Freedom Reborn

Freedom Force Forums => Requests for Skins and Meshes => Topic started by: Jimaras8 on October 22, 2013, 01:13:44 PM

Title: Issue 57: FX recolouring
Post by: Jimaras8 on October 22, 2013, 01:13:44 PM
I was wondering what ultimate meshes has the community created. Anything you have or can find if you of course have the time. Thor, Cap, and any x-man you can find should be a start. Fell free to add any other that ctosses your mind.
Title: Re: Any Ultimate meshes out there?
Post by: detourne_me on October 22, 2013, 05:05:54 PM
here's a quick n dirty list of some:
http://groups.yahoo.com/neo/groups/Renegades_Toybox/files for ultimate Cap
http://groups.yahoo.com/neo/groups/Renegades_Toybox_Part_3/files for keyframes
http://groups.yahoo.com/neo/groups/fusionmeshes3/files Ultimate Black Widow
http://groups.yahoo.com/neo/groups/Fusionmeshes2/files Daredevil (Movie Version)
http://groups.yahoo.com/neo/groups/Fusionmeshes5/files Many Ultimates
http://groups.yahoo.com/neo/groups/Revenant_Skins/files/Temporary%20storage Ultimate Black Widow, Fury, Wasp, Giant Man
http://groups.yahoo.com/neo/groups/revenant_skins02/files Ultimate Hulk and others
http://forceofparadox.yolasite.com/murs47.php Ultimate Hulk


Have fun!
Title: Re: Any Ultimate meshes out there?
Post by: Jimaras8 on October 22, 2013, 05:11:41 PM
DM you are a neat spy  :D :D. Thx a lot!!!
Title: Re: Any Ultimate meshes out there?
Post by: AfghanAnt on October 22, 2013, 05:23:53 PM
Ult Spiderman (Pete and Miles) as well as Ult Spiderwoman are here: freedomforceuniverse.com
Title: Re: Any Ultimate meshes out there?
Post by: Jimaras8 on October 22, 2013, 05:53:02 PM
Thx AA. I forgot to mention i already checked your site  :D
Title: Re: Any Ultimate meshes out there?
Post by: Podmark on October 22, 2013, 11:50:26 PM
I have Ultimate Electro up at HeroForce.
I've also skinned Quicksilver's first Ultimate X-Men costume (the green one), but it's not up anywhere right now. I can email it if you want it.
Title: Re: Part II: Solo and Tigershark
Post by: Jimaras8 on October 23, 2013, 10:39:43 AM
Any solo and tigershark meshes out there? Note: I don't mean Han solo from SW :D but this guy http://www.comicvine.com/images/1300-2783702 (http://www.comicvine.com/images/1300-2783702).
Title: Re: Part II: Solo and Tigershark
Post by: detourne_me on October 23, 2013, 12:02:00 PM
Wow,  it's kind of funny that you mention these two specifically, as Bildamn has done both of them in the past,  check out his website.
Title: Re: Part II: Solo and Tigershark
Post by: Jimaras8 on October 23, 2013, 12:47:29 PM
Sure dm but um... who exactly is Bildamn and what's the name of his site  :P :P :P ?

Note: Never mind, found it  :D. Thx dm!
Title: Re: Part II: Solo and Tigershark
Post by: Cyber Burn on October 23, 2013, 01:04:50 PM
For Tigershark and Solo, check the Marvel section at Billdamn22"s site: http://www.freewebs.com/damnagedone/

For the Tigershark mesh, go here: http://games.groups.yahoo.com/group/bobby69meshes4/
Title: Re: Part III: Powerhouses and marvel heavy hitters.
Post by: Jimaras8 on October 23, 2013, 02:55:09 PM
Bear with me people. I know i am in rampage today throwing requests but my internet contract is expiring and i will be moving out soon so i need to wrap things quickly. Thx to dm, CB, Pod, AA and everyone else for their links and info. A more general field i am looking meshes for is marvel's powerhouses. I already have Sentry, Gladiator, Quasar, Thor, Hulk, Nova, Hyperion and Galactus Heralds. I am looking for similar type of heroes aka really durable and incredible powerful cosmic or not beings on equal lvl to those i stated above. Celestials and Galactus are off the table since i am not really fond of making them now. Feel free to add ideas and if possible the mesh, if there is one, to the characters you mention.
Title: Re: Part III: Powerhouses and marvel heavy hitters.
Post by: spydermann93 on October 23, 2013, 05:04:09 PM
If you want strong, make a Living Tribunal character file :P
Title: Re: Part III: Powerhouses and marvel heavy hitters.
Post by: Jimaras8 on October 23, 2013, 05:25:23 PM
Well spyder i am looking for strong not invincible  :P. Hyperion or Thor-like strong. Someting really tough but defeatable. I used some characters above as starting point.
Title: Re: Part III: Powerhouses and marvel heavy hitters.
Post by: Randomdays on October 23, 2013, 09:21:06 PM
Hercules, Orca (if you include villians), Namor, the Thing, She Hulk, Doc Samson, off the top of my head.

Edit - Powerman, Wonderman and Juggernaut
Title: Re: Part III: Powerhouses and marvel heavy hitters.
Post by: Cyber Burn on October 23, 2013, 11:32:55 PM
Personally, if it was me in this position, I would just go to Tommyboy's website and download everything. He has an extremely wide variety of characters, many of whom could fall under the category of "Powerhouse" or "Heavy Hitter". But I find that I tend to use his stuff a lot anyway.
Title: Re: Part III: Powerhouses and marvel heavy hitters.
Post by: Jimaras8 on October 24, 2013, 07:26:27 AM
Randomdays, hm interesting suggestions. I don't even know how Orca is, i will have to do my research. I have already done the others except Juggernaut. Any good mesh around here for Marko?

CB, way ahead of you pal  :D. I already have but i've made most of the guys around there.

Well if any idea comes up throw it here. I have hit a roadblock some days now so i need your help big time.
Title: Re: Part III: Powerhouses and marvel heavy hitters.
Post by: Randomdays on October 24, 2013, 08:51:47 AM
Orka - http://en.wikipedia.org/wiki/Orka_%28comics%29 . Orka tvlight by Tommyboy. 3 skins - standard, one by Blobula and one by Vigilante

Juggernaut here  - http://groups.yahoo.com/neo/groups/Freedomforcemesh4/files  . It's the only one I  know of plus I have 2 alternate skins of him - One with no readme and one by C6.

Not sure of their strengths, but if you add in bad guys, maybe Fin Fang Foom, Mad Thinker's robot, the Abomination, the Evil Reed Richards from Counter Earth (Brute), Absorbing Man and the Super Adaptoid. Tons of others I'm sure.

Title: Re: Part IV: Skrulls and Brood!
Post by: Jimaras8 on October 24, 2013, 09:55:47 AM
Grabbed Orka rd, thx for th tip. Any skrull meshes out there armed or unarmed? Also i saw a brood hero file at usagent so there has to be a brood mesh somewhere. Oh and last one, Randomdays i am pretty sure i have seen somewhere a Juggernaut mesh by Gren. Do you know anything about it?
Title: Re: Part IV: Skrulls and Brood!
Post by: Randomdays on October 24, 2013, 10:58:40 AM
I didn't see it on my disks.

Copper did a ton of different skrulls. In one of his yahoo groups I think.
Title: Re: Part IV: Skrulls and Brood!
Post by: Cyber Burn on October 24, 2013, 01:18:48 PM
Skrull Meshes: http://groups.yahoo.com/group/Renegades_Toybox_Part_2/

Brute (Evil Reed Richards): http://blobula.webs.com/

Brood (Look for "Brood_V2", there is no preview pic): http://heroforce.freedomforceforever.com/ink.html

Abomination: http://games.groups.yahoo.com/group/Valandarmeshes1/
                      http://tommyboymeshes.freedomforceforever.com/marvel%20meshes%20A.html

Juggernaut: Besides the original mesh, there were two made by Grenadier, I don't have the groups handy right now, but if you don't have them by tonight, I will try to send them to you. He has a "Male_Hulking_Juggernaut" and a "MHV_Juggernaut_Gren".

Dark Hulk, Red Hulk, plus many more: http://freedomforceuniverse.com/marvel-comics.html

Title: Re: Part IV: Skrulls and Brood!
Post by: hoss20 on October 24, 2013, 06:25:01 PM
I made an Abomination skope, complete with an awesome C6 skin, here: http://forceofparadox.yolasite.com/hoss20.php

Gren's Male_Hulking_Juggernaut is here: http://groups.yahoo.com/neo/groups/Grenadiermeshes7/files
(His Male_Hulking_Abomination is also there)

The MHV_Juggernaut is here: http://groups.yahoo.com/neo/groups/Grenadiermeshes14/files

The C6 skin that I was able to use for my skope was transplanted from a hex that C6 did of Gren's Abomination mesh: http://groups.yahoo.com/neo/groups/C6_Unhosted_Skins/files

Also, if you don't already have him; don't forget that AA did an awesome Super Skrull skin for, I believe, a Johnny Patches skope here: http://heroforce.freedomforceforever.com/afghanant.html
Title: Re: Part IV: Skrulls and Brood!
Post by: Jimaras8 on October 24, 2013, 06:38:49 PM
CB thx for the links, yuo saved me much time, thx a lot.

Hoss, i have every single marvel mesh from AA. I love the guy's work. I was looking for skrull soldiers mainly and Renegade's ones seem reaaly good. Oh, i totally forgot i saw the Abomination in Force of paradox, i just couldn't remember if ti was your work or LP's. I will grab it immediately.

I know i am not supposed to do throw it in this thread but does anyone has any Imperial Guard hero files except the ones by Usagent or Atarak? Yeah off-topic but i am going off the grid for a couple of days and i want to grab any info to work with the days without Internet  :P
Title: Re: Part V: Ghost and Rocket Racer!
Post by: Jimaras8 on November 03, 2013, 01:11:21 PM
I am looking for marvel's Ghost and Rocket Racer. Though meshes i suppose so here are some reference pics :http://www.comicvine.com/images/1300-972119 (http://www.comicvine.com/images/1300-972119)  http://www.comicvine.com/images/1300-1191873 (http://www.comicvine.com/images/1300-1191873). If it is any help usagent uses male_basic_cape_pointed_hood for ghost but i don't have it.

P.S I was also wondering if someone had made zabu, the sabretooth of Ka-zar.
Title: Re: Part V: Ghost and Rocket Racer!
Post by: Randomdays on November 03, 2013, 01:52:07 PM
If no one gets it for you, when I get home I can send what I have.

Ghost - mesh by Johnny Patches, skin by Blobula

Zabu - bigcat _versatile_sabretooth hex and skin by Zuludelta

Don't think I have a Rocket Racer

Title: Re: Part V: Ghost and Rocket Racer!
Post by: Jimaras8 on November 03, 2013, 02:16:58 PM
RandomDays i would gladly accept what you got. My mail is jmjimvas08@gmail.com. Thx a lot man  :D. Also i have benn looking around at detourne's skopes and in his kraven skope he mentioned puting together Beyonder's kraven with Gren's Zaran. Well i have Zaran but 6 BYD groups later i can't find his Kraven. Maybe Detrourne can calrify it. I f i have BYD's kraven and Gren's Zaran detourne's character and keyframes.nifs are unecessary?

P.S I just grabed tommy's speedball pack, are there other speedball meshes out there?
Title: Re: Part V: Ghost and Rocket Racer!
Post by: hoss20 on November 03, 2013, 06:40:45 PM
You don't even really need the other two meshes. I had forgotten that a skin was not included with DM's Kraven skope. The best skin to use for simplicity's sake, and it also happens to be awesome, is from C6. It can be found here: http://groups.yahoo.com/neo/groups/Champions_of_Freedom_3/files/

It also includes Beyonder's male_basic_furcoat which is, in essence, a Kraven mesh. Just place the skins folder which includes a standard skin into the dm_Kraven folder. Now, since you have the Zaran mesh; grab the extras, extras_refl, and extras_glow art file from the skin folder and put them into the standard skin folder for dm_Kraven. C6's skin will fit DM's skope and the extras files from Zaran are needed for the weapons.

I hope this helps and wasn't too confusing.
Title: Re: Part V: Ghost and Rocket Racer!
Post by: Jimaras8 on November 03, 2013, 07:00:31 PM

QuoteI hope this helps and wasn't too confusing.
. Every response is helpful even the most confusing ones  :D. If i understand correctly the extras should NOT be put in the skin's folder along with the tga or dds files but to the general skin folder. Let's say i have my character and kf nifs and above them a skin folder. Inside this folder lies another folder that contains C6 skin. So the extras should be placed to the general skin folder am i correct?

P.S i grabbed CB's rocket racer skope but it lacks the skin. Any ideas where it is? If there are other Rocket Racer meshes out there pls give any hint as i always prefer two or more meshes for variety.




Title: Re: Part V: Ghost and Rocket Racer!
Post by: Cyber Burn on November 03, 2013, 07:08:21 PM
To my knowledge, Rocket Racer has never been skinned. I had skoped it, but didn't have a skinner lined up for it, so all it has is a wiremap.

As to DM's Kraven skope, the art files, I believe, will go into the "Standard" skin folder.

Title: Re: Part V: Ghost and Rocket Racer!
Post by: hoss20 on November 03, 2013, 11:01:55 PM
Quote from: Cyber Burn on November 03, 2013, 07:08:21 PM
As to DM's Kraven skope, the art files, I believe, will go into the "Standard" skin folder.

Thanks for clarifying, Cyber. With the folder names having such generic names, I should have capitalized the "S" in Standard folder. That is where all of the art files go (male_basic.tga, extras.tga, and so on).

dm_Kraven (folder)
       |
        --> character.nif
              keyframes.kf
              Skins (folder)
                      |
                       -->Standard (folder)
                                        |
                                         --> male_basic.tga           \
                                               male_basic_glow.tga    \
                                               male_basic_refl.tga        \
                                               male_basic_lightmap.tga  \     (art files)
                                               extras.tga                        /   
                                               extras_glow.tga              /
                                               extras_refl.tga              /
                                               portrait.tga                 /
Title: Re: Part V: Ghost and Rocket Racer!
Post by: Randomdays on November 04, 2013, 12:01:58 AM
Ghost and Zabu sent
Title: Re: Part V: Ghost and Rocket Racer!
Post by: Jimaras8 on November 04, 2013, 07:51:52 AM
Oh, i get it now hoss. Standard folder it is then :D. Sorry for giving you trouble. So as far as RR goes USAgent has a hero file in his pack for the character so i suspect that there is a mesh out there  but i guess it's tough to find. If anyone has a clue it would be really appreciated. Randomdays, thx for the meshes man i will grab them iimediately.

A Arnie said many years ago, I' ll back!!!!

Edit: Um Random, in my e-mail i only saw zabu and a ghost pic :huh: :huh: :huh:, not a ghost mesh.
Title: Re: Part V: Ghost and Rocket Racer!
Post by: Randomdays on November 04, 2013, 08:45:18 AM
Grim and the Ghost were right next to each other in the directory. I think the Ghost snuck away and Grim took his place.

New email sent with a captured Ghost mesh.
Title: Re: Part V: Ghost and Rocket Racer!
Post by: Jimaras8 on November 04, 2013, 09:12:22 AM
QuoteGrim and the Ghost were right next to each other in the directory. I think the Ghost snuck away and Grim took his place.
No problem man, i just got a little confused  :D. Thx again.
Title: Re: Part VI: Carnage (already have the one form UE), Hobgoblin and Rocket Racer
Post by: Jimaras8 on November 04, 2013, 11:09:29 AM
Jim's request cataclysm episode 6  :P. Any carnage meshes out there beyond Ultimate Evil's which i have? Also what about little old Hobby. And guest star: Rocket Racer!!
Title: Re: Part VI: Carnage (already have the one form UE), Hobgoblin and Rocket Racer
Post by: Randomdays on November 04, 2013, 11:15:21 AM
There's a Hobgoblin on Tommyboy's site. The only other Carnage I see is Johnny Patches that was at Champions.

Jim, do you have the megalist? I see both of the above on the list. If you don't have it, I can send it your way.
Title: Re: Part VI: Carnage (already have the one form UE), Hobgoblin and Rocket Racer
Post by: Jimaras8 on November 04, 2013, 11:18:45 AM
QuoteJim, do you have the megalist
. No, i dont't. I guess it's some kind of accumulated meshes links?
Title: Re: Part VI: Carnage (already have the one form UE), Hobgoblin and Rocket Racer
Post by: Randomdays on November 04, 2013, 11:29:35 AM
Links to over 3000 meshes and skins. Some of the links are down by now of course, but the yahoo groups are still good, plus has Tommyboy and Alex's sites as well as some others still up and functional. Still extremely useful, as well as this site (also a bit outdated) http://frworld.wikispaces.com/Mesh+List+Index

These two, as well as members here, are your best bet for finding what you need.

Sending it your way. It's an xls file by the way.
Title: Re: Part VI: Carnage (already have the one form UE), Hobgoblin and Rocket Racer
Post by: Jimaras8 on November 04, 2013, 03:34:42 PM
I would like to ask hoss and CB if the spear that Kraven holds is supposed to be white? I think in Gren's Zaran the spear is brown and when i used CB hand batch one hand ninja was holding a brown spear. The one that Kraven holds is all white. Is it normal? I placed the two extras in the standrard folder and used C6 skin. All according to plan.

EDIT: Hoss provided the fixed skin so the spear is back to brown. problem solved guys, well until the next one  :D
Title: Re: Part VII: Carnage (already have the one form UE), USAgent and Rocket Racer
Post by: Jimaras8 on November 04, 2013, 05:15:15 PM
Is there and USAgent mesh around. I know he is a mere clone of Cap but i always liked him, don't know why. I stormed gren;s 16 groups but he didn't make one or i didn't find one neither in his groups nor in the champions of freedom groups. I really didn't have any strength to start searching in the various groups i have on my list so here i am.
Title: Re: Part VII: Carnage (already have the one form UE), USAgent and Rocket Racer
Post by: hoss20 on November 04, 2013, 05:34:27 PM
Ah, you got it already! I was about to post to let you know that I sent it. I figured the skin might be missing an art file, but usually when that happens the mesh piece is pink, not white. Well, anyway I'm glad the problem is fixed.

