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Author Topic: Converted XML1 Characters? Oh my!  (Read 23818 times)

Offline Noelemahc

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Converted XML1 Characters? Oh my!
« on: February 05, 2007, 03:38am »
No, there aren't any complete conversions yet. BliZZ was asking me for some extra files besides the skins though, so here are the ones done so far, PD style. These aren't usable anywhere as the local XML format is incompatible with the XMLB format. BliZZ volunteered to excruciate himself by converting them, so applaud the man and don't complain about results you get from using the raw files.

http://h1.ripway.com/ivank/XML1/XML1skel.rar
Skeletons for Gambit (due to different menu pose as opposed to XML2), Emma, Jubilee, Psylocke, Beast and Magma.

http://h1.ripway.com/ivank/XML1/Beast.rar
http://h1.ripway.com/ivank/XML1/Frost.rar
http://h1.ripway.com/ivank/XML1/Magma.rar
Loose files for Beast, Emma and Magma (Jubes and Betsy will be upped much later, as I've got classes to attend now). These contain the effects, the powerstyles, the icons and the entities (Magma only). Note that I didn't sift anything into folders as they're all self-explanatory and revitalizing XML1 procrastinatory effect dir structure (separate folders for powers, powerups and extras; while MUA and XML2 ditch everything into a single effect folder) is not in my plans. Also note that they don't have talent files in their FBs, which is sort of aggravating. I'll have to look for them elsewhere.
There are only 4 icons due to only 4 powers being present - a Buff, a ranged attack, and either a melee attack or an area attack. And the Xtremes, of course. ALL the effects models and textures are already present in MUA, even Magma's lava sled, which, to my knowledge, is not used anyplace in MUA (or XML2 for that matter). Again, these exist in MUA and XML2 with the new, simplified, dir structure, which differs from XML1s.

Crimson Dynamo says:
In Soviet Russia, the games mod YOU!

If anyone needs any art for icons or portraits, feel  free to ask, I'll see what I can do.

Offline BliZZ

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Re: Converted XML1 Characters? Oh my!
« Reply #1 on: February 05, 2007, 04:24am »
ALL the effects models and textures are already present in MUA, even Magma's lava sled, which, to my knowledge, is not used anyplace in MUA (or XML2 for that matter). Again, these exist in MUA and XML2 with the new, simplified, dir structure, which differs from XML1s.

I'm confused by this. Are you saying that every XML1 Effect is already in MUA? Cause I don't see folders for these guys. Well, I see Beast's, but I assume he is missing some and those are just his boss effects.

Offline Noelemahc

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Re: Converted XML1 Characters? Oh my!
« Reply #2 on: February 05, 2007, 09:04am »
Not the effects. Pay attention to what I'm saying. Effects MODELS. Like all the magma_ .IGBs you can see in MODELS/EFFECTS, and all the textures used by the effects files. So, the only thing stopping us from using these files directly is the difference between the script formatting of XML1 and XML2/MUA.

Crimson Dynamo says:
In Soviet Russia, the games mod YOU!

If anyone needs any art for icons or portraits, feel  free to ask, I'll see what I can do.

Offline BliZZ

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Re: Converted XML1 Characters? Oh my!
« Reply #3 on: February 05, 2007, 12:36pm »
Sorry for my misreading. I'll get to work on Frost now. :P

Offline Noelemahc

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Re: Converted XML1 Characters? Oh my!
« Reply #4 on: February 05, 2007, 12:54pm »
http://h1.ripway.com/ivank/XML1/Jubilee.rar
Jubes!

Clarification: All the effects files resided in effects/powers, hence the need for adding a character name to sift through them. Note the good tendency of naming the files after powers. Too bad they stopped doing that.
The effects from effects/powerups (the effects shown on other characters after being affected by powers, or buff effects on self) were named <charname>_<effectname>.xml, but I didn't bother with subdirs, adding "powerup" into their name instead. You either cut the "powerup" out and restore the directory structure as it was in XML1 or just alter the entry in the powerstyle and dump everything into one effect folder.

Educated guess: try comparing the contents of XML2 Beast's and XML1 Beast's effects. If there are similarities, you might be able to find a way to automate the conversion process by using WordPad's auto substitution functions :D The same goes for Frost as well, naturally.
« Last Edit: February 05, 2007, 01:02pm by Noelemahc »

Crimson Dynamo says:
In Soviet Russia, the games mod YOU!

