaMagnus: Other .max files, general help and assistance
« Last Edit: September 11, 2020, 08:21pm by BaconWizard17 »

Offline BaconWizard17

  • Admin
  • Incredible Member
  • ************
  • Posts: 1900
  • Upvotes: 109
  • Sometimes you just gotta go for it, ya know?
Re: PS2 Format Templates for XML2 and MUA
« Reply #1 on: September 05, 2019, 06:06pm »
Not sure why, but the offsets for these files don't work, even though I've checked them several times in texturefinder. Compiling back just doesn't seem to work, and the files crash the game. I'll try to look into it, and if anyone has any insight it would be appreciated

Edit: fixed
« Last Edit: February 27, 2020, 06:28am by BaconWizard17 »

Offline jayglass
  • Marvel Modder
  • Fantastic Member
  • **********
  • Posts: 376
  • Upvotes: 103
Re: PS2 Format Templates for XML2 and MUA
« Reply #2 on: September 05, 2019, 06:11pm »
Hud works for me

Offline BaconWizard17

  • Admin
  • Incredible Member
  • ************
  • Posts: 1900
  • Upvotes: 109
  • Sometimes you just gotta go for it, ya know?
Re: PS2 Format Templates for XML2 and MUA
« Reply #3 on: September 06, 2019, 05:59am »
Hud works for me

Which one? All of them or just a certain one?

Offline jayglass
  • Marvel Modder
  • Fantastic Member
  • **********
  • Posts: 376
  • Upvotes: 103
Re: PS2 Format Templates for XML2 and MUA
« Reply #4 on: September 06, 2019, 08:02am »
Tested all on wii but had to change them to dxt1

Offline BaconWizard17

  • Admin
  • Incredible Member
  • ************
  • Posts: 1900
  • Upvotes: 109
  • Sometimes you just gotta go for it, ya know?
Re: PS2 Format Templates for XML2 and MUA
« Reply #5 on: September 06, 2019, 09:31am »
Itís probably something to do with the texture format then

Offline jayglass
  • Marvel Modder
  • Fantastic Member
  • **********
  • Posts: 376
  • Upvotes: 103
Re: PS2 Format Templates for XML2 and MUA
« Reply #6 on: September 06, 2019, 09:42am »
Only change it because the only reads dxt1

Offline BaconWizard17

  • Admin
  • Incredible Member
  • ************
  • Posts: 1900
  • Upvotes: 109
  • Sometimes you just gotta go for it, ya know?
Re: PS2 Format Templates for XML2 and MUA
« Reply #7 on: September 06, 2019, 12:12pm »
What I mean to say is that the png8 format (at least how Iím doing it) doesnít seem to be exactly the same as the format that the skinning programs support. Not sure why

Offline BaconWizard17

  • Admin
  • Incredible Member
  • ************
  • Posts: 1900
  • Upvotes: 109
  • Sometimes you just gotta go for it, ya know?
Re: PS2 Format Templates for XML2 and MUA
« Reply #8 on: September 18, 2019, 01:42pm »
Figured out what was wrong with the files. When I exported the texture that I applied to the model in 3DSMax, the png texture had 255 colors instead of the needed 256. I will fix that error on all the files and re-upload them. I'll also work on the XML2 power icon templates and the load screen templates
« Last Edit: September 18, 2019, 02:28pm by BaconWizard17 »

Offline BaconWizard17

  • Admin
  • Incredible Member
  • ************
  • Posts: 1900
  • Upvotes: 109
  • Sometimes you just gotta go for it, ya know?
Re: Templates for XML2 and MUA
« Reply #9 on: September 22, 2019, 03:19pm »
The HUDs have been updated. They should be true PS2 format now. Offsets have been tested and confirmed to work. If anyone could test them on console, that would be appreciated. I removed character select portraits for now, since they need to be re-done. They'll be back soon, along with remaining content
« Last Edit: September 22, 2019, 03:22pm by BaconWizard17 »

Offline BaconWizard17

  • Admin
  • Incredible Member
  • ************
  • Posts: 1900
  • Upvotes: 109
  • Sometimes you just gotta go for it, ya know?
Re: Templates for XML2 and MUA
« Reply #10 on: October 07, 2019, 03:55pm »
Templates have been updated to include X-Men Legends II Character Select Portraits!

Offline BaconWizard17

  • Admin
  • Incredible Member
  • ************
  • Posts: 1900
  • Upvotes: 109
  • Sometimes you just gotta go for it, ya know?
Re: Templates for XML2 and MUA
« Reply #11 on: February 27, 2020, 08:38am »
Templates have been given a complete overhaul! I've finally added common load screens and XML2 power icons, and re-exported the other files to ensure they're in the proper format

Each item now includes a PNG8 version and a DXT1 version. Be sure to use the preferred version if you can. All offsets have been tested and should work, but let me know if there are any problems

I've also included all the necessary files that need to be added to MUAPS2Skinner, so that you can properly decompile your textures.

Offline BaconWizard17

  • Admin
  • Incredible Member
  • ************
  • Posts: 1900
  • Upvotes: 109
  • Sometimes you just gotta go for it, ya know?
Re: Templates for XML2 and MUA
« Reply #12 on: April 17, 2020, 06:50pm »
Templates have been given one (hopefully final) overhaul for maximum compatibility! I've added a 16:9 loading screen (for use with MUA1 PC and PSP), as well as a copy of the default MUA1 power icons for PC (it's not possible to make new ones as far as we know, at least not in a different size). I've also included the MUA1 power icon texture template, both as a .psd and .xcf file. Lastly, I added all the offsets into one convenient file, and also added the offsets in SkinnerUI format