Renegade made a USAgent mesh located here: http://groups.yahoo.com/neo/groups/Renegades_Toybox_Part_2/files (Both Classic and Omega Flight)

C6 did an awesome skin for Tommyboy's equally awesome Hobgoblin mesh here: http://groups.yahoo.com/neo/groups/C6_Unhosted_Skins/files
Title: Re: Part VII: Carnage (already have the one form UE), USAgent and Rocket Racer
Post by: Jimaras8 on November 04, 2013, 05:54:59 PM
Hoss is quick as flash. Both meshes rock thx for pointing them out. Still no news about rocket racer huh? Guess there isn't a skin after all. If anything else crosses my mind i will post it here. Thumbs up to the community once more  :thumbup:
Title: Re: Part VII: Carnage (already have the one form UE), USAgent and Rocket Racer
Post by: Amazo Version 2.2 on November 04, 2013, 10:57:04 PM
when you look at rocket racer's hero file, what mesh does it say it's for?

Quote from: Jimaras8 on November 04, 2013, 05:15:15 PM
Is there and USAgent mesh around. I know he is a mere clone of Cap but i always liked him, don't know why. I stormed gren;s 16 groups but he didn't make one or i didn't find one neither in his groups nor in the champions of freedom groups. I really didn't have any strength to start searching in the various groups i have on my list so here i am.

when you are looking for a character with a shield, look in the yahoo groups for renegades toybox, renegade meshed a bunch of them
Title: Re: Part VII: Carnage (already have the one form UE), USAgent and Rocket Racer
Post by: daglob on November 04, 2013, 11:10:52 PM
Rocket Racer's the guy on the skateboard, right? If so, he's not finished.
Title: Re: Part VII: Carnage (already have the one form UE), USAgent and Rocket Racer
Post by: hoss20 on November 04, 2013, 11:33:18 PM
Wasn't Cyber doing a skope for Rocket Racer? I think it only needed a skin. I have a hero file for Rocket Racer in my archives (I don't know if it's a USAgent or TaskmasterX file) that shows it uses the male_surfer mesh. Also, Vigilante did a Rocket Racer skin, but it's for male_basic: http://originalvigilante2.tripod.com/skins5.htm
Title: Re: Part VII: Carnage (already have the one form UE), USAgent and Rocket Racer
Post by: Cyber Burn on November 05, 2013, 02:58:28 AM
Quote from: daglob on November 04, 2013, 11:10:52 PM
Rocket Racer's the guy on the skateboard, right? If so, he's not finished.

Daglob is the man!

Quote from: hoss20 on November 04, 2013, 11:33:18 PM
Wasn't Cyber doing a skope for Rocket Racer? I think it only needed a skin.

Sounds like Daglob is stepping up.

Quote from: hoss20 on November 04, 2013, 11:33:18 PM
Also, Vigilante did a Rocket Racer skin, but it's for male_basic: http://originalvigilante2.tripod.com/skins5.htm

I am never short of amazement in how awesome the old school skinners were. What they did with the original meshes (Male_Basic, Male_Cape, etc.) is worthy of some major respect.
Title: Re: Part VII: Carnage (already have the one form UE), USAgent and Rocket Racer
Post by: Jimaras8 on November 05, 2013, 08:14:01 AM
Well i didn't know that vigilante had a skin. To be honest i didn't ever know who vigilante was  :P. I will check his skin and experiment a little bit. I am currently reading some spider man comics with outlaws and i like rocket racer. He isn't that deep of a character but the whole magnetic skateboard ans missile thing is intriguing.

Oh, are there any speedball mehses out there beyond tommyboy's awesome pack?
Title: Re: Part VII: Carnage (already have the one form UE), Speedball and Rocket Racer
Post by: Starman on November 05, 2013, 12:34:50 PM
No.
Title: Re: Part VII: Carnage (already have the one form UE), Speedball and Rocket Racer
Post by: Jimaras8 on November 05, 2013, 02:20:24 PM
Oh, ok. I just wanted to ask, what does the note that tommy wrote below the speedball pack mean? About rewriting the nif to character.nif and placing the skin to the standard folder. In-game the mesh changes skins without a problem. What are all those nifs in the mesh folder suppose to do.
Title: Re: Part VII: Carnage (already have the one form UE), Speedball and Rocket Racer
Post by: hoss20 on November 05, 2013, 04:59:16 PM
In the preview picture on Tommyboy's site and in the Speedball mesh folder itself it not only shows the different skins, but different meshes for the skins to match. So, if you would like to use the version with the coat, you would change the current character.nif to something like character_original.nif and then change the Speedballcoatcharacter.nif to character.nif. You would then choose the Standard skin and rename it to Original and rename the Speedball 2nd coat skin to Standard so that it is the default skin for the new mesh.

It's just up to you if you want to get rid of the other meshes whose look you don't like along with the extra skins. I've included a little guide to the meshes and skins so that you don't have go changing the nif names and closing in and out of the Character Tool a half a dozen times to pick the look that you want. I've used the skin names and the nif names are either exactly the same or something close enough to figure out.

(http://img.photobucket.com/albums/v294/hoss20/Speedball_tvlite_6pack_zps51c64eb5.jpg) (http://smg.photobucket.com/user/hoss20/media/Speedball_tvlite_6pack_zps51c64eb5.jpg.html)
Title: Re: Part VII: Carnage (already have the one form UE), Speedball and Rocket Racer
Post by: Jimaras8 on November 05, 2013, 06:02:47 PM
I get it Hoss, thx for the mini tutorial. Anyway, i used the default mesh and skin which happens to be Speedball's classic outfit and my personal favourite. So no problem here. One last thing. I know i shouldn't post it here but does anyone have any imperial guard hero files? I already use usagent's ones but i could use more feedback  ;)
Title: Re: Part VII: Carnage (already have the one form UE), Speedball and Rocket Racer
Post by: hoss20 on November 05, 2013, 07:22:29 PM
I just sent you the set of Imperial Guard hero files that I had made by TaskmasterX.
Title: Re: Part VII: Carnage (already have the one form UE), Speedball and Rocket Racer
Post by: Jimaras8 on November 05, 2013, 08:21:07 PM
Again saving the day  :thumbup:. Thx hoss, i have been searching for a second batch for ages. Can't thank you enough :D
Title: Re: Part VII: Carnage (already have the one form UE), Speedball and Rocket Racer
Post by: Podmark on November 06, 2013, 12:32:34 AM
There actually was another Speedball mesh. Can't remember who made it though.
Title: Re: Part VII: Carnage (already have the one form UE), Speedball and Rocket Racer
Post by: Cyber Burn on November 06, 2013, 01:48:14 AM
There was another one by Tommyboy called "Speedball_T" located here:

http://games.groups.yahoo.com/group/tommyboysFreedomForceMeshes9/

It's different than the one at his regular website.
Title: Re: Part VII: Carnage (already have the one form UE), Speedball and Rocket Racer
Post by: Jimaras8 on November 06, 2013, 10:40:18 AM
Well i can't get away for a sec and you people come up with more findings. Outrageous  :P.

First Note: Renegade's meshes rock but man the names of your meshes could easily be secret service initials. I don't even know whose mesh i am downloading. Hahah i am just kidding. It's a plan to force to download them all right? It's working.

Apart form styles_skopes has style any other yahoo group?

Last one: What Venom meshes are out there? I think i remember a murs one and a TexasJack. Oh and to save you from the trouble i already have agent venom.
Title: Re: Part VIII: Carnage (already have the one form UE), Venom and Rocket Racer
Post by: Cyber Burn on November 06, 2013, 02:12:18 PM
No actual Venom meshes that I know of, but Johnny Patches had a "Venom_New_Head" skope floating around somewhere (It was at the Champions of Freedom website), and I know that Daglob made a very nice skin for it (But  I don't remember if he released it), unfortunately I don't think it's loaded anywhere online at the moment, hopefully someone can E-Mail the files to you.

There is another skope located here: http://catman.freedomforceforever.com/pages/spider.html

And I know that there are more skins out there, for example, The Ultimate Evil has one at Heroforce, and I'm sure that there are more out there.

And which Agent Venom did you have, I believe there were more than one made.

Detourne_Me's skope: http://tech.groups.yahoo.com/group/detourne_me/

There was another one, I think by BigAl, but I can't seem to find it right now. If I come across it later, I'll let you know.

As for Styles' skopes, with Champions of Freedom being gone, check the Champions Yahoo Groups. There are only a couple of his skopes loaded up there, but some are better than none.

http://games.groups.yahoo.com/group/Champions_of_Freedom_2/

As far as Renegade's meshes go, my rule was to just download them all, I would end up using them eventually.  :P

Quote from: Jimaras8 on November 06, 2013, 10:40:18 AM
Well i can't get away for a sec and you people come up with more findings. Outrageous  :P.

Personally, I like being able to help people, it makes me feel good about myself knowing that I was able to do something nice for someone else, and my hope is always that the person I help will pay it forward. But also, doing this gives me a break when I'm getting frustrated with skopes that I am working on. So it's a win - win situation.  :D
Title: Re: Part VIII: Carnage (already have the one form UE), Venom and Rocket Racer
Post by: Jimaras8 on November 06, 2013, 03:32:52 PM
QuotePersonally, I like being able to help people, it makes me feel good about myself knowing that I was able to do something nice for someone else, and my hope is always that the person I help will pay it forward. But also, doing this gives me a break when I'm getting frustrated with skopes that I am working on. So it's a win - win situation.  :D
. Any way i can i am gonna help every member of the community i can even though i am still a rookie here. At least those 3 gb of meshes that sit on my drive are going to prove useful to someone besides me. CB you don't have to get upset about skopes man. Art is a getaway, it helps us relax and sometimes make things we couldn't dream. If a skope is proving a hard nut to crack then you let it go and catch up with it later. We aren't gonna run form creators any time soon as i see it  :D. However, i get your point, i myself get so frustrated when i can't think of the proper effect,fx,sound or name for a power especially when it's the last ones for the character. It drives me crazy  :P!

As for agent V, i think i have the ones from dm. Well if anyone remembers something about venom or carnage (still looking for a second mesh apart for UE which is really good) just drop out here. At least this thread can help guys like who have difficulties locating meshes for characters. It can turn out as a sort of mini database.

QuoteAs far as Renegade's meshes go, my rule was to just download them all, I would end up using them eventually.
. Yeah, it's renegade's master plan so he can promote his meshes. He forces us to download them all! Same on him  :D!

Title: Re: Part VIII: Carnage (already have the one form UE), Venom and Rocket Racer
Post by: daglob on November 06, 2013, 10:39:41 PM
If I find a site with any meshes, skins of extras, I just go ahead and download EVERYTHING, because if I don't use it, someone will eventually.

I had forgotten about Vigilante's Rocket Racer. His site was one of the first I found when I started collecting skins. Now I'll have to see if I can fix it so that V's skin will fit Cyber's scope...

Yes, I did a skin for Venom New Head. I thought I had posted it... I did skins for several of Johnny Patches scopes that I guess I've forgotten to release.
Title: Re: Part VIII: Carnage (already have the one form UE), Venom and Rocket Racer
Post by: hoss20 on November 06, 2013, 10:52:01 PM
Daglob, you did release it and it's at Character Obscura VIII: http://groups.yahoo.com/group/characterobscura8/

I'm glad this all came about as I had forgotten that I had downloaded your Carnage_new head skin, that is also at CO8, and I need to put it on the skope.  :banghead:
Title: Re: Part VIII: Carnage (already have the one form UE), Venom and Rocket Racer
Post by: Jimaras8 on November 07, 2013, 08:45:14 AM
[quote Now I'll have to see if I can fix it so that V's skin will fit Cyber's scope...][/quote]. Daglob that's really kind of you. I don't want to put you into trouble man but i will be frank and i say i would be really happy if you do it :D. This community deserves every hero created and if i find myself some time i might start learning how to create skopes even though art isn't my ace in the hole.

Guys, sorry to insist but i was pretty sure i have seen at least one TJ Venom and one Murs47 skin i think. When i searched the forums i did find that was true, however there was no link for the meshes. can someone dig anything up?
Title: Re: Part VIII: Carnage (already have the one form UE), Venom and Rocket Racer
Post by: Randomdays on November 07, 2013, 09:38:36 AM
Checking the megalist and my files, you are correct. Murs was up at Champions and TJ's is in his yahoo group. The list shows a total of 11 hits for Venom

TJ - http://groups.yahoo.com/neo/groups/TexasJackMeshes/files

Checking Champions with the Wayback machine, you can see Murs' files but Venom isn't available. Sending that one your way.

http://web.archive.org/web/20090912100410/http://ffcenter.net/champions/murs47/murs47.html
Title: Re: Part VIII: Carnage (already have the one form UE), Venom and Rocket Racer
Post by: Cyber Burn on November 07, 2013, 02:18:00 PM
For Texas Jack's "Venom_TJ" mesh: http://games.groups.yahoo.com/group/TexasJackMeshes/

If no one sends you Murs' version by the time I get home tonight, I will E-Mail it to you when I get home.

As far as Nifskope goes, you don't need to be an artist, just experiment a little with it and see what happens. It couldn't hurt. Just back up your files before you start messing with them.
Title: Re: Part VIII: Carnage (already have the one form UE), Venom and Rocket Racer
Post by: Jimaras8 on November 07, 2013, 02:32:45 PM
Thx RD, i have checked the links. Really nice meshes.

CB, Murs47 venom was as RD pointed in the late Champions of Freedom. I can view the archive but i can't download the mesh. So if you can e-mail it i would be very grateful.

Any Paladin meshes around here? You know, guy in purple suit (cheesy!) holds a gun.

Oh, and how about Ms Marvel in her original black suit not her current Cpt Marvel uniform. I already have LP's Ms Marvel.
Title: Re: Part IX: Paladin and Rocket Racer
Post by: Randomdays on November 07, 2013, 10:13:44 PM
Jim, thought I emailed you Murs' Venom this morning.


There's various Paladin and Ms Marvel skins and meshes out there. I can't check my files while at work, but once again, the megalist is your friend - should be some links there that are still good.
Title: Re: Part IX: Paladin and Rocket Racer
Post by: Cyber Burn on November 08, 2013, 12:22:20 AM
Check Afghan Ant's stuff for Ms Marvel.

Paladin by Grenadier is located here: http://games.groups.yahoo.com/group/Champions_of_Freedom_2/

Quote from: Randomdays on November 07, 2013, 09:38:36 AM
Checking the megalist and my files, you are correct. Murs was up at Champions and TJ's is in his yahoo group. The list shows a total of 11 hits for Venom

TJ - http://groups.yahoo.com/neo/groups/TexasJackMeshes/files

Checking Champions with the Wayback machine, you can see Murs' files but Venom isn't available. Sending that one your way.

http://web.archive.org/web/20090912100410/http://ffcenter.net/champions/murs47/murs47.html

Sorry Random, I didn't see your post when I made mine.

And I will agree with Random, the megalist is almost always my first stop when looking for something.
Title: Re: Part IX: Paladin and Rocket Racer
Post by: Jimaras8 on November 08, 2013, 08:08:46 AM
QuoteCheck Afghan Ant's stuff for Ms Marvel
. I forgot to mention i have AA's mesh too. Has anyone else made Ms Marvel beyond LP and AA. I am trying to collect as many resources as i can. RD and CB unforunately i can't open the megalist. An error comes out but i don't remember what it says. I will check it out later. Rd, i am very sorry i forgot to check my e-mail, indeed you did send me Venom, sorry mate.

I would like to hear all your opinions about the topic of my later post in the mods section. I know it's ambitious but we discuss it if you want.
Title: Re: Part IX: Paladin and Rocket Racer
Post by: Randomdays on November 08, 2013, 10:25:59 AM
JKC has the only other one I see in his yahoo group. Its a skin of her in her original haircut/ oufit

If you look at Murs page again, it looks like his Moonstone has a Ms Marvel skin. Looking for that in my files but haven't found it yet. May need it myself

Paladin - LP has a Paladin skin on a riddlemethis mesh.

Paladin - LP also has a skin for Gren's Paladin.

I would check his site for both.

I also have a 3 pack of her in her Ms Marvel /Warbird outfits by Matrix8471. That one I'm sending to you as it doesn't appear to be on the list.

Other meshes I see are 3 different versions of her as Warbird;

One an ink mesh with skin by C6, one looks like by Tommyboy and not sure of the third since I have no readme for it. The list mentions one by Bobby69 so that's probably it.

And last, some skins as Warbird by C6 on female_heroic and one more on female_basic_amazon with no readme. Could be by Gryphon.



Jim, as you can see asking for ALL of a character can take some research and there can be quite a few results in the end. Such digging can take time and really the original requester should do as much as possible.

Try to find out what the error is on the list and lets see if we can get it working for you. The last updated version I sent you has a total number of 7200+ meshes and skins on it.



Title: Re: Part IX: Paladin and Rocket Racer
Post by: Jimaras8 on November 08, 2013, 11:12:13 AM
I understand RD and beleive i don't intend to ask for every Marvel hero  :P :P. I found out what going on with the mega list. I accidentally created a shortcut and deleted the original that's why it couldn't open. RD can i ask you which programm you use to pen the megalist? Windows open it with excel but i can't find it very handy.

Edit: And of course thx for the Ms marvel pack and the Venom. Much appreciated!

Edit @: Never mind, i worked it around. it's really helpful by the way, i wished the ffcenter and the champions of freedom were online. Many meshes come form there.
Title: Re: Part IX: Paladin and Rocket Racer
Post by: Randomdays on November 08, 2013, 09:22:39 PM
While its hit and miss, you can try getting some of the files by using the wayback machine, plus some of the members files are backed up in yahoo groups.
Title: Re: Part IX: Paladin and Rocket Racer
Post by: daglob on November 09, 2013, 05:40:27 PM
Hey! I forgot for a moment that Cyber Burn had done a Skateboarder scope, which is Male Basic on a skateboard. I put Vigilante's skin on it and it looks pretty good. Then I forgot to put the pic of it and the WIP of CB's Rocket Racer on my flash drive...
Title: Re: Part VIII: Carnage (already have the one form UE), Venom and Rocket Racer
Post by: Cyber Burn on November 09, 2013, 07:51:02 PM
Quote from: Randomdays on November 07, 2013, 09:38:36 AM

Checking Champions with the Wayback machine, you can see Murs' files but Venom isn't available. Sending that one your way.

http://web.archive.org/web/20090912100410/http://ffcenter.net/champions/murs47/murs47.html

I am sorry for the thread jack, but Random, could you please help me access Grenadier's section through the way back machine? I've been trying, but keep getting an error message stating that the page is being redirected and then it takes me to a "Page has been suspended" page. Thank you for any help you could send my way.
Title: Re: Part IX: Paladin and Rocket Racer
Post by: Randomdays on November 09, 2013, 09:36:12 PM
Same here - just tried a bunch of different captures and no luck on Gren.
Title: Re: Part IX: Paladin and Rocket Racer
Post by: Cyber Burn on November 09, 2013, 11:01:52 PM
I was looking for pieces to use for skopes and it's a lot easier to look at pics than it is to open up anything else. Thanks for looking Random, It's good to know that it's not just me.
Title: Re: Part IX: Paladin and Rocket Racer
Post by: Jimaras8 on November 10, 2013, 09:33:55 AM
Any watchmen meshes out there? Looking for comedian, rorschach, night owl, silk spectre and ozymandias. Not a big DC fan but i really loved both the movie and the graphic novel.