If anyone needs any art for icons or portraits, feel  free to ask, I'll see what I can do.

Offline BliZZ

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Re: Converted XML1 Characters? Oh my!
« Reply #5 on: February 05, 2007, 01:23pm »


I can see some DEFINITE similarities. I'll see if the obvious way of conversion works, and if not, move on from there.

Offline BliZZ

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Re: Converted XML1 Characters? Oh my!
« Reply #6 on: February 05, 2007, 02:41pm »


Emma's power1_charge. Only took about an hour or so to fix up. Hopefully the rest will take less time. :P

Offline BliZZ

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Re: Converted XML1 Characters? Oh my!
« Reply #7 on: February 05, 2007, 03:31pm »
Emma's power1_confuse.



The major difference is this: all effect files in MUA have everything alphabetically listed. I went through that detail for the first one, but not this one. It still appears to work the same. Thank GOD, as the alphabetization took FOREVER and was excruciatingly painful.

Offline BliZZ

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Re: Converted XML1 Characters? Oh my!
« Reply #8 on: February 05, 2007, 04:47pm »
GYah! This frost_power2_fear is making me pull my hair out! Does anyone see the problem here? (the double-space after the 'name=' (it occurs twice) is how it should be, I believe) I feel like it is something obvious ( a semicolon or space somewhere), but its racking  my brains.

XMLB Effect {
looptime = 0.3 ;
persistloop = 0 ;
randlooptime = 0 ;
   OrientedSprite {
   name =  ;
   count = 1 1 ;
   life = 0.3 0.3 ;
   delay = 0.6 0.6 ;
   origin = 0 0 0 0 0 0 ;
   velocity = 0 0 0 0 0 0 ;
   acceleration = 0 0 0 0 0 0 ;
   gravity = 0 0 ;
   drag = 0 0 ;
   radius = 0 0 ;
   radius2 = 0 0 ;
   height = 0 0 ;
   red = 0 0 1 0 0 1 10000 -10000 ;
   green = 0 0 1 0 0 1 10000 -10000 ;
   blue = 0 0 1 0 0 1 10000 -10000 ;
   alpha = -4 4 0 -4 4 0 10000 -10000 ;
   size = -340 340 75 -340 340 75 10000 -10000 ;
   rotation = 0 0 0 0 0 0 10000 -10000 ;
   blend = additive ;
   orient = up ;
   texture = textures/misc_hitflash.png ;
   viewoffset = 0 ;
   primitiveflags = 256 ;
   spawnflags = 0 ;
   interval = 0 ;
   }

   Cylinder {
   name = fastshock ;
   count = 1 1 ;
   life = 0.3 0.3 ;
   delay = 0.6 0.6 ;
   origin = 0 0 0 0 0 0 ;
   velocity = 0 0 0 0 0 0 ;
   acceleration = 0 0 0 0 0 0 ;
   gravity = 0 0 ;
   drag = 0 0 ;
   origin2 = 0 0 0 0 0 0 ;
   velocity2 = 0 0 0 0 0 0 ;
   acceleration2 = 0 0 0 0 0 0 ;
   gravity2 = 0 0 ;
   drag2 = 0 0 ;
   uvscale = 0 0 4 0 0 4 10000 -10000 ;
   uvscroll = 0 0 0 0 0 0 10000 -10000 ;
   radius = 0 0 ;
   radius2 = 0 0 ;
   height = 0 0 ;
   red = 0 0 0.996 0 0 0.996 10000 -10000 ;
   green = 0 0 0.882 0 0 0.882 10000 -10000 ;
   blue = 0 0 0.506 0 0 0.506 10000 -10000 ;
   alpha = 0 -1 1 0 -1 1 10000 -10000 ;
   size = 0 90 60 0 90 60 10000 -10000 ;
   size2 = 0 0 20 0 0 20 10000 -10000 ;
   startarc = 0 0 0 0 0 0 10000 -10000 ;
   endarc = 0 0 6.283 0 0 6.283 10000 -10000 ;
   numsegments = 0 ;
   blend = additive ;
   orient = forward ;
   texture = textures/fx_avalanche.png ;
   viewoffset = 0 ;
   primitiveflags = 256 ;
   spawnflags = 2048 ;
   interval = 0 ;
   }

