Professor X Mod and Emma Frost Update (Both Updated)

Started by matt710, June 21, 2007, 09:14PM

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Thanks teancum!  It worked like a charm.  I will upload the new skins pronto!
  From the Ashes she will rise.

Emma_Frost_9004_and_9007.zip:
http://files.filefront.com//;7968795;;/


Replace the skins from the previous with these. 
Thanks again Teancum.
  From the Ashes she will rise.

Cool, thanks for being the ginuea pig.  Now I know that we can fix the 4 digit to 5 digit / 5 digit to 4 problem.

Quote from: Teancum on July 05, 2007, 08:42AM
Hey Matt, you *MIGHT* be able to fix the 5 digit problem like this:

1-Open her up in a hex editor
2-Replace the five digit number with your new four digit, ignoring the last number for now
3-Find a byte that translates to 00 on the binary side.  Copy that byte over the last digit
4-Save and test

Ah! This new trick is really useful! :D Thank you!

thanks Matt and Teancum for fixing it, now if i run into that trouble i'll know how to fix it
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

Yeah, and it should work on the inverse too.  You should be able to add one digit so long as you type over a 00 byte.

Your welcome nodoubt_jr and thank you teancum again.   It really annoyed me that her diamond form was messed up for those skins.
  From the Ashes she will rise.

July 05, 2007, 02:40PM #52 Last Edit: July 05, 2007, 03:25PM by matt710
Ok anybody know what is wrong with this:

Look below for Updated one
  From the Ashes she will rise.

last particle cloud "radius2= 0 0 ;" need space
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

did that and the radius2 of the line but still won't compile.  I'll have to analyse more
  From the Ashes she will rise.

Ok I edited all the radius2 problems but it still won't compile.  Here is the update.

XMLB Effect {
looptime = 0.3 ;
randlooptime = 0 ;
persistloop = 0 ;
   Sprite {
   name = orb ;
   count = 1 1 ;
   life = 0.4 0.4 ;
   delay = 0 0 ;
   origin = 15 0 95 15 0 95 ;
   velocity = 0 0 0 0 0 0 ;
   acceleration = 0 0 0 0 0 0 ;
   gravity = 0 0 ;
   endcolor1 = 4294967295 ;
   endcolor2 = 4294967295 ;
   drag = 0 0 ;
   radius = 0 0 ;
   radius2 = 0 0 ;
   height = 0 0 ;
   alpha = 0 0 1 0 0 1 10000 -10000 ;
   size = 0 8 2 0 8 2 10000 -10000 ;
   rotation = 0 0 0 0 0 0 10000 -10000 ;
   blend = additive ;
   midcolor1 = 4294967295 ;
   midcolor2 = 4294967295 ;
   orient = forward ;
   texture = textures/blackhole.png ;
   viewoffset = 0 ;
   primitiveflags = 256 ;
   startcolor1 = 4294967295 ;
   startcolor2 = 4294967295 ;
   spawnflags = 0 ;
   interval = 0 ;
   }

   OrientedSprite {
   name = orb_swirl ;
   count = 1 1 ;
   life = 0.325 0.325 ;
   delay = 0 0 ;
   origin = 15 0 95 15 0 95 ;
   velocity = 0 0 0 0 0 0 ;
   acceleration = 0 0 0 0 0 0 ;
   gravity = 0 0 ;
   endcolor1 = 4286595072 ;
   endcolor2 = 4286595072 ;
   drag = 0 0 ;
   radius = 0 0 ;
   radius2 = 0 0 ;
   height = 0 0 ;
   alpha = -4 5 0 -4 5 0 10000 -10000 ;
   size = 0 -90 100 0 -90 100 10000 -10000 ;
   rotation = 0 20 -20 0 20 -20 10000 -10000 ;
   blend = additive ;
   midcolor1 = 4286595072 ;
   midcolor2 = 4286595072 ;
   orient = up ;
   texture = textures/twirl.png ;
   viewoffset = 0 ;
   primitiveflags = 256 ;
   startcolor1 = 4286595072 ;
   startcolor2 = 4286595072 ;
   spawnflags = 0 ;
   interval = 0 ;
   }