Edit: Don't worry found them all. There was a thing with the mega list and i didn't get any results. Now i got it right.
Title: Re: Part X: Ursa Major and Rocket Racer.
Post by: Jimaras8 on November 12, 2013, 12:25:40 PM
Ok now something more tricky. I have gren's ursa meshes, the bear and human forms and i was wondering if it possible for the human mesh to transform into bear in-game as it happens in the Hulk comics. I have never done it before so if you could analytic in the process i would appreciate it a ton.

Edit: Does anyone know how can i make Hulk_red (Renegade) power animation with the gamma barrel appear in game? I can see it in character tool but no matter how many times i rename it in the keyframes it doesn't appear. I' ve tried make it ranged naming it ranged_2  but it didn't work.
Title: Re: Part X: Ursa Major and Rocket Racer.
Post by: spydermann93 on November 12, 2013, 03:37:53 PM
Quote from: Jimaras8 on November 12, 2013, 12:25:40 PM
Ok now something more tricky. I have gren's ursa meshes, the bear and human forms and i was wondering if it possible for the human mesh to transform into bear in-game as it happens in the Hulk comics. I have never done it before so if you could analytic in the process i would appreciate it a ton.

Edit: Does anyone know how can i make Hulk_red (Renegade) power animation with the gamma barrel appear in game? I can see it in character tool but no matter how many times i rename it in the keyframes it doesn't appear. I' ve tried make it ranged naming it ranged_2  but it didn't work.

Huh, I thought that Gren's Ursa Major mesh from the Champions site already transformed; or maybe I'm thinking of another mesh. I must be. :P

As for the Hulk_Red issue, I'm not sure.  Unfortunately, I don't have my laptop with me anymore, so I cannot test with or mess around with the files.  Sorry :(  I could have sworn, though, that there had to be some "leave_hand" keys to the animation for it to be considered a ranged attack.
Title: Re: Part X: Ursa Major and Rocket Racer.
Post by: detourne_me on November 12, 2013, 05:40:22 PM
spyderman, you are correct.  for an animation to appear like that, you'll have to skope the keyframes to have a leave_hand or contact play in between the start and end points.
there are plenty of tutorials on how to do this.
Title: Re: Part X: Ursa Major and Rocket Racer.
Post by: Jimaras8 on November 12, 2013, 08:26:18 PM
I already did guys. Found the contact and converted to it to leave_hand still it doesn't appear. As for my first question there are two meshes in gren's Ursa Mjaor, a human and a bear. I am asking how can i make the human form transform into bear in game. Benton did it in MA with antman making him able to go Giantman.
Title: Re: Part X: Ursa Major and Rocket Racer.
Post by: hoss20 on November 13, 2013, 04:48:35 AM
In regard to Ursa Major, it depends on your choice of how you want to handle the transformation. Johnny Patches has a skope here: http://groups.yahoo.com/neo/groups/WiCKeT_HaRLeYs_Freedom_Force_Skopes/files/shapeshifters

This skope has the human transforming into a bear during certain animations. Otherwise, in order for you to use both of Gren's meshes, you will have to set up your Ursa Major hero file with the Shapeshifter attribute and have him change from one form to the other.

For your Red Hulk animation question, I have to ask if you added to the number of Text Keys in the animation. The original Power animation only has two text keys (Start and End). As Detourne_me mentioned, you will need to add a third Text Key (leave_hand) in between Start and End. I'm only asking/restating this because you mentioned that you changed the contact to leave_hand, but there was never a contact key in the Power animation to begin with. Check out this tutorial and look under Adding multiple contacts to melee animations: http://frworld.wikispaces.com/Tutorial5+Keyframes+Basic
You can take the steps noted and apply them to what you're trying to do with the Red Hulk Power animation.
Title: Re: Part X: Ursa Major and Rocket Racer.
Post by: Jimaras8 on November 13, 2013, 08:03:53 AM
That was my bad. I used leave_hand in another animation of red_hulk. Power anim has only two text keys. So i need to add a third. I will try doing it.

AS for Ursa, do i need to add shapeshifter to both my heroes. Let's say i make a humna form with certain stat, attrib and powers and then create a more powerful bear form using the second mesh Benton had in the pack. The shapeshifter should be added to both heros? Do i need to do anything else except that. See, i don't want him just to transform into the bear in some animations but rather tranform into a whole a full-powered second bear hero.

Edit: Ok, i did it! I added the leave_hand text and the power appeared. Thx to hoss and all the guys who gave me the feedback.
Title: Re: Part X: Ursa Major and Rocket Racer.
Post by: hoss20 on November 14, 2013, 12:48:54 AM
You would give your human form the Shapeshifter attribute and give the bear form the Temporary Form attribute. You will need to open the Shapeshifter hero in the FFX Control Centre to assign the bear form to him. If the bear doesn't have the Temporary Form attribute, it won't show in the list to choose for the Shapeshifter.

Do you have the FFX Manual? It contains all of the instructions on how to customize attributes and powers with FFX. It's included in a folder within your FFX folder, but you can find it online here: http://ffx.freedomforceforever.com/manual.htm
Title: Re: Part X: Ursa Major and Rocket Racer.
Post by: Jimaras8 on November 14, 2013, 08:21:43 AM
Ah, that was my mistake. i gave both forms thr shapeshifter. I will look for the manual hoss, thx for the tip.
Title: Re: Part X: Ursa Major and Rocket Racer.
Post by: detourne_me on November 14, 2013, 09:37:09 AM
i'm not sure if that johnny patches skope has a skin.
USAgent did one here: http://groups.yahoo.com/neo/groups/USAgentskins2/files
Title: Re: Part XI: Static from teen titans.
Post by: Jimaras8 on November 18, 2013, 10:38:58 AM
Any static mesh in the neighbourhood? Also, since i am not even in the sleightest familiar with the guy ( i' ve seen him an JLU episode and i thought i would be fun to make) does anyone have a hero file for him?
Title: Re: Part XI: Static from teen titans.
Post by: detourne_me on November 18, 2013, 11:27:20 AM
http://www.tommyboymeshes.freedomforceforever.com/

take a few hours and look at all the great stuff on there
Title: Re: Part XI: Static from teen titans.
Post by: Jimaras8 on November 25, 2013, 10:53:59 AM
I forgot to update it DM, i did find static in tommyboy's. Thx for the response, though.
Title: Re: Part XI: Static from teen titans.
Post by: Jimaras8 on November 25, 2013, 09:30:14 PM
Ok, so i need the brutus keyframes for dreamerzoid's puma2 mesh. Any leads?
Title: Re: Part XI: Static from teen titans.
Post by: Cyber Burn on November 25, 2013, 11:44:14 PM
http://groups.yahoo.com/group/Vertex_Meshes_06/

Download the file titled "Brute_Keyframes", copy them to your Puma folder, and rename them "Keyframes". You should then be good to go.
Title: Re: Part XI: Static from teen titans.
Post by: Jimaras8 on November 26, 2013, 09:54:15 AM
Yep CB, that did the job  :D. Thx man.

Does anyone know which gren group has his Olympian Gods meshes?

Edit: I grabbed vxmaleV2_puma_hex from dreamerzone i think and i noticed in the character tool a special_run animation tha doesn't appear in-game. Since it isn't a melee or a ranged animation i don't know how to make it appear. Is it different procedure form melee or ranged?
Title: Re: Part XI: Static from teen titans.
Post by: detourne_me on November 26, 2013, 12:15:17 PM
the best way to get characters to do a special run is to rename it as tumble, then give them the tumble special power.
I do this for the majority of characters instead of giving them sprint... I don't think the animation is triggered if it's called "sprint"
Title: Re: Part XII: Olympian Gods.
Post by: Jimaras8 on November 26, 2013, 06:32:29 PM
DM, i followed your advice and it worked. I will check it in game to be sure.

I am looking for Olympian Gods meshes especially Apollo, Zeus, Pluto or Neptune. I have both AA's Ares and Gren's so i don't need more of him right now.
Title: Re: Part XII: Olympian Gods.
Post by: spydermann93 on November 26, 2013, 09:13:32 PM
Quote from: Jimaras8 on November 26, 2013, 06:32:29 PM
DM, i followed your advice and it worked. I will check it in game to be sure.

I am looking for Olympian Gods meshes especially Apollo, Zeus, Pluto or Neptune. I have both AA's Ares and Gren's so i don't need more of him right now.

Tommyboy has Apollo in one of his yahoo groups, I believe.  Neptune is on his website.

Gren has meshes for Zeus, Pluto, and Apollo and they should be in one of his yahoo groups or the Champions yahoo group.

http://groups.yahoo.com/neo/groups/Champions_of_Freedom_2/info?yguid=405825029 -> Apollo and Pluto are here

I have no idea where Gren's Zeus is, but I can send it to you if you cannot find it.

Title: Re: Part XII: Olympian Gods.
Post by: Jimaras8 on November 26, 2013, 09:52:13 PM
I would appreciate it if you could send me Zeus Spyder. I don't seem to find him. And thx for the info.

Edit: Ok, i got Zeus Spyder, but now something weird happened with Pluto. Despite his keyframes being in the folder in game he doesn't have any animations. How is this happening? Forgot to specify it's Gren's Pluto i am talking about.
Title: Re: Part XII: Olympian Gods.
Post by: Cyber Burn on November 27, 2013, 06:23:54 PM
Are you using this for  :ff: or  :ffvstr:?

Are the animations working in the Character Tool?
Title: Re: Part XII: Olympian Gods.
Post by: Jimaras8 on November 27, 2013, 06:44:28 PM
CB, i converted the mesh for  :ffvstr: as i have never played the first one. The animations don't appear in the CT. If anyone wishes to download the mesh i can e-mail it to him or he can find it in Champions of Freedom_2 yahoo group in the Grenadier section. This is really frustrating since today i started creating the Olympian Gods and the only one i am missing is Pluto. Any ideas what's going on?
Title: Re: Part XII: Olympian Gods.
Post by: Cyber Burn on November 27, 2013, 07:47:55 PM
I would say to re-download the mesh, install the new one, and then convert it. It's possible that you may have had an issue with the download corrupting the file. Try it again and see what happens.
Title: Re: Part XII: Olympian Gods.
Post by: Jimaras8 on November 27, 2013, 09:21:24 PM
I will try that CB, thx.

Edit:Didn't work out  :angry:. I redownloaded it, installed again, converted it and still no animations. Could someone do me a favor and download it or give me an e-mail to sned it to him so he can figure out what's wrong? I am afraid i don't have the knowledge to solve it.
Title: Re: Part XII: Olympian Gods.
Post by: spydermann93 on November 27, 2013, 10:44:53 PM
I'll send him to you.  My Pluto is completely converted and should work with your game.

I believe that I included Hermes, Apollo, and Neptune as well.
Title: Re: Part XII: Olympian Gods.
Post by: Cyber Burn on November 28, 2013, 12:33:25 AM
Quote from: Jimaras8 on November 27, 2013, 09:21:24 PM
I will try that CB, thx.

Edit:Didn't work out  :angry:. I redownloaded it, installed again, converted it and still no animations. Could someone do me a favor and download it or give me an e-mail to sned it to him so he can figure out what's wrong? I am afraid i don't have the knowledge to solve it.

Now I'm curious as to what happened. I had downloaded, installed, and converted the mesh right before I posted, which is why I made the suggestion. Curious.
Title: Re: Part XII: Olympian Gods and Pluto problem.
Post by: Jimaras8 on November 28, 2013, 08:30:17 AM
CB, is it Ol_Pluto_gren mesh? I want to make sure it's the same. And you downloaded form Champions of Freedom second yahoo group? Also did you use EZnifconvert? I really don't know what happened. I didi all the above steps so if you did something different please notify, it might be the key.
Title: Re: Part XII: Olympian Gods and Pluto problem.
Post by: Cyber Burn on November 28, 2013, 04:45:19 PM
I downloaded it from the link that Spyder provided, installed it into my  :ffvstr: folder, used EZNifConvert to convert for  :ffvstr:, and then opened it up in Character Tool 2. Had no problems with it.
Title: Re: Part XII: Olympian Gods and Pluto problem.
Post by: Jimaras8 on November 28, 2013, 05:25:30 PM
CB, could you send me your converted and working mesh. I suspect it won't much good but i want to try everything to make it work. My Olympian roster lacks only the Underworld King  :D. My e-mail is jmjimvas08@gmail.com
Title: Re: Part XII: Olympian Gods.
Post by: spydermann93 on November 28, 2013, 07:24:06 PM
Quote from: spydermann93 on November 27, 2013, 10:44:53 PM
I'll send him to you.  My Pluto is completely converted and should work with your game.

I believe that I included Hermes, Apollo, and Neptune as well.

:P
Title: Re: Part XII: Olympian Gods and Pluto problem.
Post by: Jimaras8 on November 28, 2013, 09:17:01 PM
Unfortunately Spyder, my system seems pretty immovable about the God from Underworld, sorry to insist so much guys, i just want to find out what it is so the next time i know what i am supposed to do. Anddd i am pretty stubborn form my nature, Greek guys do that  :D. I think i saw a tommyboy mesh about Pluto, see if that works.
Title: Re: Part XII: Olympian Gods and Pluto problem.
Post by: Cyber Burn on November 29, 2013, 01:21:32 AM
You've got mail Jim.
Title: Re: Part XII: Olympian Gods and Pluto problem.
Post by: Jimaras8 on November 29, 2013, 11:49:43 AM
Oh, thx CB, i will check immediately. I have some internet problems so i can't respond as fast as i wanted.

Is there any mesh of cable featuring this suit? http://www.comicvine.com/images/1300-1406814 (http://www.comicvine.com/images/1300-1406814)
Title: Re: Part XII: Olympian Gods and Pluto problem.
Post by: Cyber Burn on November 29, 2013, 07:56:49 PM
I know that there have been a lot of different versions of Cable released, but I can't say for certain as to whether or not that specific one has been made.
Title: Re: Part XIII: Bloodscream with Katanas!
Post by: Jimaras8 on November 30, 2013, 10:32:42 AM
What the title says. Is there any bloodscream mesh with swords. I know Blobula has one without weapons and i have that. I am looking for one with katanas.
Title: Re: Part XIII: Bloodscream with Katanas!
Post by: Cyber Burn on December 01, 2013, 02:11:25 AM
A simple bodyswap could be done, putting that mesh onto the "Deadpool_Muscular" mesh by Shevek.
Title: Re: Part XIII: Bloodscream with Katanas!
Post by: Cyber Burn on December 01, 2013, 05:08:09 AM
Base Mesh: Deadpool_Muscular by Shevek

Male_Basic: Crossfire_Gren by Grenadier

Ponytail: Shatterstar by Beardedinlair

Keyframes(Not Included): Deadpool_Muscular by Shevek

Skins: As of this writing, none are included, only a Wiremap is supplied.

1. Recommended for use with Blobula's Bloodscream skin located at: (http://blobula.webs.com/)
2. Also recommended to use the (Katana.tga) file from the standard skin from the "Deadpool_Muscular" mesh.

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/BloodscreamSwords_zpsb6c63014.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/BloodscreamSwords_zpsb6c63014.jpg.html)

If you are interested in this, let me know and I'll hook you up, minus the skins.
Title: Re: Part XIII: Bloodscream with Katanas!
Post by: Jimaras8 on December 01, 2013, 08:25:45 AM
CB, that's a great idea CB, i am afraid i odn't know how to do this. If you could write me down the process, i could see how it's done. Well, if it's isn't trouble i would appreciate if you give it a shot.

Ok, another one that came into my mind. Usagent uses some meshes in his Olympian Gods hf like Pluto_t, Hermes_t etc. Spyder sent me hermes_t and i was wondering if anyone had Pluto_t.
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: hoss20 on December 01, 2013, 07:36:20 PM
You can find Pluto_t here: http://groups.yahoo.com/neo/groups/tommyboysFreedomForceMeshes9/files
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: Cyber Burn on December 01, 2013, 07:47:31 PM
Ninja'd by Hoss. I just sent out the Bloodscream scope and the Pluto_T mesh.
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: Jimaras8 on December 01, 2013, 09:14:44 PM
Thank you both guys. Still no solution with Pluto. It;s driving me crazy. More than 100 meshes and it's the first time i can't make a mesh work  :angry:. Well things could be worse. Imagine if i didn't have you guys for help and advice  :D
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: Cyber Burn on December 01, 2013, 09:56:01 PM
The converted "OL_Pluto_Gren_FFvt3R" mesh I sent you didn't work?
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: spydermann93 on December 01, 2013, 10:04:57 PM
Quote from: Cyber Burn on December 01, 2013, 09:56:01 PM
The converted "OL_Pluto_Gren_FFvt3R" mesh I sent you didn't work?

Apparently, even the converted meshes don't work for him.  I sent him mine a while back ago, and he said that it didn't work, and I know for a fact that it did.

He gave me his and it worked perfectly well on my computer.

I have no idea what's going on.
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: Jimaras8 on December 01, 2013, 10:15:47 PM
Quote from: Cyber Burn on December 01, 2013, 09:56:01 PM
The converted "OL_Pluto_Gren_FFvt3R" mesh I sent you didn't work?

Unfortunately no CB. This is class A mystery, I have converted dozens of meshes and they worked like charm as all of my othe meshes. Suddenly a mesh that works for everyone else doesn't for me!!! Maybe because i am Greek the god of Hades holds a grudge against me.
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: spydermann93 on December 01, 2013, 10:26:36 PM
Quote from: Jimaras8 on December 01, 2013, 10:15:47 PM
Quote from: Cyber Burn on December 01, 2013, 09:56:01 PM
The converted "OL_Pluto_Gren_FFvt3R" mesh I sent you didn't work?

Unfortunately no CB. This is class A mystery, I have converted dozens of meshes and they worked like charm as all of my othe meshes. Suddenly a mesh that works for everyone else doesn't for me!!! Maybe because i am Greek the god of Hades holds a grudge against me.

I have two very stupid questions, but these are the only two things that I can think of:

1. You keep your keyframes within the character mesh's folder, right?  I know that Benton has a keyframe library system where the keyframes for the meshes in his DCUG mod are placed in a separate folder, and I am unsure if you do the same.  Also, if you do not do such a thing, make sure that there is no "keyframes.txt" in the character folder.