   Cylinder {
   name = cylinder ;
   count = 1 1 ;
   life = 0.3 0.3 ;
   delay = 0.6 0.6 ;
   origin = 0 0 1 0 0 1 ;
   velocity = 0 0 0 0 0 0 ;
   acceleration = 0 0 0 0 0 0 ;
   gravity = 0 0 ;
   drag = 0 0 ;
   origin2 = 0 0 0 0 0 0 ;
   velocity2 = 0 0 0 0 0 0 ;
   acceleration2 = 0 0 0 0 0 0 ;
   gravity2 = 0 0 ;
   drag2 = 0 0 ;
   uvscale = 0 0 5 0 0 5 10000 -10000 ;
   uvscroll = 0 0 0 0 0 0 10000 -10000 ;
   radius = 0 0 ;
   radius2 = 0 0 ;
   height = 0 0 ;
   red = 0 0 1 0 0 1 10000 -10000 ;
   green = 0 0 0.502 0 0 0.502 10000 -10000 ;
   blue = 0 0 0 0 0 0 10000 -10000 ;
   alpha = -4 3 1 -4 3 1 10000 -10000 ;
   size = 0 90 60 0 90 60 10000 -10000 ;
   size2 = 0 0 30 0 0 30 10000 -10000 ;
   startarc = 0 0 0 0 0 0 10000 -10000 ;
   endarc = 0 0 6.283 0 0 6.283 10000 -10000 ;
   numsegments = 0 ;
   blend = additive ;
   orient = forward ;
   texture = textures/skull2.png ;
   viewoffset = 0 ;
   primitiveflags = 256 ;
   spawnflags = 2048 ;
   interval = 0 ;
   }

   Cylinder {
   name = cylinder ;
   count = 1 1 ;
   life = 0.3 0.3 ;
   delay = 0.6 0.6 ;
   origin = 0 0 100 0 0 100 ;
   velocity = 0 0 200 0 0 200 ;
   acceleration = 0 0 0 0 0 0 ;
   gravity = 0 0 ;
   drag = 0 0 ;
   origin2 = 0 0 0 0 0 0 ;
   velocity2 = 0 0 0 0 0 0 ;
   acceleration2 = 0 0 0 0 0 0 ;
   gravity2 = 0 0 ;
   drag2 = 0 0 ;
   uvscale = 0 0 4 0 0 4 10000 -10000 ;
   uvscroll = 0 -1 1 0 -1 1 10000 -10000 ;
   radius = 0 0 ;
   radius2 = 0 0 ;
   height = 0 0 ;
   red = -0.008 -0.992 1 -0.008 -0.992 1 10000 -10000 ;
   green = 1.004 -1.506 0.502 1.004 -1.506 0.502 10000 -10000 ;
   blue = 0 0 0 0 0 0 10000 -10000 ;
   alpha = 0 -1 1 0 -1 1 10000 -10000 ;
   size = 0 80 20 0 80 20 10000 -10000 ;
   size2 = 0 80 20 0 80 20 10000 -10000 ;
   startarc = 0 0 0 0 0 0 10000 -10000 ;
   endarc = 0 0 6.283 0 0 6.283 10000 -10000 ;
   numsegments = 0 ;
   blend = additive ;
   orient = forward ;
   texture = textures/fx_avalanche.png ;
   viewoffset = 0 ;
   primitiveflags = 256 ;
   spawnflags = 0 ;
   interval = 0 ;
   }