   Sprite {
   name = orb_glow ;
   count = 1 1 ;
   life = 0.4 0.4 ;
   delay = 0 0 ;
   origin = 15 0 95 15 0 95 ;
   velocity = 0 0 0 0 0 0 ;
   acceleration = 0 0 0 0 0 0 ;
   gravity = 0 0 ;
   endcolor1 = 4294934528 ;
   endcolor2 = 4294934528 ;
   drag = 0 0 ;
   radius = 0 0 ;
   radius2 = 0 0 ;
   height = 0 0 ;
   alpha = -4 5 0 -4 5 0 10000 -10000 ;
   size = 0 15 5 0 15 5 10000 -10000 ;
   rotation = 0 0 0 0 0 0 10000 -10000 ;
   blend = additive ;
   midcolor1 = 4294934528 ;
   midcolor2 = 4294934528 ;
   orient = forward ;
   texture = textures/sun.png ;
   viewoffset = 0 ;
   primitiveflags = 256 ;
   startcolor1 = 4294934528 ;
   startcolor2 = 4294934528 ;
   spawnflags = 0 ;
   interval = 0 ;
   }

   Cylinder {
   name = blast_fill ;
   count = 1 1 ;
   life = 0.1 0.1 ;
   delay = 0.325 0.325 ;
   origin = 15 0 95 15 0 95 ;
   velocity = 0 0 0 0 0 0 ;
   acceleration = 0 0 0 0 0 0 ;
   gravity = 0 0 ;
   endcolor1 = 4286595072 ;
   endcolor2 = 4286595072 ;
   drag = 0 0 ;
   origin2 = 0 0 1 0 0 1 ;
   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 ;
   alpha = -4 3 1 -4 3 1 10000 -10000 ;
   size = 0 150 0 0 150 0 10000 -10000 ;
   size2 = 0 250 0 0 250 0 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 ;
   midcolor1 = 4286595072 ;
   midcolor2 = 4286595072 ;
   orient = forward ;
   texture = textures/misc_linear_grad.png ;
   viewoffset = 0 ;
   primitiveflags = 256 ;
   startcolor1 = 4286595072 ;
   startcolor2 = 4286595072 ;
   spawnflags = 1073743872 ;
   interval = 0 ;
   }

   ScreenFlash {
   name = ;
   count = 1 1 ;
   life = 0.1 0.1 ;
   delay = 0.325 0.325 ;
   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 ;
   alpha = -4 3 1 -4 3 1 10000 -10000 ;
   size = 0 -1 2 0 -1 2 10000 -10000 ;
   blend = additive ;
   orient = forward ;
   texture = textures/white.png ;
   viewoffset = 0 ;
   primitiveflags = 0 ;
   spawnflags = 0 ;
   interval = 0 ;
   }

   Cylinder {
   name = blast_ring ;
   count = 1 1 ;
   life = 0.1 0.1 ;
   delay = 0.325 0.325 ;
   origin = 15 0 95 15 0 95 ;
   velocity = 0 0 0 0 0 0 ;
   acceleration = 0 0 0 0 0 0 ;
   gravity = 0 0 ;
   endcolor1 = 4294934528 ;
   endcolor2 = 4294934528 ;
   drag = 0 0 ;
   origin2 = 0 0 1 0 0 1 ;
   velocity2 = 0 0 0 0 0 0 ;
   acceleration2 = 0 0 0 0 0 0 ;
   gravity2 = 0 0 ;
   drag2 = 0 0 ;
   uvscale = 0 0 8 0 0 8 10000 -10000 ;
   uvscroll = 0 -6.283 6.283 0 -6.283 6.283 10000 -10000 ;
   radius = 0 0 ;
   radius2 = 0 0 ;
   height = 0 0 ;
   alpha = -4 3 1 -4 3 1 10000 -10000 ;
   size = 0 225 0 0 225 0 10000 -10000 ;
   size2 = 0 250 0 0 250 0 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 ;
   midcolor1 = 4294934528 ;
   midcolor2 = 4294934528 ;
   orient = forward ;
   texture = textures/misc_elec1.png ;
   viewoffset = 0 ;
   primitiveflags = 256 ;
   startcolor1 = 4294934528 ;
   startcolor2 = 4294934528 ;
   spawnflags = 1073743872 ;
   interval = 0 ;
   }