2. When we send you the keyframes, do you place it in the character folder and do nothing to the keyframes, or do you modify them before placing them?  I know that I have my own techniques for converting meshes, and just to be safe, I run every mesh through the conversion process.
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: Jimaras8 on December 01, 2013, 10:31:13 PM
Don't be afraid to ask Spyder  :D.

1: I am aware of the technique Benton used especially in his DCUG mod. No, i don;t do that. The keyframes are always in the mesh folder. And to answer your second question as well, i only edit the keyframes if i see a useful animation that connects with power that comes to mind. Thus this happens only on a working mesh as i can the animations and choose what to change. As the received the PLuto mesh form you and CB i have placed it in my custom folder where all mu meshes are kept, didn't touch, only converted it, checked the CT2 tool and there no animations.
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: spydermann93 on December 01, 2013, 11:09:34 PM
Quote from: Jimaras8 on December 01, 2013, 10:31:13 PM
Don't be afraid to ask Spyder  :D.

1: I am aware of the technique Benton used especially in his DCUG mod. No, i don;t do that. The keyframes are always in the mesh folder. And to answer your second question as well, i only edit the keyframes if i see a useful animation that connects with power that comes to mind. Thus this happens only on a working mesh as i can the animations and choose what to change. As the received the PLuto mesh form you and CB i have placed it in my custom folder where all mu meshes are kept, didn't touch, only converted it, checked the CT2 tool and there no animations.

ah, so the mesh is in a custom folder?

Do you have the original mesh in the default folder for custom meshes?
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: Cyber Burn on December 02, 2013, 12:27:03 AM
Quote from: Jimaras8 on December 01, 2013, 10:31:13 PM
Don't be afraid to ask Spyder  :D.

1: I am aware of the technique Benton used especially in his DCUG mod. No, i don;t do that. The keyframes are always in the mesh folder. And to answer your second question as well, i only edit the keyframes if i see a useful animation that connects with power that comes to mind. Thus this happens only on a working mesh as i can the animations and choose what to change. As the received the PLuto mesh form you and CB i have placed it in my custom folder where all mu meshes are kept, didn't touch, only converted it, checked the CT2 tool and there no animations.

Ok, a couple of quick questions.

1.) Are you converting the meshes that Spyder and I sent you?

2.) Can you post the path that your custom characters are in?

For example, my files look like this:

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Character_Path_01_zps1baa1ecf.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Character_Path_01_zps1baa1ecf.jpg.html)

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Character_Path_02_zpsb9e3b630.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Character_Path_02_zpsb9e3b630.jpg.html)

Before my disk drive went out, I had set up my Hero Files to accommodate for the various folders. So, even though I can't view them all in CTool2, I can still see them all in game.
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: Cyber Burn on December 02, 2013, 05:04:40 AM
More questions for you (I like to follow things through).

1.) Did the "Pluto_T" mesh by Tommyboy work for you?

2.) Did you rename the meshes, or any part of them?

3.) Can you send me both the Grenadier mesh and the Tommyboy mesh that you have already converted for your game? Maybe sonething could be figured out from there.
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: Jimaras8 on December 02, 2013, 08:14:06 AM
Well, i will try to answer them all at once. I have still to install Pluto_t, however a mesh that i found in megalist and i think it was made by tommyboy worked fine, as everything else. My path is exactly the same as yours: custom/art/library/characters. Yes, i converted the meshes but only when they didn't work in CT2 and the convertion worked fine. The only mesh that has no animations pre and post conversion is the notorious Ol_Pluto. I will send them right away CB! I didn't touch anything inside the meshes. Took it, placed in my custom folder, checked it in CT2, saw it didn't have anim, converted it, the same problem. Didnt't rename or overwrite anything. Themeshes by grenadier and tommyboy are on their way.
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: Cyber Burn on December 02, 2013, 02:23:33 PM
Cool, I'll take a look at them when I get home tonight.
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: Jimaras8 on December 02, 2013, 02:35:08 PM
Ok CB although i am almost certain Ol_Pluto is going to work fine for you  :P. Anyway i have one more request. Are there any any Nova Corps meshes. I am not asking for Richie Rider just for Nova Centurions, Denarians or mere Corpsmen.
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: Cyber Burn on December 02, 2013, 03:18:44 PM
Quote from: Jimaras8 on December 02, 2013, 02:35:08 PM
Ok CB although i am almost certain Ol_Pluto is going to work fine for you  :P. Anyway i have one more request. Are there any any Nova Corps meshes. I am not asking for Richie Rider just for Nova Centurions, Denarians or mere Corpsmen.

Since the "OL_Pluto_Gren" mesh isn't working for you, maybe I can skope up an alternative that will work.

As for the Nova Corps, I don't know what exists for other Corps members, but there is a wide variety of Nova skins that you could probably use as Corps members.
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: Jimaras8 on December 02, 2013, 03:27:32 PM
I don't want to put you into trouble CB and delay your other projects. Pluto_t is going to suffice for now. It isn't so much about the mesh but more about finding the solution in a problem that might occur again.
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: Cyber Burn on December 03, 2013, 03:03:44 AM
Attention Deficit Disorder, I have a lot of trouble focusing on one task at a time. Even if we can't figure out what the problem actually is, we could at least find a way so that Gren's Pluto mesh can be used.
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: Jimaras8 on December 03, 2013, 08:08:41 AM
Well that would be the next best plan  :D. Ok, if you think it wouldn't be so much of a trouble give it a shot. And thx again for the bloodscream skope, it's really good  :thumbup:.
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: Cyber Burn on December 03, 2013, 02:22:24 PM
I have some ideas, some very simple, some requiring a little more work, but I think we can make the "OL_Pluto_Gren" mesh workable for you, one way or another. And I don't mind helping out, I actually enjoy being able to help when I can, so it's definitely not a problem.

As for the Bloodscream skope, again, not a problem, I think it took about 15 minutes at the most.

I should have some variant Nova skins floating around, I'll take a look and see what I have, maybe you could build a Corps off of them.
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: Jimaras8 on December 03, 2013, 03:30:38 PM
Well as i have a nova prime and not just nova it seemed a good idea to add some of his corps, make it look like a galactic force. I trust your opinion on which skin and mesh is the most suitable for this role. Nova corps suit resembles the one nova used before Xandar was destroyed so i guess it's not so hard to find.
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: detourne_me on December 03, 2013, 03:51:17 PM
if you have Syn's Nova, there are a number of hidden pieces for corpsmen and whatnot.
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: hoss20 on December 04, 2013, 01:19:53 AM
Regarding your Pluto problems, I forgot that John Jr. has a nice looking skope here: http://frp.unlimited2.net/skopes/
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: Cyber Burn on December 04, 2013, 02:26:21 PM
Ok Jim, you have mail, I sent you two alternative Pluto variations, let me know what happens with them. They are already converted for :ffvstr:.
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: Jimaras8 on December 04, 2013, 02:55:57 PM
CB, thank you very much for the effort. It really appreciated. Both versions work ok with keyframes and all. When i viewed version 3 first i was a little worried as i noticed Superman animations that are great for eyebeams but they weren't appropriate for what i had in mind for Pluto. However v2 has more conventional animations with hands so i think it will do just fine. Thx for all theo work that you put to help solve my problem  :thumbup:  :thumbup:.
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: Cyber Burn on December 04, 2013, 04:14:42 PM
Not a problem, like I said, there were easy solutions, and more time consuming solutions, I started with the easy solutions first, which was just a simple keyframe swap. I'm glad this worked out for you. You could also try using keyframes from grenadier's other caped meshes to see if there is something else you might prefer.

I'll also send you some Nova skins I have, there are a variety, so you can pick and choose what you want to use.

Quote from: detourne_me on December 03, 2013, 03:51:17 PM
if you have Syn's Nova, there are a number of hidden pieces for corpsmen and whatnot.

I highly recommend taking a look at that, it is an awesome mesh.

I should also have a Nova somewhere in one of my Yahoo Groups. Plus Bobby69/Vertex has a Nova69 mesh floating around.
Title: Re: Part XIII: Bloodscream with Katanas and Hermes_t
Post by: Jimaras8 on December 05, 2013, 04:31:33 PM
I have Syn's Nova CB as nova prime is my fav version of the character.

Hey, guys i just wanted to let you know that i uploaded all my hero files in groupurljimaras8. They aren't much, about 150 if i recall but i have really put a great amount of effort since i started playing the game. Group is public so feel free to download them and tell me what you think.
Title: Re: Part XIV: The curse of keyframes round two!!
Post by: Jimaras8 on December 08, 2013, 05:32:56 PM
Ok, it has happened again. I redownloaded X-Man AoA that AA has at his website and i noticed there were no kfs. I recently talked with AA and i he told me that he needed male_basic kfs. Put, them checked in CT2 but no kfs. Grrrrr, sounded familiar. Converted the mesh, guess what. No keyframes!!
Title: Re: Part XIV: The curse of keyframes round two!!
Post by: Cyber Burn on December 09, 2013, 04:10:56 AM
First step with this would be to try keyframe swaps. Try some of Grenadier's keyframes located here:

http://games.groups.yahoo.com/group/Grenadiermeshes3/

http://games.groups.yahoo.com/group/Grenadiermeshes11/

You could also try Beyonder's keyframes located here:

http://games.groups.yahoo.com/group/BYD_mb_keyframes/

Start with the "Male_Basic_Draconus" variants in Gren's 3rd group and go from there.
Title: Re: Part XIV: The curse of keyframes round two!!
Post by: Jimaras8 on December 14, 2013, 08:29:19 AM
Thx for the links CB. They worked. Also my Ol_Pluto works fine in my other pc and still refuses to in my current one. Jesus :D. Guys, is there any wonder man mesh with this costume http://www.comicvine.com/images/1300-3113328 (http://www.comicvine.com/images/1300-3113328)? It's form the 70's, good era by the way for comics!
Title: Re: Part XIV: The curse of keyframes round two!!
Post by: spydermann93 on December 14, 2013, 06:03:47 PM
Quote from: Jimaras8 on December 14, 2013, 08:29:19 AM
Thx for the links CB. They worked. Also my Ol_Pluto works fine in my other pc and still refuses to in my current one. Jesus :D. Guys, is there any wonder man mesh with this costume http://www.comicvine.com/images/1300-3113328 (http://www.comicvine.com/images/1300-3113328)? It's form the 70's, good era by the way for comics!

Ah, yes.  Gren has a mesh with that style.  Let me get it for you really quick.
Title: Re: Part XIV: The curse of keyframes round two!!
Post by: spydermann93 on December 14, 2013, 06:49:30 PM
The mesh has been sent :)
Title: Re: Part XIV: The curse of keyframes round two!!
Post by: Jimaras8 on December 14, 2013, 07:08:54 PM
Thx, spyder as always!
Title: Re: Part XV: Skrulls, Skrulls everywhere!!!
Post by: Jimaras8 on December 16, 2013, 03:46:19 PM
I have REn's incredible skrulls meshes: aviator and shocktrooper and i am looking to improve my array of Skrulls. Are there any other skrull meshes except those two?
Title: Re: Part XV: Skrulls, Skrulls everywhere!!!
Post by: Randomdays on December 16, 2013, 10:42:30 PM
I plan to rig the Skrull empress from MUA and and maybe a couple of other skrulls when I get a chance. I'm sure there's others out there as well, even if you don't add in the Super Skrull meshes out there.
Title: Re: Part XV: Skrulls, Skrulls everywhere!!!
Post by: Cyber Burn on December 17, 2013, 03:12:45 PM
Fusion has a Skrull mesh, and a Super-Skrull mesh (But he's on the "Do not Skope" list).

Afghan Ant has a Super-Skrull skope.

Johnny Patches had some Skrull variants, and I know that Daglob skinned a few of them.

Daglob may have a few other Skrull skins as well.

I had started skoping some of Renegade's Skrull meshes to give them other weapons, but had never finished the skopes.
Title: Re: Part XVI: Apocalyptic X-Men
Post by: Jimaras8 on December 18, 2013, 11:38:31 AM
Thx for all the skrull suggestions guys. Now i need the following AoA (Age of Apocalypse for those unfamiliar with the storyline): Magneto, havok, Dark beast, Sinister, Nightcrawler, Jean grey.

Also, sorry to post it here but i can't see any shortcut for the AoA mod for  :ffvstr:. How do i start the mod?
Title: Re: Part XVI: Apocalyptic X-Men
Post by: Cyber Burn on December 18, 2013, 03:24:29 PM
I think Vertex had an AOA Havok, and other than Sinister, I think that the others have been done somewhere. Not having my computer, I can't really verify.

As to the Mod issue, there is a work around. I don't remember off the top of my head, but I think if you copy the shortcut to another mod, and rename something (I don't remember what) it should work.
Title: Re: Part XVI: Apocalyptic X-Men
Post by: spydermann93 on December 18, 2013, 07:33:40 PM
Quote from: Jimaras8 on December 18, 2013, 11:38:31 AMAlso, sorry to post it here but i can't see any shortcut for the AoA mod for  :ffvstr:. How do i start the mod?

The easiest way to do that is copy the FFX3 shortcut and rename it to something like AoA.

Right-click on the shortcut and click properties.  In "Start In" and "Target," just change any instance of "ffx3" to the name of the mod folder.  Click "Apply," close the window, and the shortcut should now work.
Title: Re: Part XVI: Apocalyptic X-Men
Post by: hoss20 on December 19, 2013, 01:40:44 AM
Here's a little tutorial that explains what you need to do to create a shortcut for a mod: http://frworld.wikispaces.com/How+to+install+a+mod
Title: Re: Part XVI: Apocalyptic X-Men
Post by: Jimaras8 on December 24, 2013, 11:06:41 AM
Is there any Imperial Guard Hussar mesh with whip animations?
Title: Re: Part XVI: Apocalyptic X-Men
Post by: Cyber Burn on December 24, 2013, 05:38:06 PM
I think Ink made a "Hussar" Mesh, but I don't know if it has a whip or not. Unfortunately, without my computer, I have no way to check.
Title: Re: Part XVI: Apocalyptic X-Men
Post by: spydermann93 on December 24, 2013, 05:51:27 PM
Unfortunately, Ink's Hussar does not have a whip, but I'm guess that one could rig it to a mesh that does have a whip, like Blacklash_tvlite
Title: Re: Part XVI: Apocalyptic X-Men
Post by: Jimaras8 on December 24, 2013, 07:21:02 PM
Well guys it isn't such a big deal. I just thought i would make the hero more accurate. Doesn't matter that much. But i could use some info on Gren's Malekith mesh. I would hate searching all 16 of them  :D
Title: Re: Part XVI: Apocalyptic X-Men
Post by: spydermann93 on December 24, 2013, 07:47:56 PM
Quote from: Jimaras8 on December 24, 2013, 07:21:02 PM
Well guys it isn't such a big deal. I just thought i would make the hero more accurate. Doesn't matter that much. But i could use some info on Gren's Malekith mesh. I would hate searching all 16 of them  :D

I'll send you the converted mesh :cool:
Title: Re: Part XVI: Apocalyptic X-Men
Post by: Jimaras8 on December 25, 2013, 10:05:06 AM
Guys you are gold. Thx so much for the help. And yes i have finally started the Imperial Guard! Dear Jebus these guys are all over the place, i think they might have more members than the Avengers.
Title: Re: Part XVI: Apocalyptic X-Men
Post by: hoss20 on December 26, 2013, 05:07:13 AM
I have a Hussar skope created by someone that uses Ink's Hussar and Tommyboy's Female_versatile that includes a whip. There's no Read Me file, so I don't know who did it. If I had to guess, I might say it was Flash22798. I've sent it your way, Jim.
Title: Re: Part XVI: Apocalyptic X-Men
Post by: spydermann93 on December 26, 2013, 06:08:59 AM
Quote from: hoss20 on December 26, 2013, 05:07:13 AM
I have a Hussar skope created by someone that uses Ink's Hussar and Tommyboy's Female_versatile that includes a whip. There's no Read Me file, so I don't know who did it. If I had to guess, I might say it was Flash22798. I've sent it your way, Jim.

Oooh, could I get a copy of that, Hoss?

My email is holy_pilgrim90@yahoo.com

Thanks! :thumbup:
Title: Re: Part XVI: Apocalyptic X-Men
Post by: hoss20 on December 26, 2013, 07:49:47 AM
It's been sent. :santa: Merry Christmas!
Title: Re: Part XVI: Apocalyptic X-Men
Post by: Jimaras8 on December 26, 2013, 11:36:14 AM
Thx hoss, Merry Christmas to all of you guys  ;). Oh, by the way any Baron von Strucker mesh out there?
Title: Re: Part XVI: Apocalyptic X-Men
Post by: Cyber Burn on December 26, 2013, 07:06:45 PM
I am pretty sure there is a Strucker skin by C6 in one of his Hydra packs. There is also a skope or two floating around which I think uses that skin as it's base. Without my computer, I can't give specific links.

Strucker has been on my list to skope forever, I wanted his power glove (Or whatever it was called). I just haven't been able to skope it to my satisfaction.

Quote from: hoss20 on December 26, 2013, 05:07:13 AM
I have a Hussar skope created by someone that uses Ink's Hussar and Tommyboy's Female_versatile that includes a whip. There's no Read Me file, so I don't know who did it. If I had to guess, I might say it was Flash22798. I've sent it your way, Jim.

Hoss, could you send that my way as well please? I know I can't do anything with it yet, but I would like to eventually check it out. I don't think it was by Flash though, I don't recall seeing it on any of his back up disks.
Title: Re: Part XVI: Apocalyptic X-Men
Post by: spydermann93 on December 26, 2013, 08:18:11 PM
Quote from: Jimaras8 on December 26, 2013, 11:36:14 AM
Thx hoss, Merry Christmas to all of you guys  ;). Oh, by the way any Baron von Strucker mesh out there?

I have two Struckers.  They're on their way with Malekith, as well :)

Quote from: hoss20 on December 26, 2013, 07:49:47 AM
It's been sent. :santa: Merry Christmas!

Thanks Hoss! Merry Christmas, mate!
Title: Re: Part XVI: Apocalyptic X-Men
Post by: hoss20 on December 28, 2013, 05:02:31 AM
You're welcome to all and, Cyber, I just sent Hussar your way.

