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Author Topic: The XML1 -> XML2 Project  (Read 59317 times)

Offline DJay Saint

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Re: The XML1 -> XML2 Project
« Reply #150 on: May 20, 2007, 11:56am »
We still have now way of using more than one skellie in XML2 though.  I've tried, and failed miserably, which is why I thought using MUA's engine would work better.  It already has the extra stuff we need.  The DR stuff can be worked out and added on.  I think making newer stuff work with an older engine is much harder than making older stuff work with a newer engine.  Besides, we can port Talent and Powerstyle files directly to MUA, and the character works.  Minimal effort.  It only becomes a pain in the ass to cut down the ranking system, which won't be necessary is we are doing XML1+XML2 in one game.  Just my 2 pennies.
Some day, someone will best me.  But it won't be today, and it won't be you.


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Offline Teancum
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Re: The XML1 -> XML2 Project
« Reply #151 on: May 22, 2007, 08:38am »


The buoy file and the nav file have an aweful lot of similarities in the way they are set up...  But I can't seem to find any .boy(b) files for the XML1 maps anywhere.  I haven't been able to walk around in the XML1 map yet, even with the .nav file in place.  I have no idea what this .boyb file is used for, or how important it is, but I figure if it looks close enough to the .nav file, maybe it also is needed to define where you can and can't walk?

Looks like the .nav(b) file is a sort of waypoint system so AI know where to go.  3 coords usually amount to X/Y/Z.  The cellsize can refer to how big each nav node actually is.

The .boy(b) file looks like it uses X/Y/Z, then Pitch/Yaw/Roll.  Not sure what the last five numbers mean.  This file could be the placement of individual objects.

Offline nodoubt_jr
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Re: The XML1 -> XML2 Project
« Reply #152 on: May 27, 2007, 05:33pm »
since no one seems to be working on magma, could someone up her entities and powerstyle files (i'll convert them), please.  I have the effects and the talents, icons, and skin and skeleton (thanks to the original rippers and converters), just need those other two.
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What im currently working on: http://marvelmods.com/forum/index.php?topic=2275.0
My mods are mine to booster/update, I will not give anybody permission to do it

Offline DJay Saint

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Re: The XML1 -> XML2 Project
« Reply #153 on: May 27, 2007, 05:35pm »
I'm doing her.  XML1 made her an annoying, screwed up her origins, and completely rewrote her character the wrong way.  I plan on fixing that.

However, if you don't want to wait, I'll upload her stuff in a while, as I'm currently uploading something else for a bigger project I'm working on.  For info on the characters on doing, check out the first post of my release compendium.  I'll get them all done eventually.
Some day, someone will best me.  But it won't be today, and it won't be you.


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Offline nodoubt_jr
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Re: The XML1 -> XML2 Project
« Reply #154 on: May 27, 2007, 05:39pm »
oh i totally missed that name, nah i'll wait for yours.  i'll work on something else.  thanks for offering to up the stuff though.
Please search the forum before asking a question. I dont answer
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What im currently working on: http://marvelmods.com/forum/index.php?topic=2275.0
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Offline DJay Saint

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Re: The XML1 -> XML2 Project
« Reply #155 on: May 27, 2007, 05:41pm »
Feel free to work on other stuff, regardless of whether I have it listed.  I have a lot of stuff on my "to do" list, so if you wait for me, it'll be a while.  :P
Some day, someone will best me.  But it won't be today, and it won't be you.


The artist formerly known as Burning Rage.

Offline nodoubt_jr
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Re: The XML1 -> XML2 Project
« Reply #156 on: May 27, 2007, 05:46pm »
ok if you have time up them and i'll work on it
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What im currently working on: http://marvelmods.com/forum/index.php?topic=2275.0
My mods are mine to booster/update, I will not give anybody permission to do it

Offline DJay Saint

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Re: The XML1 -> XML2 Project
« Reply #157 on: May 27, 2007, 07:11pm »
You know how to rip stuff from the assetsfb files, right (binary merger, 195 byte header for each file)?  If so, I'll just upload Magma's .fb files so you can reference and rip anything else you need to (like the skins which look a ton better, the HUD head, the effects models, etc.).  If not, I'll rip the powerstyle and entity file for you.
Some day, someone will best me.  But it won't be today, and it won't be you.


The artist formerly known as Burning Rage.

Offline nodoubt_jr
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Re: The XML1 -> XML2 Project
« Reply #158 on: May 27, 2007, 07:56pm »
yeah i can rip stuff from the .fb files if thats easier for you
« Last Edit: May 27, 2007, 08:25pm by nodoubt_jr »
Please search the forum before asking a question. I dont answer
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Offline DJay Saint

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Re: The XML1 -> XML2 Project
« Reply #159 on: May 27, 2007, 08:30pm »
Some day, someone will best me.  But it won't be today, and it won't be you.


The artist formerly known as Burning Rage.

Offline nodoubt_jr
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Re: The XML1 -> XML2 Project
« Reply #160 on: May 27, 2007, 08:32pm »
thanks i'll start asap
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Offline nodoubt_jr
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Re: The XML1 -> XML2 Project
« Reply #161 on: June 04, 2007, 05:48pm »
magma is almost complete







Please search the forum before asking a question. I dont answer
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marvelfan12345
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Re: The XML1 -> XML2 Project
« Reply #162 on: November 17, 2008, 05:41pm »
ive been reading all posts, but i really dont' get it. so is the basic idea is that people are adding xml to xml2. am i right. well if i am i just then want to know all the characters in the game, and how much of xlm has been converted.

please and thank-you

Offline nodoubt_jr
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Re: The XML1 -> XML2 Project
« Reply #163 on: November 17, 2008, 05:50pm »
this thread is over a year old, so its safe to say this project has pretty much been abandoned. it was originally set up to convert xml1 to xml2, so that we could play through the levels on the pc using the xml2 engine.  but nobody is working on this for xml2, there is some work for MUA similar to this idea.
« Last Edit: November 17, 2008, 05:54pm by nodoubt_jr »
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marvelfan12345
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Re: The XML1 -> XML2 Project
« Reply #164 on: November 17, 2008, 05:57pm »
ok thanks