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Author Topic: Re release and Mod compatibility  (Read 5903 times)

Offline Dark_Ansem
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Re release and Mod compatibility
« on: August 07, 2016, 12:20pm »
Does the mod pack work with the remaster?

Offline Dorpond

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Re: Re release and Mod compatibility
« Reply #1 on: August 07, 2016, 12:35pm »
Nope
My releases: http://marvelmods.com/forum/index.php/topic,9772.0.html

UPD since 30.11.2021
I'm ok and will be back to modding as soon as i can
I can gurantee what i will back with a lots of new ideas and finish old projects.
Right now i'm not mod and only posting posts thank you if you readed this!

Offline Dark_Ansem
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Re: Re release and Mod compatibility
« Reply #2 on: August 07, 2016, 12:35pm »
Dangit. Any hope that it will work in the future?

Offline Maegawa

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Re: Re release and Mod compatibility
« Reply #3 on: August 07, 2016, 12:39pm »
Dangit. Any hope that it will work in the future?

Most unlikely; the MUA1 re-release seems to be a port of the 360 version, and not an update of the PC version, which makes things like skins, huds etc all incompatible.
Click here for my releases.
And here for my workbench.

Offline Dark_Ansem
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Re: Re release and Mod compatibility
« Reply #4 on: August 07, 2016, 12:41pm »
That is terrible. I almost regret buying it.

Offline Monitor2112
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Re: Re release and Mod compatibility
« Reply #5 on: August 07, 2016, 01:59pm »
Bummer.  I was as looking forward to modding it.  Oh well...I still look forward to replaying it.
Monitor

Offline Dark_Ansem
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Re: Re release and Mod compatibility
« Reply #6 on: August 07, 2016, 02:12pm »
Then again, the reality is that TOOLS do not exist, yet. They might in the future.

Offline ndp

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Re: Re release and Mod compatibility
« Reply #7 on: August 07, 2016, 06:49pm »
Is there any chance when the DLC is released that we learn how to go from 27 playable characters to 33?

Offline LarsAlexandersson

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Re: Re release and Mod compatibility
« Reply #8 on: August 07, 2016, 08:04pm »
Only meshmod can't for now, while the rest like retexturing with muaskinner, notepad py, xmlbcui, & sound editing still the same, but some are different:
*Models' offset are different, despite having a same texture & still use DXT1
*Huds are DXT3 offsets. Recommend to edit Alpha Channel for transparent BG
*Power Icons becomes very easy on offset. Still uses Alpha Channel & DXT3
*Sounds format are .pak > inside .pak are .fsb > inside .fsb are .mp3. Seems very easy since there's some programs like fsb extractor exist

For 2nd patch, other than just confirmed Xbox 360 DLC exclusives, we don't know if PSP exclusives are also included as well or as unused bonus again like in Wii ver., or possibly for Wave 3 patch. Who know?

BTW, isn't Xbox 360 slots only maxes 34?
« Last Edit: August 07, 2016, 08:06pm by LarsAlexandersson »
Call me Lars. I'm Power Cosmic no more.

"Trying to solve mysteries of modding here"

My Progress:
http://marvelmods.com/forum/index.php/topic,4671.0.html

Feel free to mod my releases, as long you credit me:
http://marvelmods.com/forum/index.php/topic,4488.0.html

Offline Dark_Ansem
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Re: Re release and Mod compatibility
« Reply #9 on: August 07, 2016, 10:29pm »
Only meshmod can't for now, while the rest like retexturing with muaskinner, notepad py, xmlbcui, & sound editing still the same, but some are different:
*Models' offset are different, despite having a same texture & still use DXT1
*Huds are DXT3 offsets. Recommend to edit Alpha Channel for transparent BG
*Power Icons becomes very easy on offset. Still uses Alpha Channel & DXT3
*Sounds format are .pak > inside .pak are .fsb > inside .fsb are .mp3. Seems very easy since there's some programs like fsb extractor exist

For 2nd patch, other than just confirmed Xbox 360 DLC exclusives, we don't know if PSP exclusives are also included as well or as unused bonus again like in Wii ver., or possibly for Wave 3 patch. Who know?

BTW, isn't Xbox 360 slots only maxes 34?

Well! This IS quite something. Thank you!

Offline LarsAlexandersson

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Re: Re release and Mod compatibility
« Reply #10 on: August 07, 2016, 10:49pm »
Well! This IS quite something. Thank you!

Your welcome.

Here's the tutorial for remastered edition, it focus on alpha channeling for Huds & Power Icons: http://marvelmods.com/forum/index.php/topic,9866.msg183780.html#new
Call me Lars. I'm Power Cosmic no more.

"Trying to solve mysteries of modding here"

My Progress:
http://marvelmods.com/forum/index.php/topic,4671.0.html

Feel free to mod my releases, as long you credit me:
http://marvelmods.com/forum/index.php/topic,4488.0.html

Offline Dark_Ansem
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Re: Re release and Mod compatibility
« Reply #11 on: August 07, 2016, 10:52pm »
Your welcome.

Here's the tutorial for remastered edition, it focus on alpha channeling for Huds & Power Icons: http://marvelmods.com/forum/index.php/topic,9866.msg183780.html#new

Out of curiosity, is this valid for MUA2 too?

Offline LarsAlexandersson

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Re: Re release and Mod compatibility
« Reply #12 on: August 07, 2016, 11:25pm »
MUA1 only. Sorry man :/
Call me Lars. I'm Power Cosmic no more.

"Trying to solve mysteries of modding here"

My Progress:
http://marvelmods.com/forum/index.php/topic,4671.0.html

Feel free to mod my releases, as long you credit me:
http://marvelmods.com/forum/index.php/topic,4488.0.html

Offline Dark_Ansem
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Re: Re release and Mod compatibility
« Reply #13 on: August 07, 2016, 11:33pm »
MUA1 only. Sorry man :/

All right, thanks. someone said that the formats had been unified.

Offline LarsAlexandersson

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Re: Re release and Mod compatibility
« Reply #14 on: August 07, 2016, 11:50pm »
All right, thanks. someone said that the formats had been unified.

Which one? MUA1?
Call me Lars. I'm Power Cosmic no more.

"Trying to solve mysteries of modding here"

My Progress:
http://marvelmods.com/forum/index.php/topic,4671.0.html

Feel free to mod my releases, as long you credit me:
http://marvelmods.com/forum/index.php/topic,4488.0.html