As for Baron Strucker:
http://spectralknightsffskingdom.freedomforceforever.com/marvel
http://games.groups.yahoo.com/group/characterobscura2minionsandmisc/files/Miscellaneous/
http://games.groups.yahoo.com/group/lion23dj_skopes/files/Skopes/
Title: Re: Part XVI: Apocalyptic X-Men
Post by: Cyber Burn on December 28, 2013, 07:02:00 AM
Much obliged Hoss, thank you.
Title: Re: Part XVI: Apocalyptic X-Men
Post by: Jimaras8 on December 28, 2013, 11:26:10 AM
Much obliged too Hoss and Spyder of course. You are my personal wikipedia guys when megalist can't help me. Oh, spyder have you made any progress with Malekith? I noticed that in one of his animations he uses an item that resembles the Casket of ancient winters, am i right?
Title: Re: Part XVI: Apocalyptic X-Men
Post by: spydermann93 on December 28, 2013, 04:38:44 PM
Quote from: Jimaras8 on December 28, 2013, 11:26:10 AM
Much obliged too Hoss and Spyder of course. You are my personal wikipedia guys when megalist can't help me. Oh, spyder have you made any progress with Malekith? I noticed that in one of his animations he uses an item that resembles the Casket of ancient winters, am i right?

Almost done.  I'm just making a few last adjustments. And yes, you are right. He does have the Cask of Ancient Winters :)
Title: Re: Part XVI: Apocalyptic X-Men
Post by: spydermann93 on December 28, 2013, 08:23:04 PM
Malekith's hero file has been sent :)
Title: Re: Part XVI: Apocalyptic X-Men
Post by: Jimaras8 on December 28, 2013, 09:16:28 PM
Many thanks Spyder, i tried to find some comics with Malekith to form an idea about his powers but i still haven't found any of them. Anyway, you rock  :D, i will get down to business.
Title: Re: Part XVII: Ms Marvel kfs swap.
Post by: Jimaras8 on December 29, 2013, 02:29:59 PM
How can i make AA's Ms Marvel mesh use LP's Ms Marvel keyframes? I tired copy/paste and it didn't work.
Title: Re: Part XVII: Ms Marvel kfs swap.
Post by: spydermann93 on December 29, 2013, 06:39:51 PM
If you give me a little bit, I can probably fulfill that request for you. :)
Title: Re: Part XVII: Ms Marvel kfs swap.
Post by: spydermann93 on December 29, 2013, 07:11:45 PM
aaaaaaaaaaand done!

I'm going to send you the skope now :)
Title: Re: Part XVII: Ms Marvel kfs swap.
Post by: Jimaras8 on December 29, 2013, 07:32:19 PM
Spyder thx for the hundreth time. Could you tell me how you did it so i dodn't have to ask you guys to save my day :D ?
Title: Re: Part XVII: Ms Marvel kfs swap.
Post by: spydermann93 on December 29, 2013, 07:49:05 PM
Quote from: Jimaras8 on December 29, 2013, 07:32:19 PM
Spyder thx for the hundreth time. Could you tell me how you did it so i dodn't have to ask you guys to save my day :D ?

Well,

you open a mesh and the mesh with the keyframes that you want in Nifskope.  Once there, you can remove parts of a mesh by clicking on the part you want removed and deleting it's entire block (Go to Block>Remove Block after right-clicking it in the menu).

You can then copy a block from another mesh onto the mesh that you are modifying.  There are quite a few tutorials in the "Hex Editing" sub-forum that go much more indepth.
Title: Re: Part XVIII: Atlantean Meshes.
Post by: Jimaras8 on December 31, 2013, 01:49:22 PM
Thx for the tips spyder although i think i haven't really got it  :P. Anyway, are there any atlantean meshes?
Title: Re: Part XVIII: Atlantean Meshes.
Post by: Cyber Burn on December 31, 2013, 04:26:42 PM
There are a couple with water animations in Benton Grey's DCUG Mod, and there are a couple that I had been working on for Spyder. I have two Skopes that are finished that were sent out for skins, and I have one Skope that was almost finished, and another that was in the beginning stages.
Title: Re: Part XVIV: Avatars Mod and hero files!
Post by: Jimaras8 on January 04, 2014, 12:46:03 PM
Well, you guys did it again. I was looking for an original mod in the frunlimited and i stumbled at your avatars mod. So surreal, i was laughing for 5 minutes straight. I think i will take a break for creating marvel characters and i will focus a little in you guys, see how crazy i can make you. A couple o questions first.

1 How can i run the mod in full screen? When i start it it runs in a window and it's kind of annoying.

2 Have you guys made any hero files for yourselves? The mod has plenty of avatars but i think a couple of the creators are missing like Podamrk or Ink. Could any of you be so kind to send me any avatar hero files? I' ve found the meshes in AA's site.
Title: Re: Part XVIV: Avatars Mod and hero files!
Post by: hoss20 on January 05, 2014, 07:30:25 AM
You will also find a ton of avatars here: http://www.alexff.com/stuff.php

The first page of C6's stuff is all avatars along with a fair amount of the first page on Firestorm's first page.
Title: Re: Part XVIV: Avatars Mod and hero files!
Post by: Jimaras8 on January 05, 2014, 12:00:32 PM
Thx for the info hoss, appreciated as always. I have one more favor to ask, though. I am really not familiar with your powers guys and i suspect i can't search for a wiki  :P. So i anyone has made any herofiles about the avatars it would much appreciated. I already have spyder hero files which include: tommyboy, AA, Podamark, Ink, Fractal Girl, Cacus, Demon, C6, Bovine, Ivan P, Unko Man, Ultimate Evil, Abenavides, Dr Man Bot (btw i haven't found his mesh), Magmaman, Lightning Man. Any hero files beyond these would be most welcome  :D.
Title: Re: Part XVIV: Avatars Mod and hero files!
Post by: spydermann93 on January 05, 2014, 06:22:24 PM
Quote from: Jimaras8 on January 05, 2014, 12:00:32 PM
Thx for the info hoss, appreciated as always. I have one more favor to ask, though. I am really not familiar with your powers guys and i suspect i can't search for a wiki  :P. So i anyone has made any herofiles about the avatars it would much appreciated. I already have spyder hero files which include: tommyboy, AA, Podamark, Ink, Fractal Girl, Cacus, Demon, C6, Bovine, Ivan P, Unko Man, Ultimate Evil, Abenavides, Dr Man Bot (btw i haven't found his mesh), Magmaman, Lightning Man. Any hero files beyond these would be most welcome  :D.

I know that Sioux City Dynamo has some hero files for his avatar-related meshes that come with the downloads and Afghan Ant has hero files attached to his avatar (and his variants) as well as members of the Gamma Patrol.  I believe Tomato also has some hidden in his downloads, but I'm not sure about that.
Title: Re: Part XVIV: Avatars Mod and hero files!
Post by: hoss20 on January 05, 2014, 08:47:06 PM
For reference, try the Freedom Reborn Wiki: http://frworld.wikispaces.com/

Down at the bottom of the page, under Community, the Heroes, Villains, and teams links have descriptions along with pictures of many of the avatars. Although the descriptions are not put in hero file format, they do give you an overview of their powers and strength levels so that you can create your own hero files.

Also, here's an archive page for NPI: http://web.archive.org/web/20060113152959/http://newpowerinc.com/skins_hexes.htm

Being an archive, it's a little hard to navigate, but clicking on the creators on the left side will bring up their listings and most have a link for avatars they have done. Unfortunately, some of the download links don't work, but it's still a good resource to check out.
Title: Re: Part XVIV: Avatars Mod and hero files!
Post by: Cyber Burn on January 05, 2014, 09:18:24 PM
Also at Alex's Freedom Fortress: http://www.alexff.com/goodies.php

There are two Mods based on FR Avatars. They are the "Forum Battle Royale 1" Mod and the "Forum Battle Royale 2" Mod.

They are both for FF1, but are very much worth checking out. Just a heads up though, I think that they are both pretty good sized files.
Title: Re: Part XVIV: Avatars Mod and hero files!
Post by: Tomato on January 05, 2014, 09:56:54 PM
Quote from: spydermann93 on January 05, 2014, 06:22:24 PM
Quote from: Jimaras8 on January 05, 2014, 12:00:32 PM
Thx for the info hoss, appreciated as always. I have one more favor to ask, though. I am really not familiar with your powers guys and i suspect i can't search for a wiki  :P. So i anyone has made any herofiles about the avatars it would much appreciated. I already have spyder hero files which include: tommyboy, AA, Podamark, Ink, Fractal Girl, Cacus, Demon, C6, Bovine, Ivan P, Unko Man, Ultimate Evil, Abenavides, Dr Man Bot (btw i haven't found his mesh), Magmaman, Lightning Man. Any hero files beyond these would be most welcome  :D.

I know that Sioux City Dynamo has some hero files for his avatar-related meshes that come with the downloads and Afghan Ant has hero files attached to his avatar (and his variants) as well as members of the Gamma Patrol.  I believe Tomato also has some hidden in his downloads, but I'm not sure about that.

I used to, but I'm not sure if they're up in the latest versions. If nothing else, there's a version of the hero file in the "Freedom Reborn" mod that's up at FRProductions.
Title: Re: Part XVIV: Avatars Mod and hero files!
Post by: daglob on January 06, 2014, 10:48:23 PM
Dr. Manbot used to be on a site with a lot of interesting stuff.

If no one has sent it to you by Wednesday, I will if I can remember to put it on my flash drive.
Title: Re: Part XVIV: Avatars Mod and hero files!
Post by: Cyber Burn on January 07, 2014, 03:24:24 AM
There is also some Avatar stuff located here: http://games.groups.yahoo.com/group/vagesherofiles/
Title: Re: Part XVIV: Avatars Mod and hero files!
Post by: daglob on January 08, 2014, 10:46:12 PM
Dr. Manbot is on his way, along with a couple of friends.
Title: Re: Part XVIV: Avatars Mod and hero files!
Post by: Jimaras8 on January 09, 2014, 10:47:09 AM
Wow, you guys rock' n roll! Thx for all the help. I am currently pausing my avatar creation as i started Lego Marvel Super Heroes  :P :P. Not a big fan of Lego games but since it has Marvel in the title is a no-brainer. Hope all you guys doing ok.

Ow, by the way a request that crossed my mind. Usagent has a nova corps hero files that uses a nova_v_syn_milenian which i can't find in the megalist.
Title: Re: Part XVIV: Avatars Mod and hero files!
Post by: AfghanAnt on January 09, 2014, 02:46:35 PM
Quote from: Jimaras8 on January 05, 2014, 12:00:32 PM
Thx for the info hoss, appreciated as always. I have one more favor to ask, though. I am really not familiar with your powers guys and i suspect i can't search for a wiki  :P. So i anyone has made any herofiles about the avatars it would much appreciated. I already have spyder hero files which include: tommyboy, AA, Podamark, Ink, Fractal Girl, Cacus, Demon, C6, Bovine, Ivan P, Unko Man, Ultimate Evil, Abenavides, Dr Man Bot (btw i haven't found his mesh), Magmaman, Lightning Man. Any hero files beyond these would be most welcome  :D.

There are hero files for Fractal Girl, Cacus, Demon, Bovine, IPS, and Magmaman? I would love to see these - afghanant@gmail.com.
Title: Re: Part XVIV: Avatars Mod and hero files!
Post by: Jimaras8 on January 09, 2014, 04:21:04 PM
QuoteThere are hero files for Fractal Girl, Cacus, Demon, Bovine, IPS, and Magmaman? I would love to see these

Yep, AA spyder's. They are on their way to you!

Edit: Sent.
Title: Re: Part XVIV: Avatars Mod and hero files!
Post by: spydermann93 on January 09, 2014, 05:00:04 PM
Would you mind sending them to me as well, Jim?

I lost them along with the other 1,000 hero files I had made on my last computer.
Title: Re: Part XVIV: Avatars Mod and hero files!
Post by: Jimaras8 on January 09, 2014, 05:24:58 PM
Wow, that's too bad buddy, i hate just the thought all my work just gets flushed away. I guess thank goodness you shared them :D. Which ones do you need? All your hero files or just the ones i sent to AA?
Title: Re: Part XVIV: Avatars Mod and hero files!
Post by: spydermann93 on January 09, 2014, 05:29:31 PM
Quote from: Jimaras8 on January 09, 2014, 05:24:58 PM
Wow, that's too bad buddy, i hate just the thought all my work just gets flushed away. I guess thank goodness you shared them :D. Which ones do you need? All your hero files or just the ones i sent to AA?

If you could send all of the ones I sent you, that would be a big help!
Title: Re: Part XVIV: Avatars Mod and hero files!
Post by: AfghanAnt on January 10, 2014, 04:37:49 AM
I took a look and I really like the Q-Men herofiles. The only thing that wasn't spot on to how I envisioned them is Cacus would spit glowing blue radiation instead of sonic but that's cool too. :)
Title: Re: Part XVIV: Avatars Mod and hero files!
Post by: Jimaras8 on January 10, 2014, 08:43:32 AM
As soon as i can Spyder, i will. Today is most likely to be sent.
Title: Re: Part XVIV: Avatars Mod and hero files!
Post by: Jimaras8 on January 10, 2014, 10:58:05 AM
Nice prof pic AA, really like your avatar! So, guys beyond tommyboy's Iron spider are there any other meshes of the character?
Title: Re: Part XVIV: Avatars Mod and hero files!
Post by: Cyber Burn on January 10, 2014, 06:15:48 PM
No other Meshes that I know of, but Podmark does have a Skin for it here: http://heroforce.freedomforceforever.com/podmark.html
Title: Re: Part XVIV: Avatars Mod and hero files!
Post by: daglob on January 10, 2014, 09:55:05 PM
I think there were a couple of skins that went on jik's Spiderman mesh (Pod's might be one of them). I did do an Iron Spiderwoman scope.
Title: Re: Part XVIV: Avatars Mod and hero files!
Post by: Jimaras8 on January 18, 2014, 11:11:15 AM
Anyone has nova_v_syn milennian skin by syn or even an alternative nova corps skin? I am trying to expand my nova corps so any feedback is welcome. Also has anyone learned how to work Marvel city map form tommyboy's mpa pack for  :ffvstr:? It is bugging me for months. If anyone has made it work could you post the exact steps here? Thanl you  :D
Title: Re: Part XVV: Dormammu is pink!!!!
Post by: Jimaras8 on January 22, 2014, 01:57:23 PM
Downloaded Gren's Dormammu mesh, converted it and i noticed it is pink in the CT2!! What's going on?
Title: Re: Part XVIV: Avatars Mod and hero files!
Post by: Cyber Burn on January 22, 2014, 02:08:19 PM
Quote from: Jimaras8 on January 18, 2014, 11:11:15 AM
Anyone has nova_v_syn milennian skin by syn or even an alternative nova corps skin? I am trying to expand my nova corps so any feedback is welcome. Also has anyone learned how to work Marvel city map form tommyboy's mpa pack for  :ffvstr:? It is bugging me for months. If anyone has made it work could you post the exact steps here? Thanl you  :D

I don't yet have my files from my old computer, but going through the stuff that I do have, the only Skins that I have been able to find for Syn's "Nova" Mesh are the Standard Skin, and the one from Murs47.

Quote from: Jimaras8 on January 22, 2014, 01:57:23 PM
Downloaded Gren's Dormammu mesh, converted it and i noticed it is pink in the CT2!! What's going on?

I don't seem to have that Mesh, the only "Dormammu" Mesh that I know of is the one by Valandar. As for the pink Skin issue, have you converted your (.TGA) files to (.DDS) format yet?
Title: Re: Part XVV: Dormammu is pink!!!!
Post by: spydermann93 on January 22, 2014, 02:10:52 PM
Make sure that you aren't missing your "_glow" and "_refl" files for each type, e.g. male_basic_glow, male_basic_refl, etc.  Missing those files will give you the Dread Pinkmammu.

Or it could be that he's not converted to .dds as Cyber had mentioned.
Title: Re: Part XVV: Dormammu is pink!!!!
Post by: Jimaras8 on January 22, 2014, 03:48:37 PM
And how do i convert the TGA to DDS  :P :P?
Title: Re: Part XVV: Dormammu is pink!!!!
Post by: Cyber Burn on January 22, 2014, 09:34:06 PM
http://freedomreborn.net/forums/index.php?topic=48918.0

Check the above thread for some suggestions and links.
Title: Re: Part XVV: Dormammu is pink!!!!
Post by: Jimaras8 on January 23, 2014, 02:47:38 PM
QuoteI don't yet have my files from my old computer, but going through the stuff that I do have, the only Skins that I have been able to find for Syn's "Nova" Mesh are the Standard Skin, and the one from Murs47.

Could you send the murs one to me?
Title: Re: Part XVV: Dormammu is pink!!!!
Post by: Cyber Burn on January 23, 2014, 11:56:45 PM
Not a problem, when I'm looking for the Night Thrasher stuff, I'll do that as well.
Title: Re: Part XVV: Dormammu is pink!!!!
Post by: Cyber Burn on January 24, 2014, 02:04:16 AM
Murs47's Nova has been sent.
Title: Re: Part XXI: Photon, Spectrum, Monica Rembau.
Post by: Jimaras8 on March 17, 2014, 03:29:13 PM
Has Usagent any hero file for Monica Rembau aka Captain Marvel, Photon and currently Spectrum. I can't seem to find any.
Title: Re: Part XXI: Photon, Spectrum, Monica Rembau.
Post by: spydermann93 on March 17, 2014, 03:45:44 PM
Not that I know of, I'm afraid.

Also, about your Starhawk request, I should be able to get him to you soonish.  I'm currently making several Transformers (started watching G1 with a friend, recently), several Avengers (including Photon), and Darkseid's Elite (nobody seems to have many files on them, especially Virmin and Mantis).
Title: Re: Part XXI: Photon, Spectrum, Monica Rembau.
Post by: Jimaras8 on March 18, 2014, 12:26:38 PM
Much appreciated as always Spyder. I am currently trying to find motivation to start  :ffvstr: again but i am really struggling. Anyway, i will give Monica a shot see what i can pull out.
Title: Re: Part XXI: Photon, Spectrum, Monica Rembau.
Post by: Cyber Burn on March 21, 2014, 01:34:51 AM
Quote from: Jimaras8 on March 17, 2014, 03:29:13 PM
Has Usagent any hero file for Monica Rembau aka Captain Marvel, Photon and currently Spectrum. I can't seem to find any.

I found a Hero File titled "avengers capt marvel" that is from USAgent. The Zip File that it is in is dated "2004-02-29", so I don't know if it's for  :ff: or  :ffvstr:.