   Cylinder {
   name = blast_flash ;
   count = 3 3 ;
   life = 0.1 0.1 ;
   delay = 0.325 0.325 ;
   origin = 15 0 95 15 0 95 ;
   velocity = 0 0 0 0 0 0 ;
   acceleration = 0 0 0 0 0 0 ;
   gravity = 0 0 ;
   endcolor1 = 4286595072 ;
   endcolor2 = 4286595072 ;
   drag = 0 0 ;
   origin2 = 0.5 0.5 1 -0.5 -0.5 1 ;
   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 ;
   alpha = -4 3 1 -4 3 1 10000 -10000 ;
   size = -600 650 0 -600 650 0 10000 -10000 ;
   size2 = 0 0 0 0 0 0 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 ;
   midcolor1 = 4286595072 ;
   midcolor2 = 4286595072 ;
   orient = forward ;
   texture = textures/fx_avalanche.png ;
   viewoffset = 0 ;
   primitiveflags = 256 ;
   startcolor1 = 4286595072 ;
   startcolor2 = 4286595072 ;
   spawnflags = 1073743872 ;
   interval = 0 ;
   }

   Line {
   name = ;
   count = 10 10 ;
   life = 0.28 0.28 ;
   delay = 0 0.2 ;
   origin = 15 0 95 15 0 95 ;
   velocity = -1000 0 0 -1100 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 1 0 0 1 10000 -10000 ;
   uvscroll = 0 0 0 0 0 0 10000 -10000 ;
   radius = 150 150 ;
   radius2 = 0 0 ;
   height = 150 150 ;
   alpha = -4 3 1 -4 3 1 10000 -10000 ;
   size = 0 -1 2 0 -1 2 10000 -10000 ;
   blend = additive ;
   orient = forward ;
   texture = textures/dot.png ;
   viewoffset = 0 ;
   primitiveflags = 256 ;
   spawnflags = 1073809616 ;
   interval = 0 ;
   }

   ParticleCloud {
   name = ;
   transformrotation = 0 0 0 0 0 0 ;
   plifescale= 1 ;
   count = 2 2 ;
   life = 0.25 0.25 ;
   delay = 0.325 0.325 ;
   origin = 15 0 95 15 0 95 ;
   velocity = 500 0 0 750 0 0 ;
   acceleration = 0 0 0 0 0 0 ;
   gravity = 0 0 ;
   drag = 0 0 ;
   radius = 0 0 ;
   radius2 = 0 0 ;
   height = 0 0 ;
   alpha = 0 -1 1 0 -1 1 10000 -10000 ;
   size = 0 -1 2 0 -5 7 10000 -10000 ;
   rotation = 0 6.283 0 0 -6.283 6.283 10000 -10000 ;
   numsegments = 0 ;
   blend = additive ;
   orient = forward ;
   texture = textures/whitestar.png ;
   viewoffset = 0 ;
   primitiveflags = 0 ;
   spawnflags = 96 ;
   interval = 0 ;
   }

}

  From the Ashes she will rise.

I found it.  It compiled.  Thanks nodoubt_jr for spotting the radius2
  From the Ashes she will rise.

July 05, 2007, 05:56PM #57 Last Edit: July 05, 2007, 05:59PM by matt710
For some reason I remember his moves being blue in xml1.  So here is a preview of that move.
Note in the top right you can see my modern emma frost skin, the back of my modern havok skin is in all cells, and my Emma Frost Dark Phoenix from Endsong skin in the last 2 cells.

  From the Ashes she will rise.

Here is a preview for another move from xml1 that I recolored.  Eventhough it was all blue in XML1 (I believe) I think the mix of purple and blue does nicely.

  From the Ashes she will rise.

does anybody know which animation ea would be just a simple punch for professor x?  As of now he does the whole swing action for his psioinic punch and I want it to look more like a punch. 

ps.  I recolored the charge for that move to match the projectile
  From the Ashes she will rise.