   Line {
   name=  ;
   count = 1 1 ;
   life = 0.75 0.75 ;
   delay = 0 0 ;
   origin = 0 0 0 0 0 0 ;
   velocity = 0 0 200 0 0 200 ;
   acceleration = 0 0 0 0 0 0 ;
   gravity = 0 0 ;
   drag = 0 0 ;
   origin2 = 0 0 0 0 0 0 ;
   velocity2 = 0 0 0 0 0 0 ;
   acceleration2 = 0 0 0 0 0 0 ;
   gravity2 = 0 0 ;
   drag2 = 0 0 ;
   uvscale = 0 0 1 0 0 1 10000 -10000 ;
   uvscroll = 0 0 0 0 0 0 10000 -10000 ;
   radius = 0 0 ;
   radius2 = 0 0 ;
   height = 0 0 ;
   red = -2 1 1 -2 1 1 10000 -10000 ;
   green = -1.004 0.502 0.502 -1.004 0.502 0.502 10000 -10000 ;
   blue = 0 0 0 0 0 0 10000 -10000 ;
   alpha = -4 4 0 -4 4 0 10000 -10000 ;
   size = 0 0 40 0 0 40 10000 -10000 ;
   blend = additive ;
   orient = forward ;
   texture = textures/skull2.png ;
   viewoffset = 0 ;
   primitiveflags = 256 ;
   spawnflags = 0 ;
   interval = 0 ;
   }

}


Offline BliZZ

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Re: Converted XML1 Characters? Oh my!
« Reply #9 on: February 05, 2007, 04:51pm »
Never mind, it seems I found it. And it WAS a silly mistake, I missed a space in the 'name =' line after 'Line {' :P

Offline BliZZ

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Re: Converted XML1 Characters? Oh my!
« Reply #10 on: February 05, 2007, 08:24pm »
http://www.momoshare.com/file.php?file=42df1cedd9648bf8554f59568fdad59e

Emma's effect files, all converted to XML2/MUA format. Not her icons, ps, or some faux talent file, just the effects :P

I want to say Jubi is next, but she has a daunting amount of files. I guess she's next, although it probably won't be done for a while.
« Last Edit: February 05, 2007, 08:34pm by BliZZ »

Offline Noelemahc

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Re: Converted XML1 Characters? Oh my!
« Reply #11 on: February 05, 2007, 09:17pm »
Good job! That should give us a headstart :D
Quote
Not her icons, ps, or some faux talent file, just the effects
Leave the icons be, man. Until we decide on a full powerset, doing anything other than extricating them from the IGB is pointless, and I'm already doing that as I rip the files from the FBs. Once I mop up Betsy, I'll up the lot as BMPs.

Crimson Dynamo says:
In Soviet Russia, the games mod YOU!

If anyone needs any art for icons or portraits, feel  free to ask, I'll see what I can do.

Offline Noelemahc

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Re: Converted XML1 Characters? Oh my!
« Reply #12 on: February 05, 2007, 11:26pm »
Okay, here goes.

The set for Psylocke (includes two of the three of her boltons - one's already present in MUA, but I have a sneaky suspicion that they're just duplicates of it): http://h1.ripway.com/ivank/XML1/Psylocke.rar

And the icons of all the remaining playables:
IGBs: http://h1.ripway.com/ivank/XML1/icons.rar
BMP dumps: http://h1.ripway.com/ivank/XML1/XML1iconsBMP.rar

Preview (note that no icons from here made it into XML2 in any way, all were redrawn):

(click for big picture)

And, for the catch-up, the herostat and npcstat. Why? Because THEY contain the talent listings!
http://h1.ripway.com/ivank/XML1/Stats.rar
And also, because the npcstat actually defines the playability of Professor X. You know what this means?



Yup, you got it.




We can circumvent the character limit of herostat by adding new chars into npcstat and then activating them via dialogue scripts in the same manner as Ghost Rider was activated when you first meet him! Lah-di-dah! I gotta test the theory, of course, but I think it SHOULD work juuuust fine...

Crimson Dynamo says:
In Soviet Russia, the games mod YOU!

If anyone needs any art for icons or portraits, feel  free to ask, I'll see what I can do.

Offline BliZZ

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Re: Converted XML1 Characters? Oh my!
« Reply #13 on: February 06, 2007, 01:03pm »
Thanks for that. And, just to clarify, when I spoke of the icons above I meant to make it clear what I did and didn't convert.

Anyway, Jubes is on hold. With the talent file in my possession, I'm gonna attempt to make Emma fully playable in MUA.

Offline BliZZ

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Re: Converted XML1 Characters? Oh my!
« Reply #14 on: February 06, 2007, 04:39pm »


FAR from done. I've only scratched the surface of the ps and talent files. Just showing that it is very possible to do. :P