Also, I'm not sure if it's for Captain Marvel/Photon, or Captain Marvel/Kree. My Hero File Tools don't seem to be working correctly, so I can't check, but I'd be glad to send you guys the File if you're interested.
Title: Re: Part XXI: Photon, Spectrum, Monica Rembau.
Post by: daglob on March 21, 2014, 08:48:32 PM
Seems like either Notepad or Wordpad will open Hero files and let you read the text strings. I believe it will let you see which mesh the file is intended for.
Title: Re: Part XXI: Photon, Spectrum, Monica Rembau.
Post by: Cyber Burn on March 22, 2014, 04:25:22 AM
Cool! I will check that out. Thank you.
Title: Re: Part XXI: Photon, Spectrum, Monica Rembau.
Post by: Cyber Burn on March 23, 2014, 05:06:48 PM
Ok, using Notepad to go through the Hero File I have, it's for the "Female_Longhair" Mesh. But I still don't know if it's for  :ff: or  :ffvstr:.
Title: Re: Part XXI: Photon, Spectrum, Monica Rembau.
Post by: Jimaras8 on March 25, 2014, 01:35:53 PM
Well, it seems weird USAgent didn't make Monica. She is one of my favourite Avengers although i think her powers need a little nerf. Spyder, there is a problem with my e-mail as it doesn't notify me of new e-mails, have you by any chance finished starhawk?
Title: Re: Part XXI: Photon, Spectrum, Monica Rembau.
Post by: spydermann93 on March 25, 2014, 05:40:57 PM
He has not been sent as of yet, Jim.

I just don't know if I'm creating him correctly.  According to some sources, he is fairly strong, but not incredibly strong, and yet, in other sources, he is stronger than Thor is.  I might just end up making two versions of him just so he at least feels right.
Title: Re: Part XXI: Photon, Spectrum, Monica Rembau.
Post by: Cyber Burn on March 25, 2014, 06:37:21 PM
Quote from: Jimaras8 on March 25, 2014, 01:35:53 PM
Well, it seems weird USAgent didn't make Monica. She is one of my favourite Avengers although i think her powers need a little nerf. Spyder, there is a problem with my e-mail as it doesn't notify me of new e-mails, have you by any chance finished starhawk?


Quote from: Cyber Burn on March 21, 2014, 01:34:51 AM
Quote from: Jimaras8 on March 17, 2014, 03:29:13 PM
Has Usagent any hero file for Monica Rembau aka Captain Marvel, Photon and currently Spectrum. I can't seem to find any.

I found a Hero File titled "avengers capt marvel" that is from USAgent. The Zip File that it is in is dated "2004-02-29", so I don't know if it's for  :ff: or  :ffvstr:.

Also, I'm not sure if it's for Captain Marvel/Photon, or Captain Marvel/Kree. My Hero File Tools don't seem to be working correctly, so I can't check, but I'd be glad to send you guys the File if you're interested.

I do have a Hero File for Monica as Captain Marvel by USAgent. It's an older file, but could be a good starting point to build a new one.
Title: Re: Part XXI: Photon, Spectrum, Monica Rembau.
Post by: Jimaras8 on March 26, 2014, 12:33:39 PM
Oh, so this file you mentioned CB was indeed for Monica? I thought you weren't sure. If you can e-mail it to me i would be much obliged. I feel a little lost with here powers since she can tap in all the forms of e-mag spectrum  :D.
Title: Re: Part XXI: Photon, Spectrum, Monica Rembau.
Post by: Cyber Burn on March 26, 2014, 03:02:18 PM
You've got mail Jim.
Title: Re: Part XXI: Photon, Spectrum, Monica Rembau.
Post by: Jimaras8 on March 26, 2014, 03:49:26 PM
Thx CB, it apparently is Monica's hero file. Could someone e-mail me AA's Captain Marvel (MOnica Rambeau)? I think they are female_basic.
Title: Re: Part XXI: Photon, Spectrum, Monica Rembau.
Post by: Jimaras8 on March 26, 2014, 04:34:47 PM
Oh, and spyder i don't know much about Starhawk, this is why i asked for your help but form what i know he is certainly not Thor level. Unless the Thunderer was greatly nerfed.
Title: Re: Part XXI: Photon, Spectrum, Monica Rembau.
Post by: Cyber Burn on March 26, 2014, 05:14:44 PM
According to the Marvel Comics Database, Starhawk is at Thor's Strength level. Basically, he's in the 100 Ton Category.

http://marvel.wikia.com/Stakar_Ogord_(Earth-691)


However, according to ComicVine, his base Strength level is in the 2 Ton Category, but if he uses Aleta's Light Powers as a boost, then he can hit the 100 Ton level. Apparently, he can only do that if the two of them are merged, otherwise, he appears to remain at the 2 Ton level.

http://www.comicvine.com/starhawk/4005-2168/
Title: Re: Part XXI: Photon, Spectrum, Monica Rembau.
Post by: hoss20 on March 26, 2014, 07:56:11 PM
If we're talking "classic" Starhawk here, I think you're looking at the 10 ton range for a strength level. I admit that I'm not up on current comics as much as I should be, so I don't know what retcons took place over the past few of years. It appears that he is much stronger now and that some of his powers may come from being imbued by the Hawk-God. This last bit was new to me, so it may just come down to what version you are looking for, Jimaras. Of course, by the nature of his powers, he exists in several alternate realities, so who really knows?
Title: Re: Part XXI: Photon, Spectrum, Monica Rembau.
Post by: Jimaras8 on March 26, 2014, 09:23:20 PM
That's true Hoss. he is kinda confusing. the only comics i 've read with him are the Korvac saga where he seemed pretty strong by in my opinion not Thor strong. But as you said this was a long time ago and they might have buffed him. If anyone has more extensive knowledge on his power level please enlight us although my personal preference is spider-man level power and maybe a little more than that.
Title: Re: Part XXI: Photon, Spectrum, Monica Rembau.
Post by: Jimaras8 on March 29, 2014, 01:25:10 PM
Has any of you guys female_basic kfs for AA's Monica Rambeau?
Title: Re: Part XXI: Photon, Spectrum, Monica Rembau.
Post by: Cyber Burn on March 29, 2014, 03:50:25 PM
Quote from: Jimaras8 on March 29, 2014, 01:25:10 PM
Has any of you guys female_basic kfs for AA's Monica Rambeau?

Try the Keyframes from Ink's "Magma" Mesh, located here: http://heroforce.freedomforceforever.com/ink.html

I think AA's Monica Skope is for  :ffvstr:, so you'll probably want to convert Magma's Keyframes before you add them to Monica.
Title: Re: Part XXII: Thunderstrike mesh.
Post by: Jimaras8 on March 29, 2014, 06:41:27 PM
Thx for the advice CB, got the keyframes  :D. Is there any mesh of Eric Masterson as Thunderstrike? If anyone has it could you be so kind to e-mail it to me? Preferably i would appreciate it if it was the mesh USAgen't hero file is based on. It's name is simply Thunderstrike.


Ok, guys, after vast digging i was able to find Gren's Thunderstrike mesh. Mission complete, but i could still use some insight on Monica Rambeau. If anyone has made a hero file about her (already have USAgent's that CB sent to me) to use as second base i would be thrilled!!!
Title: Re: Part XXII: Thunderstrike mesh.
Post by: Cyber Burn on March 30, 2014, 12:53:49 AM
Don't know if you're interested or not, but the original "Thunderstrike" Mesh by Fusion is located here: https://groups.yahoo.com/neo/groups/Fusionmeshes6/info
Title: Re: Part XXII: Thunderstrike mesh.
Post by: laughing paradox on March 30, 2014, 07:29:45 AM
I have a Monica/Photon hero file, but set to my Photon skope. If you want that, PM me your email. (Make sure you have the EZ Hero to adjust it anyway, tho!)

And yeah, Grenadier's Thunderstrike is pretty legit.
Title: Re: Part XXII: Thunderstrike mesh.
Post by: Jimaras8 on March 30, 2014, 08:27:26 AM
Quote from: Cyber Burn on March 30, 2014, 12:53:49 AM
Don't know if you're interested or not, but the original "Thunderstrike" Mesh by Fusion is located here: https://groups.yahoo.com/neo/groups/Fusionmeshes6/info
. Thx CB, i got every thunderstrike in masterlist until i found Gren's one. Strangely it wasn't located in the list and i accidentally found out in a post here. Of course i had to dig through all of his 16 groups  :P.

LP, any help is good help  :D. Actually i didn't remember you had a photon skope, i will get it immediately. I don't have problem posting my e-mail here, most guys know it anyway  :D. It's jmjimvas08@gmail.com. Thx a ton LP.
Title: Re: Part XXIII: Monica Rambeau.
Post by: laughing paradox on March 31, 2014, 03:48:09 PM
It's been sent!
Title: Re: Part XXIII: Monica Rambeau.
Post by: Jimaras8 on March 31, 2014, 04:06:07 PM
Thank you very much  :D :D.
Title: Re: Part XXIV: Gren's Spider-man meshes.
Post by: Jimaras8 on April 01, 2014, 04:53:34 PM
Ok, Pony Lords has Gren made any spider-man mesh?
Title: Re: Part XXIV: Gren's Spider-man meshes.
Post by: deano_ue on April 01, 2014, 07:19:17 PM
sadly no
Title: Re: Part XXIV: Gren's Spider-man meshes.
Post by: SickAlice on April 04, 2014, 01:14:27 AM
For what this is worth I've messed around with his meshes a bit and a few of the male bodies won't conform to male basics, usually due to the mouth node. But I know that at least his Dr.Fate can be skoped right into any male basic without any problems as well it conforms to the standard male basic skin assignment. Skoping that body into a Spider-man mesh would offer a cheap way to have a Gren-style Spidey. The face could be changed as well way to easily in Blender or Max as well, like to say flatten the nose if it was preferred.
Title: Re: Part XXV: Gorgon and mentor hero file.
Post by: Jimaras8 on April 14, 2014, 01:14:02 PM
I am looking for a gorgon mesh form the 2005 Enemy of the State Wolverine storyline, http://www.comicvine.com/images/1300-3104635 (http://www.comicvine.com/images/1300-3104635) . Also, does anyone have any mentor hero file for feedback? I have almost completed my imperial guard but Mentor is rather tricky.

Edit: Also could someone provide me with Murs47's or Syn's Spiderman 2099 skin?

Edit 2: Ok, so i got my hands in Murs's 2099 skin but it seems it goes with a taskmster mesh and keyframes. Is it possible for someone of you guys to swap taskmaster's kfs with tommyboy's 2099 keyframes? The skin is awesome but the animations are not very ''spidey-like''!!
Title: Re: Part XXVI: Gorgon, Mentor hero file and Spider 2099 syn or Murs skin.
Post by: daglob on April 17, 2014, 12:28:23 AM
I think that Taskmaster will take any Male Basic skin, so Murs skin shold be for any Male Basic compatable mshe (and any other male mesh with a little work.).

I'm pretty sure I've got Murs base, I just need to look for it. I'll take a look and see if I can figure out what is going on.
Title: Re: Part XXVI: Gorgon, Mentor hero file and Spider 2099 syn or Murs skin.
Post by: Jimaras8 on April 17, 2014, 08:28:51 AM
Well Daglob, unfortunately i don't know how to adjust a skin into a different mesh nor how how to swap keyframes to meshes. If one of you guys couls save my day this time, i will try it myself the next times  ;)
Title: Re: Part XXVI: Gorgon, Mentor hero file and Spider 2099 syn or Murs skin.
Post by: Cyber Burn on April 18, 2014, 02:26:39 PM
I had been debating about doing something for "Spider-Man", maybe I'll go ahead and add it to my list.

For the "Spider-Man" that I use, I use Johnny Patches' "Male_Basic_Abs" Mesh, but I don't remember which Keyframes I have with it.

As for Murs' "Spider-Man 2099", if you put it on a Male_Basic" type Mesh, or give it those type of Keyframes, you're going to lose the animation of the webbed cape on his back. Maybe Tommyboy's Mesh could work though, I would have to check it out.

Title: Re: Part XXVI: Gorgon, Mentor hero file and Spider 2099 syn or Murs skin.
Post by: Jimaras8 on April 18, 2014, 02:45:29 PM
Well if i recall Spyder was able to give AA's Ms Marvel the keyframes from LP's Ms Marvel. I was wondering if the same could be done here. Take the mesh as it is and just give it spider kfs  ;) ;). I am expert guys so i might just be talking nonense. The thing is i really like Murs's skin and i really, really wanted to make a 2099 Spider-man for a very long time. I really don't want to put you guys into trouble.
Title: Re: Part XXVI: Gorgon, Mentor hero file and Spider 2099 syn or Murs skin.
Post by: spydermann93 on April 18, 2014, 03:35:41 PM
Quote from: Jimaras8 on April 18, 2014, 02:45:29 PM
Well if i recall Spyder was able to give AA's Ms Marvel the keyframes from LP's Ms Marvel. I was wondering if the same could be done here. Take the mesh as it is and just give it spider kfs  ;) ;). I am expert guys so i might just be talking nonense. The thing is i really like Murs's skin and i really, really wanted to make a 2099 Spider-man for a very long time. I really don't want to put you guys into trouble.

Hey Jim,

I might be able to fulfill your request, but I'm not that talented at porting meshes over to a new skeleton and maintaining all past features.  If I do port the mesh over, the "cape" will have to be Tommyboy's Spider-Man 2099's "cape" rather than Murs'.
Title: Re: Part XXVI: Gorgon, Mentor hero file and Spider 2099 syn or Murs skin.
Post by: Cyber Burn on April 18, 2014, 06:40:47 PM
This may be able to be done with a basic "Body Swap", that way, Skin files can still be fully used. I would have to check Tommy's Mesh though to see about the cape. Depending on how Tommy set his cape up, it "May" be possible to put the cape from Murs' Skin and put it on Tommy's Mesh. The Tvlite Meshes are mapped slightly different that the standard "Male_Basic" Meshes, so in order to get the full quality of Murs' Skin, there would have to be a body swap.
Title: Re: Part XXVI: Gorgon, Mentor hero file and Spider 2099 syn or Murs skin.
Post by: Jimaras8 on April 19, 2014, 09:39:48 AM
Well, guys if you want to get into it be my guest. If, you think it's too much trouble there isn't a problem. You have done much already. Also, is there any gorgon mesh from the enemy of the state storyline? I have posted a preference pic 5 posts above.
Title: Re: Part XXVI: Gorgon, Mentor hero file and Spider 2099 syn or Murs skin.
Post by: Cyber Burn on April 19, 2014, 05:25:41 PM
"Spider-Man 2099" = Done.

It looks like Murs' version may have been one of Ink's "Batman" Meshes. But I was able to copy all of the active pieces over to Tommyboy's "Spider-Man 2099" Mesh, including the cape. Of course, it's  :ffvstr: exclusive though. I will put it on my Flash Drive and E-Mail it to you sometime this week.

As for "Gorgan", I don't think anything currently exists for the Character.
Title: Re: Part XXVI: Gorgon, Mentor hero file and Spider 2099 syn or Murs skin.
Post by: daglob on April 19, 2014, 07:28:24 PM
Quote from: Cyber Burn on April 19, 2014, 05:25:41 PM
"Spider-Man 2099" = Done.

It looks like Murs' version may have been one of Ink's "Batman" Meshes. But I was able to copy all of the active pieces over to Tommyboy's "Spider-Man 2099" Mesh, including the cape. Of course, it's  :ffvstr: exclusive though. I will put it on my Flash Drive and E-Mail it to you sometime this week.

As for "Gorgan", I don't think anything currently exists for the Character.

Ahh... you beat em to it. Well, I have a FF1 version if you should need it.
Title: Re: Part XXVI: Gorgon, Mentor hero file and Spider 2099 syn or Murs skin.
Post by: Jimaras8 on April 20, 2014, 09:51:46 AM
Thx a ton CB. I knew you guys could figure something out. When you e-mail it to me send me a pm.
Title: Re: Jim's Mega Request thread!! Proceed with caution. Issue 1: Murs high_papal mesh.
Post by: Jimaras8 on August 16, 2014, 07:38:24 AM
Guys, long time no see. I am back on track. How have you been doing? I have been away from the game for a while but my latest Roger Stern Omnibus revitalized my Marvel hunger. Does anyone have Murs high pala mesh with Apocalypse as second skin? I don't seem to find it anywhere. My e-mail is as always jmjimvas08@gmail.com
Title: Re: Jim's Mega Request thread!! Proceed with caution. Issue 1: Murs high_papal mesh.
Post by: spydermann93 on August 16, 2014, 07:46:44 AM
I believe that I have it; it's even converted!

It will be on its way soon.
Title: Re: Jim's Mega Request thread!! Proceed with caution. Issue 1: Murs high_papal mesh.
Post by: Jimaras8 on August 16, 2014, 08:21:26 AM
Spyder thank you a gzillion times. Btw the Stryfe mesh is exactly how i pictured the silver-clad laser-eyed baddie myself. It's perfect.
Title: Re: Jim's Mega Request thread!! Proceed with caution. Issue 1: Murs high_papal mesh.
Post by: spydermann93 on August 16, 2014, 03:45:02 PM
Quote from: Jimaras8 on August 16, 2014, 08:21:26 AM
Spyder thank you a gzillion times. Btw the Stryfe mesh is exactly how i pictured the silver-clad laser-eyed baddie myself. It's perfect.

No problem, mate! Glad to help! ^_^
Title: Re: Issue 2: Whirlwind T69 mesh and bullet whirlwind fx??
Post by: Jimaras8 on August 17, 2014, 09:50:00 AM
So i grabbed C6 skin for whirlwind but i can't seem to find the whirlwind_T69 mesh. C6 points out the hub but i don't know what that is. Also in the USAgent hero file i came upon a bullet_whirlwind fx or a projectile attack and a windjet fx for a beam attack. I don't seem to have any of these in my fx library. If anyone has them could you send them my way?

Edit: Well i just figured out that bullet whirlwind is the generic fx for  :ffvstr: hero bullet.  :doh: :doh: :doh:. Well scrap that guys. Also Benton had sent me the windjet fx but i hadn't integrate it. However  i could still use that whirlwind_T69 mesh  :D
Title: Re: Issue 2: Whirlwind T69 mesh and bullet whirlwind fx??
Post by: JKCarrier on August 17, 2014, 02:34:42 PM
Whirlwind_T69 is here:

https://groups.yahoo.com/neo/groups/Bobby69Meshes4/info
Title: Re: Issue 3: Scalphunter LP black and white.
Post by: Jimaras8 on September 01, 2014, 08:05:12 AM
So, i download LP scalphunter skope and although it is for :ffvstr: in game it appears black and white. Can't convert cause it's already for the latest game. How can i fix it?
Title: Re: Issue 3: Scalphunter LP black and white.
Post by: laughing paradox on September 01, 2014, 11:59:42 AM
I just downloaded it to check it out and here's why it's messed up!

