Author Topic: The XML -> MUA Project ?? (old)  (Read 38956 times)

Offline Norrin Radd

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Re: The XML -> MUA Project ??
« Reply #660 on: October 19, 2007, 09:09pm »
ok, no problem, thats the one i like (the blue fur one), haha

Edit:

hm, something may be wrong with the palette, let me retry that

edit2:
http://www.sendspace.com/file/mb9ixi
the color is slightly blue-er than what it was before so the belt doesnt have a yellow tint, for some reason the palette didnt convert smoothly like it usually does after pasting, so i had to paste it in palette mode instead of RGB mode.
« Last Edit: October 19, 2007, 09:58pm by Norrin Radd »

Offline BliZZ

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Re: The XML -> MUA Project ??
« Reply #661 on: October 25, 2007, 09:59pm »
Here are some new huds that need to be inserted. This time, I included the ones Noel upped images of but never upped the files for (as well as a few for mods that I am personally working on). Obviously, these aren't as good as the last batch(es), but I don't think we are gonna be able to replicate that kinda quality on several of these. Anyway, here are the bitmaps.





Offline Norrin Radd

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Re: The XML -> MUA Project ??
« Reply #662 on: October 25, 2007, 10:27pm »

Offline BliZZ

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Re: The XML -> MUA Project ??
« Reply #663 on: October 26, 2007, 07:52am »
Thanks  :thumbsup:

Offline Teancum

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Re: The XML -> MUA Project ??
« Reply #664 on: November 16, 2007, 10:31am »
I noticed not all of Havok's costumes available are in the Character Image Gallery.  Have we not decided on a fourth?  I thought MutantX might work well due to the fact that it's unique, and also would be easy to skin.


Offline BliZZ

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Re: The XML -> MUA Project ??
« Reply #665 on: November 16, 2007, 10:57am »
Those aren't the ones from boreman's mod, they were upped from before then. I'm still hoping there enough left over NPC slots to make him a playable NPC, but that remains to be seen. Plus, I'd rather not use Bishop's animations for him, avoiding the "too many characters are too similar" trap. I'd rather the playable NPC use a XML1 Havok/XML2 Iron Man/MUA Hawkeye animation combo.

And I'm fairly certain this'd be the best 4th skin, but it was an XBox version in boreman's mod and thus terribly lo-res.

Offline Teancum

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Re: The XML -> MUA Project ??
« Reply #666 on: November 16, 2007, 11:02am »
Yeah, that's my issue with it.  It's gonna look really poor, plus the fact that at that low of a resolution the shading isn't gonna do much.

On the other hand, MutantX Havok can be easily done from PS2 Human Torch, who has very similar hair.  But that's just me.

Offline BliZZ

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Re: The XML -> MUA Project ??
« Reply #667 on: November 21, 2007, 12:56pm »
I'm going to go back and edit Magneto/Sabretooth/Juggernaut/Toad/Blob/Mystique/Avalanche/Angel so their package/character/talent files have the _hero extension. Why? Because EVERY XML1 Boss removes the character with scripts after they are beaten. Say you have Toad on your team. You beat Toad, and then it removes "toad" from the map, making your playable Toad disappear.

Offline cvc

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Re: The XML -> MUA Project ??
« Reply #668 on: November 21, 2007, 01:02pm »
Thats why I droped the mods I was building infavor of just making new ones that don't conflict with the new conversion mods,I new there would be a problem and can build better ones now anyway.
But yeah that sucks.
And their turning us into Monsters its all designed!!

Offline nodoubt_jr

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Re: The XML -> MUA Project ??
« Reply #669 on: November 21, 2007, 01:40pm »
i had i similar problem like that in XML2, the script removed the villain beast and the playable Beast, totally messed up my game.  Those that mean that you are changing all toad_boss to toad, and stuff like that?
Please search the forum before asking a question. I dont answer
PMs about modding, those questions should be posted in a public thread.
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 BliZZ

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Re: The XML -> MUA Project ??
« Reply #670 on: November 21, 2007, 01:51pm »
No, he can stay "Toad_boss". But the hero version needs to be changed in order to stop the game error.

Offline nodoubt_jr

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Re: The XML -> MUA Project ??
« Reply #671 on: November 21, 2007, 01:55pm »
oh ok
Please search the forum before asking a question. I dont answer
PMs about modding, those questions should be posted in a public thread.
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 Norrin Radd

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Re: The XML -> MUA Project ??
« Reply #672 on: November 21, 2007, 01:56pm »
or the internal references in the level engb's can be changed, i am assuming that is what is being called in the script, since each npc could have three names, character_name, mutant_name (not sure if this is the correct name), and name. the one that is referenced to remove the character is either mutant_namt or name

ex:
charactername = toadboss
mutantname = toad
name = toad

changed to
charactername = toadboss
mutantname = toadboss
name = toadboss

but changing the heroes names is probably easier than changing the names in the many levels these characters are in

Offline BliZZ

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Re: The XML -> MUA Project ??
« Reply #673 on: November 21, 2007, 01:59pm »
or the internal references in the level engb's can be changed, i am assuming that is what is being called in the script, since each npc could have three names, character_name, mutant_name (not sure if this is the correct name), and name. the one that is referenced to remove the character is either mutant_namt or name

Yes, but then EACH script would need to be changed. For instance, this line:
   monster_name = blob ;

 could be changed to:

   monster_name = blobboss ;

And then each script could be changed to match. However, I think renaming the characters is much less work.

Offline Norrin Radd

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Re: The XML -> MUA Project ??
« Reply #674 on: November 21, 2007, 02:01pm »
yes, agreed, thats why i mentioned that in the post, although you may have started your post before i edited it