I forgot to put the art files in a standard file! In your Skins folder, open a new folder named "standard", then place all those .dds files in there. It should work right after that!
Title: Re: Issue 2: Whirlwind T69 mesh and bullet whirlwind fx??
Post by: Cyber Burn on September 01, 2014, 02:19:35 PM
Quote from: Jimaras8 on August 17, 2014, 09:50:00 AM
So i grabbed C6 skin for whirlwind but i can't seem to find the whirlwind_T69 mesh. C6 points out the hub but i don't know what that is.

Someone please correct me if I am wrong, but I was told that the Hub was a kind of file sharing site. Basically, members logged in and allowed other members to download files from their computers, while they downloaded files from other members computers. A little too permissive for my taste, but an interesting concept nonetheless.
Title: Re: Issue 4: male_basic_helmet269 request and Nova Corps.
Post by: Jimaras8 on September 03, 2014, 12:40:32 PM
Well , no biggie guys, whirlwind landed in my pc eventually. Thx for the help however. Does anyone have male_basic_helmet_269? Megalist indiacates a kraventhehunter.bravepage.com which no longer exists so i don't know how to get the mesh. And one more thing, are there any Nova Corps meshes for the lower Nova ranks? For example Denarians, Milennians etc? Here is a pic of their uniforms if it helps http://marvel.wikia.com/Nova_Corps_(Earth-616) (http://marvel.wikia.com/Nova_Corps_(Earth-616)).
Title: Re: Issue 4: male_basic_helmet269 request and Nova Corps.
Post by: Cyber Burn on September 03, 2014, 01:24:54 PM
If no one sends you the Mesh by the time I get home, I'll hook you up with it. I have a few other Meshes/Skopes/Skins for Nova as well that I could send your way too.

As for the other ranking members of the Nova Corps, they are on my list, but because of other issues, most of my Skopes are on hold right now. So it will probably be a while before I get back to those.
Title: Re: Issue 4: male_basic_helmet269 request and Nova Corps.
Post by: detourne_me on September 03, 2014, 02:05:23 PM
If you take a look at Syn's Nova mesh (available here: http://frp.unlimited2.net/meshes/ )
A lot of the Nova Corps parts are hidden, including different helmets and star configurations.
If you wanted to, you could easily hide/unhide the different parts of the mesh to get Nova Corps members.
Title: Re: Issue 4: male_basic_helmet269 request and Nova Corps.
Post by: Jimaras8 on September 03, 2014, 03:07:45 PM
Quote from: Cyber Burn on September 03, 2014, 01:24:54 PM
If no one sends you the Mesh by the time I get home, I'll hook you up with it. I have a few other Meshes/Skopes/Skins for Nova as well that I could send your way too.

As for the other ranking members of the Nova Corps, they are on my list, but because of other issues, most of my Skopes are on hold right now. So it will probably be a while before I get back to those.
I would be grateful if you would CB. I would like to see that one too.

Quote from: detourne_me on September 03, 2014, 02:05:23 PM
If you take a look at Syn's Nova mesh (available here: http://frp.unlimited2.net/meshes/ )
A lot of the Nova Corps parts are hidden, including different helmets and star configurations.
If you wanted to, you could easily hide/unhide the different parts of the mesh to get Nova Corps members.
I surely want dm but i lack the know-how. Is there a tutorial for that? Or some hints  :D?
Title: Re: Issue 4: male_basic_helmet269 request and Nova Corps.
Post by: hoss20 on September 03, 2014, 05:47:12 PM
Quote from: Jimaras8 on September 03, 2014, 12:40:32 PM
Does anyone have male_basic_helmet_269? Megalist indiacates a kraventhehunter.bravepage.com which no longer exists so i don't know how to get the mesh.

I don't see this mesh listed in the Megalist, but I've also done some editing of it over the years. Anyway, any mesh named with a "69" is made by Bobby69 aka Vertex. The Master Mesh List shows it here: https://groups.yahoo.com/neo/groups/bobby69meshes2/files
Title: Re: Issue 4: male_basic_helmet269 request and Nova Corps.
Post by: daglob on September 04, 2014, 11:21:06 PM
There are a few 269 meshes out there. I think they are updates on the original mesh. I have both of B69s helmet meshes, and I believe he has a Cyclops 269 and a Flash 269 (not sure which flash).
Title: Re: Issue 5: punisher_TJ_bloke and nuke skin.
Post by: Jimaras8 on September 14, 2014, 01:30:11 PM
Does anyone have the punisher_TJ_bloke mesh from Texas Jack along with the nuke skin? I have the original punisher_TJ but the hero file i have indicates a punisher_TJ_bloke. Does it exist?
Title: Re: Issue 5: punisher_TJ_bloke and nuke skin.
Post by: Cyber Burn on September 14, 2014, 06:56:47 PM
Punisher_TJ_Bloke: http://frp.unlimited2.net/fxforce/public_html/HEXEDMESHES.html

Nuke: http://blobula.webs.com/
Title: Re: Issue 5: punisher_TJ_bloke and nuke skin.
Post by: Jimaras8 on September 15, 2014, 11:45:15 AM
Muchas gracias CB!!!!

Could someone send me the kfs? I can't seem to find them in the NPI, most pages are deactivated  :(
Title: Re: Issue 5: punisher_TJ_bloke and nuke skin.
Post by: Cyber Burn on September 15, 2014, 01:27:01 PM
Quote from: Jimaras8 on September 15, 2014, 11:45:15 AM
Muchas gracias CB!!!!

Could someone send me the kfs? I can't seem to find them in the NPI, most pages are deactivated  :(

The Keys that come with the "Punisher_TJ" Mesh should work for the "Punisher_TJ_Bloke" Hex.
Title: Re: Issue 5: punisher_TJ_bloke and nuke skin.
Post by: Jimaras8 on September 15, 2014, 04:22:25 PM
Yesss, they do indeed!
Title: Re: Issue 6: Ground the fliers!!!
Post by: Jimaras8 on September 18, 2014, 10:26:40 AM
Guys, could you remind me again how to reduce the AI characters for going airborne all the time?? I remember it has something to do with the AI. It's really annoying to fight the goblin and see him literally staying two seconds on the ground.

Follow up question about symbiote attribute. I want Rocket to be energized only when near Groot and vice-versa. I assume this is possible if in the FFX centre i change the exclusive to to Groot. Am i right? My question is about rocket's name. In the Groot's symbiote do i write rocketraccoon or rocket raccoon with a space between the two names?
Title: Re: Issue 6: Ground the fliers!!!
Post by: hoss20 on September 18, 2014, 08:29:33 PM
Quote from: Jimaras8 on September 18, 2014, 10:26:40 AM
Follow up question about symbiote attribute. I want Rocket to be energized only when near Groot and vice-versa. I assume this is possible if in the FFX centre i change the exclusive to to Groot. Am i right? My question is about rocket's name. In the Groot's symbiote do i write rocketraccoon or rocket raccoon with a space between the two names?

You would spell the Exclusive to's name exactly how the hero file is spelled. When you choose your hero from the drop down list in the FFX Control Centre, you can double check how it is spelled. It is how the game sees it.
Title: Re: Issue 6.5: Ground the fliers!!!
Post by: Jimaras8 on September 18, 2014, 08:37:07 PM
Ok, hoss thanks for the help!!!
Title: Re: Issue 6.5: Ground the fliers and DM animations.
Post by: Jimaras8 on September 19, 2014, 09:01:00 AM
So the problem with fliers remains. I am looking for a way to prevent for going airborne all the time. I am open for suggestions  :D.

Secondly, a thing that probably will show up in the future. After the massive LP's update which brought so many goodies i noticed that in all of dm's skopes if the character uses weapons, those weapons don't disappear in the normal melee animation. For example bulleye has his sais but when i select melee_1 which is a normal punch his sais appear if though they are no supposed to.
Title: Re: Issue 6.5: Ground the fliers and DM animations.
Post by: detourne_me on September 19, 2014, 02:12:15 PM
That's only in the character creation,  in game they wont be there, unless you interrupt the animation playing with another command, to run away or whatever.
I made many of my skopes before windblown's tutorial on scaling in keyframes, and it's quite a bit of work to add that info to every keyframe.
Title: Re: Issue 6.5: Ground the fliers and DM animations.
Post by: Jimaras8 on September 19, 2014, 02:34:03 PM
To be honest dm i didn't check them in game, just in the CT 2 and the in game editor. But if the objects disappear in game, no problem.
Title: Re: Issue 6.5: Ground the fliers and DM animations.
Post by: spydermann93 on September 19, 2014, 02:38:55 PM
You could set some parameters for landing and/or flying away in the m25ai file.

Like for Thor, I made him land whenever he was in melee range of somebody so that he could wallop them.  He only flew when the enemy was flying.
Title: Re: Issue 7: Modern Luke Cage.
Post by: Jimaras8 on September 25, 2014, 01:46:15 PM
Is there any modern Luke Cage that looks like this http://www.comicvine.com/images/1300-3106091 (http://www.comicvine.com/images/1300-3106091)? I know Ren's Luke Cage_5 is similar but i am looking for this outfit.
Title: Re: Issue 7: Modern Luke Cage.
Post by: spydermann93 on September 25, 2014, 03:12:09 PM
Look no further than THE FORCE OF PARADOX! :P
http://forceofparadox.yolasite.com/new.php
Title: Re: Issue 8: Zuras and Phastos kfs.
Post by: Jimaras8 on September 26, 2014, 08:10:19 AM
Thx for the the suggestion Spyder, totally forgottena bout this skope. Guys i have found an early love about the Eternals and i am trying to make Zuras and Phastos. I have tv's Phastos but i lack his keyframes cause somehow i can't get in the yahoo group that has it. If i rembmer correct is tommyboymeshesfreedomforce20 if it helps. Also i can't get into the yahoo mesh that megalist suggests about Zuras, something about yahoo not recognizing the get request, whatever that means. So if anyone has a zuras mesh or phastos_tv keyframes i would be grateful if you could e-mail them to me. E-mail as always jmjimvas08@gmail.com
Title: Re: Issue 8: Zuras and Phastos kfs.
Post by: spydermann93 on September 26, 2014, 06:36:37 PM
I don't have any tv_Phastos keyframes, but I do have quite a number of Eternals made by Grenadier.

I can send those to you, if you'd like.
Title: Re: Issue 8: Zuras and Phastos kfs.
Post by: Jimaras8 on September 26, 2014, 07:49:17 PM
Appreciate the offer spyder  :P. I already have Ajak, Makkari, Ikaris, Sersi. Do you have anything additional?
Title: Re: Issue 8: Zuras and Phastos kfs.
Post by: spydermann93 on September 26, 2014, 08:00:00 PM
I have (other than what you listed):

Aginar
Delphan Bros
Druig
Gilgamesh
Legba
Phastos
Thena
Valkin
Virako
Zuras (not Gren's, but I have him)
Title: Re: Issue 8: Zuras and Phastos kfs.
Post by: Jimaras8 on September 26, 2014, 09:01:27 PM
Wow, i didn't know there were so many eternal meshes. I checked three gren's yahoo groups and i found two or three meshes assuming those were all. Well spder is it too much to request all of them  :D?
Title: Re: Issue 8: Zuras and Phastos kfs.
Post by: spydermann93 on September 26, 2014, 09:06:17 PM
Not at all!

I'll pack them up and send them your way :ph34r:
Title: Re: Issue 8: Zuras and Phastos kfs.
Post by: hoss20 on September 26, 2014, 10:36:19 PM
If it helps, I believe all of Gren's new Eternal meshes are here: https://groups.yahoo.com/neo/groups/Champions_of_Freedom/files/

Aginar
Ajak
Delphan Bros
Druig
Gilgamesh
Ikaris
Legba
Makkari
Phastos
Sersi
Thena
Valkin
Virako

Lord Ehmsidy has a mesh/hex here for Zuras: https://groups.yahoo.com/neo/groups/Lordehmsidymeshes1/files

I could have sworn that Gren had one somewhere.
Title: Re: Issue 8: Zuras and Phastos kfs.
Post by: spydermann93 on September 26, 2014, 10:40:59 PM
Quote from: hoss20 on September 26, 2014, 10:36:19 PM
If it helps, I believe all of Gren's new Eternal meshes are here: https://groups.yahoo.com/neo/groups/Champions_of_Freedom/files/

Aginar
Ajak
Delphan Bros
Druig
Gilgamesh
Ikaris
Legba
Makkari
Phastos
Sersi
Thena
Valkin
Virako

Lord Ehmsidy has a mesh/hex here for Zuras: https://groups.yahoo.com/neo/groups/Lordehmsidymeshes1/files

I could have sworn that Gren had one somewhere.

I could have sworn that, too, but I could never find one.

Spoiler
PS I just sent all of those to Jim :P
Title: Re: Issue 8: Zuras and Phastos kfs.
Post by: hoss20 on September 26, 2014, 11:30:07 PM
Quote from: Jimaras8 on September 26, 2014, 08:10:19 AM
Thx for the the suggestion Spyder, totally forgottena bout this skope. Guys i have found an early love about the Eternals and i am trying to make Zuras and Phastos. I have tv's Phastos but i lack his keyframes cause somehow i can't get in the yahoo group that has it. If i rembmer correct is tommyboymeshesfreedomforce20 if it helps. Also i can't get into the yahoo mesh that megalist suggests about Zuras, something about yahoo not recognizing the get request, whatever that means. So if anyone has a zuras mesh or phastos_tv keyframes i would be grateful if you could e-mail them to me. E-mail as always jmjimvas08@gmail.com

Check my latest post in this thread to see how to fix this problem: http://freedomreborn.net/forums/index.php?topic=56666.0

Since all of the Yahoo groups on the megalist have the old address, I guess we're all going to have to make the changes as we go. I did a 'Find and Replace' in Excel to change the addresses and it changed the link on the surface, but unfortunately, it did not change the hyperlink address (when you click on the link).
Title: Re: Issue 8: Zuras and Phastos kfs.
Post by: Jimaras8 on September 27, 2014, 07:14:22 AM
Thx for the links guys. I couldn't get in any yahoo group which wasn't already in my yahoo list, frustrating to say the least. If there is a fix for that at least the problem can be solved. Well, lete me see what i can do with all these Eternals. I was thinking about creating a combo attribute like the one i did for the Olympian Gods since i will be making a bunch of them. I could some some ideas on the attribute. I was thinking physical resistance or in 10, iron guts since all of them have very strong immune system and lesser regeneration. However i am not quite satisfied since it sounds quite generic. What do you guys think?
Title: Re: Issue 9: Thena spear fx???
Post by: Jimaras8 on September 27, 2014, 04:30:20 PM
Is there a spear fx for Thena_gren?
Title: Re: Issue 9: Thena spear fx???
Post by: spydermann93 on September 27, 2014, 04:34:57 PM
None that I have, I'm afraid. :(
Title: Re: Issue 9: Thena spear fx???
Post by: grenadier on September 27, 2014, 05:42:21 PM
Quotehttps://groups.yahoo.com/neo/groups/Grenadiermeshes16/files

Just made Thena's Spear throw fx.

Tested in  :ff:.  I have not test in  :ffvstr:.


QuoteI could have sworn that Gren had one somewhere.
I haven't figured out how I want to do Zuras.  He doesn't really do much.  Stand, sit, choke little sprites to death while riding on a train. see... not much.
Title: Re: Issue 9: Thena spear fx???
Post by: Jimaras8 on September 27, 2014, 05:56:41 PM
I can test it gren if it's allright. I don't know much about Zuras so i can't help you much but he has a mean beard  :D :D.

Edit: Tested the fx Gren. As far as efficiency goes works smoothly. Tested it in the editor and then in the RR. If i could a little visual feedback you could use a little brighter yellow to match the mesh's spear in her back. But that's just optional.  Great work again  :thumbup: gren.
Title: Re: Issue 9: Thena spear fx???
Post by: grenadier on September 27, 2014, 06:27:12 PM
I had to look up my notes again for FX.
I don't know how long I've made an FX.
Anyway I figured it out .  It's much brighter now and I've uploaded it.

Enjoy.
Title: Re: Issue 9: Thena spear fx???
Post by: Jimaras8 on September 27, 2014, 07:00:51 PM
Haha, and i thought the color tip was nitpicking. Well from you newest meshes i don't think you have lost the touch at all. I am re-downloada it immediately.

Quick question: If i just replace the image files and not the nifs will it suffice or do i need to replace everything?
Title: Re: Issue 9: Thena spear fx???
Post by: grenadier on September 27, 2014, 07:15:49 PM
QuoteIf i just replace the image files and not the nifs will it suffice or do i need to replace everything?

Actually just replace the core.nif file.  What I did was use the tga file for the skin, glow, and reflection without lighting.
I had to recompile the core.nif file afterwards.   It's and old trick I nearly forgot if not for my notes.

- Gren
Title: Re: Issue 9: Thena spear fx???
Post by: Jimaras8 on September 27, 2014, 07:38:32 PM
Notes are always helpful, they don't forget like we do. Gren i am having trouble download files from your 16 group, i click the links but a blank page with a random adress on the top appears. Can you download files normally?
Title: Re: Issue 9: Thena spear fx???
Post by: spydermann93 on September 27, 2014, 08:44:13 PM
Quote from: Jimaras8 on September 27, 2014, 07:38:32 PM
Notes are always helpful, they don't forget like we do. Gren i am having trouble download files from your 16 group, i click the links but a blank page with a random adress on the top appears. Can you download files normally?

Could you take a screenshot of what's happening?
Title: Re: Issue 9: Thena spear fx???
Post by: grenadier on September 27, 2014, 09:06:37 PM
Something is going on at that group, but what, I have no idea nor do I have any control.
Title: Re: Issue 9: Thena spear fx???
Post by: Cyber Burn on September 27, 2014, 09:09:29 PM
I was able to get the Meshes when they were first posted, but I just tried to go back for the FX, and no dice.
Title: Re: Issue 9: Thena spear fx???
Post by: detourne_me on September 27, 2014, 09:22:25 PM
I believe it's all yahoo groups are messing up now.
Title: Re: Issue 9: Thena spear fx???
Post by: spydermann93 on September 27, 2014, 09:57:35 PM
Here's a link for the FX until yahoo groups are working, again:

http://www.mediafire.com/download/9edpcbhq67n0d1d/spear_throw_Thena.zip

This is the latest version of the FX that Gren uploaded :)
Title: Re: Issue 9: Thena spear fx???
Post by: Cyber Burn on September 27, 2014, 10:23:03 PM
Awesome, thank you Spyder.
Title: Re: Issue 9: Thena spear fx???
Post by: Jimaras8 on September 28, 2014, 06:44:29 AM
As always yahoo is toying with our nerves. I have all thew goodies within arm's reach and yahoo is like: ''Nope''. Spyder thanks for the uploading in the mediafire. How much does it cost to keep an account there?
Title: Re: Issue 9: Thena spear fx???
Post by: hoss20 on September 28, 2014, 07:47:45 AM
For those checking in, it appears that downloading is available again at the Yahoo Groups.
Title: Re: Issue 9: Thena spear fx???
Post by: WyldFyre on September 29, 2014, 01:39:13 AM
Quote from: grenadier on September 27, 2014, 05:42:21 PM
Quotehttps://groups.yahoo.com/neo/groups/Grenadiermeshes16/files

Just made Thena's Spear throw fx.

Tested in  :ff:.  I have not test in  :ffvstr:.


QuoteI could have sworn that Gren had one somewhere.
I haven't figured out how I want to do Zuras.  He doesn't really do much.  Stand, sit, choke little sprites to death while riding on a train. see... not much.

Don't forget summoning the Eternals to form the Uni-Mind. :)
Title: Re: Issue 9: Thena spear fx???
Post by: grenadier on September 29, 2014, 01:53:18 AM
QuoteDon't forget summoning the Eternals to form the Uni-Mind

I already had one years ago, but I don't like it.  :) :) :)

It looked like a large burning mushroom.
Title: Re: Issue 9: Thena spear fx???
Post by: WyldFyre on September 29, 2014, 05:12:51 PM
 :lol:
Title: Re: Issue 10: Cap 2 Winter Soldier costume request.
Post by: Jimaras8 on October 02, 2014, 07:35:46 AM
Guys could anyone be interested to make MCU Winter Soldier? I really like the updated look they gave him while maintaining some calssic elements. http://www.comicvine.com/images/1300-3690429 (http://www.comicvine.com/images/1300-3690429).

I specifically like the ninja like mask that gives him a more menacing look.
Title: Re: Issue 11: Cap 2 Winter Soldier costume request and Nebula mesh.
Post by: Jimaras8 on October 04, 2014, 10:48:19 AM
Guys is there any nebula mesh that looks like this? http://www.comicvine.com/images/1300-87290 (http://www.comicvine.com/images/1300-87290). I am looking for the cyber look.
Title: Re: Issue 12: Cyber Nebula mesh and Olympian Gods.
Post by: Jimaras8 on October 07, 2014, 10:25:56 AM
What other Olympian gods are out there. I already have Zeus, Ares, Apollo, Pluto, Hercules and Hermes. Has anyone made Artemis Dionysus or Hephaestus?
Title: Re: Issue 12: Cyber Nebula mesh and Olympian Gods.
Post by: Cyber Burn on October 07, 2014, 01:05:22 PM
Quote from: Jimaras8 on October 07, 2014, 10:25:56 AM
What other Olympian gods are out there. I already have Zeus, Ares, Apollo, Pluto, Hercules and Hermes. Has anyone made Artemis Dionysus or Hephaestus?

http://tommyboymeshes.freedomforceforever.com/Marvel%20meshes%20H.html
Title: Re: Issue 13: Yank attacks.
Post by: Jimaras8 on October 11, 2014, 12:13:51 PM
I often see animations named whip_yank or web_yank. I assume are attacks that either pull or make the targeted character fall but i haven't figured out how to do this in game. For example let's take gren's hussar mesh. How can i incorporate an attack that will pull the character towards me or make him fall?
Title: Re: Issue 13: Yank attacks.
Post by: spydermann93 on October 11, 2014, 06:06:48 PM
Quote from: Jimaras8 on October 11, 2014, 12:13:51 PM
I often see animations named whip_yank or web_yank. I assume are attacks that either pull or make the targeted character fall but i haven't figured out how to do this in game. For example let's take gren's hussar mesh. How can i incorporate an attack that will pull the character towards me or make him fall?

It's a swap attack, just like Mental Damage or Crystallize.

If you look at the manual for FFX, you'll see how to go about setting up the attack :)
Title: Re: Issue 13: Yank attacks.
Post by: Jimaras8 on October 12, 2014, 10:48:28 AM
I looked for it and the only thing i found was ffx troubleshooting that had one line that goes like this ''* If it is an issue with a power swap (e.g. "I tried to set up a hex beam to crystal cage swap"), make sure you have run the character through the Rumble Room "Generate Power IDs" mission.''. The other ffx txt is an install readme with all the changes in the ffx version.
Title: Re: Issue 13: Yank attacks.
Post by: Jimaras8 on October 12, 2014, 11:08:16 AM
Ok my mistake. I founf the manual online and i have been doing some reseach. From what i understood it seems that state swap attacks are activated for every attack that has the first state. For example in our case we have Imperial Guard Hussar all of her stasis attack will have the pull effect. However i only want one pull attack. She already has a stasis attack but i don't want to have the pull effect. Can this happen?
Title: Re: Issue 13: Yank attacks.
Post by: spydermann93 on October 12, 2014, 11:28:27 AM
Quote from: Jimaras8 on October 12, 2014, 11:08:16 AM
Ok my mistake. I founf the manual online and i have been doing some reseach. From what i understood it seems that state swap attacks are activated for every attack that has the first state. For example in our case we have Imperial Guard Hussar all of her stasis attack will have the pull effect. However i only want one pull attack. She already has a stasis attack but i don't want to have the pull effect. Can this happen?

Only if you make her a built-in character, I believe.
Title: Re: Issue 13: Yank attacks.
Post by: detourne_me on October 12, 2014, 12:17:02 PM
I tend to use Speed Decrease for my pull state swap.  This registers as a piercing attack, or in other words a general physical attack.  In my mind I justify it that way... spiderman's webs wouldn't be able to pull Rhino, or another armored or resistant-to-piercing characters...because...reasons.
You could also use Density Max to take down flyers. this is useful because it also slows down the character, somewhat replacing the damage type i've assigned to pull.
Title: Re: Issue 13: Yank attacks.
Post by: Jimaras8 on October 12, 2014, 01:34:00 PM
Quote from: detourne_me on October 12, 2014, 12:17:02 PM
I tend to use Speed Decrease for my pull state swap.  This registers as a piercing attack, or in other words a general physical attack.  In my mind I justify it that way... spiderman's webs wouldn't be able to pull Rhino, or another armored or resistant-to-piercing characters...because...reasons.
You could also use Density Max to take down flyers. this is useful because it also slows down the character, somewhat replacing the damage type i've assigned to pull.

That is actually a pretty good idea dm. I used density max for gorunded but for fliers in makes more sense. So if i get this right an attack with two states per se density max and pull will apply both states to the target? It will pull him and make him go slower? Also do you have any suggestion for lifedrain. Which state is best suited first?
Title: Re: Issue 13: Yank attacks.
Post by: detourne_me on October 12, 2014, 02:21:38 PM
I'm not too sure about making two state swaps... i think i've tried it with mixed results before.
As for life drain, it really depends on the character, right?  for a vampire, I use Speed Decrease then state swap to lifedrain,  that way it replicates piercing teeth. If it's a magical life drain I usually use stasis or exile.
That's the great thing about this game,  there are a number of damage types that can be swapped,  so you can usually replicate the appropriate attack. Be it energy, piercing, magical, mental or frozen
Title: Re: Issue 13: Yank attacks.
Post by: Jimaras8 on October 12, 2014, 04:23:06 PM
I play this game 5 years and only yesterday it came to my mind to make a pull attack. Otherwise i wouldn't know about swaps anyhow. What i meant with two state swaps is in your example a magical attack with pugratory and lifdrain will have both of those effects? Banish and lifedrain? Just so i get this straight.
Title: Re: Issue 13: Yank attacks.
Post by: spydermann93 on October 12, 2014, 04:29:59 PM
Quote from: Jimaras8 on October 12, 2014, 04:23:06 PM
I play this game 5 years and only yesterday it came to my mind to make a pull attack. Otherwise i wouldn't know about swaps anyhow. What i meant with two state swaps is in your example a magical attack with pugratory and lifdrain will have both of those effects? Banish and lifedrain? Just so i get this straight.

In a sense, you can. You could make a status attack with stun and set "stun" to what you want the power to do (in this case, life drain), but realize that some attacks like Purgatory don't work well with stun (you'll have one or the other).

Also, for custom characters, setting "stun" to life drain will make all stuns life drain.  If you don't want that to happen, the character will have to be built-in, i.e. an actual character in your mod.
Title: Re: Issue 13: Yank attacks.
Post by: hoss20 on October 12, 2014, 10:02:58 PM
What Spydermann is describing is a Carrier Attack and it really does add some flexibility to attacks. The initial question you were asking was involving the standard State Swap. If you set up a Purgatory or Banish attack and use the Life Drain state swap, then the power will be a Life Drain attack. What DM was describing was the fact that the type of power used (Physical, Mental, Mystical) in the original power will be affected by the resistances of the character the power is being used upon, regardless of the power it is swapped out for. DM was describing making the State Swap power the same type as the original power, so that the affected hero has the same resistance for it. Another example would be to use Panic and swap it out for the Mental Damage attack because they are both Mental. You can see in-game what type of attack each power is, but the FFX Manual also has these listed in the descriptions of the Standard Powers.
Title: Re: Issue 13: Yank attacks.
Post by: Jimaras8 on October 13, 2014, 06:59:03 AM
Thx for the info hoss. Yeah, making the states the same power type makes sense as the target will have at least a chance to resist that. The subject has become much clearer now. I don't believe i hadn't heard about states until three days ago  :lol:. Tank you all fo your help.
Title: Re: Issue 13: Yank attacks.
Post by: Jimaras8 on October 13, 2014, 10:08:09 AM
Any Vulcan (Gabriel Summers) meshes out there? Also i have Shi'ar royal guard, soldier and guard. Are there any other Shi'ar meshes?
Title: Re: Issue 13: Shi'ar pink problem.
Post by: Jimaras8 on October 16, 2014, 04:18:26 PM
Which files in the skin section do i need to convert for Gren's LIlandra_Neramani mesh. As you figured out the mesh appears pink and game. Also the shi'ar_guard_ royal_guard ans soldier meshes have pink heads and when they are moving a ghost effect is caused (i don't know how much better to describe it). Any help? Shi'ar royal guard is created by gni and the other two by style, if it helps.
Title: Re: Issue 13: Shi'ar pink problem.
Post by: spydermann93 on October 16, 2014, 05:39:08 PM
First, convert all skin files to .dds (I do this for every mesh that I download)

Second, apply the ghosting fix with this tool: http://frp.unlimited2.net/?s=ghosting+fix
Title: Re: Issue 13: Shi'ar pink problem.
Post by: Jimaras8 on October 16, 2014, 06:09:26 PM
Spyder do you have any easy and light programm to convert the tga?
Title: Re: Issue 13: Shi'ar pink problem.
Post by: spydermann93 on October 16, 2014, 06:26:46 PM
I use Paint.NET to convert all of my files.

A8R8G8B8 is the format of .dds that I convert my files to.
Title: Re: Issue 13: Yank attacks.
Post by: Cyber Burn on October 16, 2014, 07:17:22 PM
Quote from: Jimaras8 on October 13, 2014, 10:08:09 AM
Any Vulcan (Gabriel Summers) meshes out there? Also i have Shi'ar royal guard, soldier and guard. Are there any other Shi'ar meshes?

I believe that Afghan Ant has a Skin for him.

http://freedomforceuniverse.com/marvel-comics.html

I think it's in the "Deadly Genesis X-Men" Pack.

Quote from: spydermann93 on October 16, 2014, 06:26:46 PM
I use Paint.NET to convert all of my files.

A8R8G8B8 is the format of .dds that I convert my files to.

Make sure that you use the settings that Spyder posted, otherwise, your CTool2 and FFvt3R game will most likely crash.
Title: Re: Issue 13: Shi'ar pink problem.
Post by: Jimaras8 on October 16, 2014, 07:50:47 PM
Thx for the suggestions CB. Guys, i actually found a programm called dds converter which is very light and simple. It serves only the purpose of converting the files from image types to dds but that's all i need frankly. It really plays out like nif converter, check out if you want
Title: Re: Issue 13: Shi'ar pink problem.
Post by: detourne_me on October 17, 2014, 05:48:33 AM
Just a word of warning for using DDS Convertor 2 (if it's that program)

Many skinners chose to cut down on file size by making 1x1 or 2x2 pixel refl or glow files (because they are solid black). These won't convert well because all source files for DDS must be at least 4x4 and in multiples of 4. The issue with this program is that it makes empty DDS files if a source doesn't convert well.
So in order to fix this, I suggest you search through your converted files and delete any 0kb DDS files. Those will definitely cause pink issues.
Title: Re: Issue 13: Shi'ar pink problem.
Post by: hoss20 on October 17, 2014, 07:55:30 AM
Quote from: detourne_me on October 17, 2014, 05:48:33 AM
Just a word of warning for using DDS Convertor 2 (if it's that program)

Many skinners chose to cut down on file size by making 1x1 or 2x2 pixel refl or glow files (because they are solid black). These won't convert well because all source files for DDS must be at least 4x4 and in multiples of 4. The issue with this program is that it makes empty DDS files if a source doesn't convert well.
So in order to fix this, I suggest you search through your converted files and delete any 0kb DDS files. Those will definitely cause pink issues.

Thanks for mentioning this, DM. I came across this while helping CrimsonQuill out with his Captain America First Avenger skope. I was wondering how those 0 byte files had been created.
Title: Re: Issue 13: Shi'ar pink problem.
Post by: Jimaras8 on October 17, 2014, 10:26:12 AM
Dm, i think the programm is called dds converter 1.4. I don't think it's the same , however if i see any 0 kb dds i will delete them. I also have one of the biggest problems i have encountred over the years. It entails the transfer of my files from one computer to another. Although i copy the exact same folders fromt he custom data, the exact hero files from my application data folder with the ai and the dats, i notice that meshes aren't converted on the other computer as they should be, the keyframes that i have changed adding animations remain the same and more importantly the ffx control centre settings aren't saved. For example fury has private army of 4 shield agents and on my second pc although i have transfered all the files he has 4 cops. Same goes with symbiote settings, summoner etc. It has to be noted that i usually merge the fx,sound,powers dats and not the characters one since i haven't branded my custom into the game although they are branded in the ffx cc. Sorry for the long post, but this problem happens every time.
Title: Re: Issue 13: Shi'ar pink problem.
Post by: detourne_me on October 17, 2014, 01:33:12 PM
you would also need to transfer over the ffxcustom.py and ffxcustom2.py files in order to keep those settings from ffx control center.  i may be mistaken, but i think they are kept in the missions>scripts folder.

ph, and good looking out Hoss,  for the longest time i was wondering why i had pink textures until i figured that out.
mow whenever i get on an FF kick, i usually end up reassigning all texture files to dds in nifskope, and then converting them manually with photoshop.
Title: Re: Issue 13: Shi'ar pink problem.
Post by: Jimaras8 on October 17, 2014, 05:04:10 PM
You are right dm they are in the scripts folder. I remember it cause i was messing with the ffxmulti. However the keyframes problem remains. Almost all of my new hero files have one or two additional animations and it will be really tiresome to go through 30 or so hero files in my second pc and edit the kfs again... So if anyone has an idea on that it would more than welcome.
Title: Re: Issue 14: Spider-man 2099 kfs swap.
Post by: Jimaras8 on November 03, 2014, 01:29:43 PM
Would someone be willing to change the keyframes of Skop_spider_man_2099_v2 to spiderman keyframes? I have murs skin and everything but the kfs aren't spiderish  :P :P.
Title: Re: Issue 14: Spider-man 2099 kfs swap.
Post by: SickAlice on November 03, 2014, 08:32:31 PM
If you mean use Jik's keyframes for murs mesh it would be easier to put the parts from murs nif into Jik's Spidey, then drop the keys from the Spidey I just released with them. Those keys accounted for 2099's cape. Then add the extra called for nodes to the new nif from mine (they're listed in the text file that comes with it). Just saying I pretty much covered everything for Spider-man (or I'm releasing anything I didn't soon) so no one would have to do things like this (those keys are exhausting to do over, trust me).
Title: Re: Issue 14: Spider-man 2099 kfs swap.
Post by: daglob on November 03, 2014, 10:42:55 PM
Hmm... I think I may have put that on Jik's Spidey anyway.
Title: Re: Issue 14: Spider-man 2099 kfs swap.
Post by: Cyber Burn on November 04, 2014, 03:37:51 AM
Quote from: Jimaras8 on November 03, 2014, 01:29:43 PM
Would someone be willing to change the keyframes of Skop_spider_man_2099_v2 to spiderman keyframes? I have murs skin and everything but the kfs aren't spiderish  :P :P.

I think when I Skoped that (Wasn't released publicly), I had used one of Tommyboy's Batman Meshes to get both the swinging animations and the cape animations together. But like SickAlice said, the new Spidey release should have everything you could want as far as animations go, plus it has a Spidey 2099 Skin.
Title: Re: Issue 14: Spider-man 2099 kfs swap.
Post by: SickAlice on November 04, 2014, 02:37:06 PM
Or just use the keys if he prefers to have the male basic body and murs skin. Sorry I'm long winded, what I basically said is I already did the keyframe work so one would just need to set up a nif quick. So the recipe would be:

- Take Jik's spidey nif (needed for the webs)
- skoped the male_basic from murs 2099 (or any) into Jik's Spidey. Skope the cape_top node from murs 2099 (or any) and the cape itself into Jik's Spidey.
- From my release skope the nodes: pistol, gunholster, camera, tron_disk and x_Spidertracer into murs 2099. Or at least have nodes in there with those names.
- Use my keys.

This will save you a ton of work as opposed to going through the keyframes again and accounting for the cape.
Title: Re: Issue 14: Spider-man 2099 kfs swap.
Post by: Jimaras8 on November 04, 2014, 04:25:50 PM
I am glad you guys seem so eager to clear this thing out but to be completely frank i don't know to tamper with the nifs. I haven't done since now because the need didn't occur. So, if there is a tutorial or something that would help clear this up i think i can give it a shot.
Title: Re: Issue 14: Spider-man 2099 kfs swap.
Post by: SickAlice on November 04, 2014, 10:33:09 PM
Released Spidey Basic on my workbench page.
All anyone needs to do then is skope in the extra parts from murs nif and put the skin in the directory and it's done. Make sure to save the webbing.tga's.
Title: Re: Issue 14: Spider-man 2099 kfs swap.
Post by: Cyber Burn on November 05, 2014, 02:03:07 PM
Hey Jim, when I sent you the V2 Skope, did I send you the V1 Skope as well? That one had Tommyboy's Spider-Man Keyframes.

But if you want, if you don't mind waiting until this weekend, I can Skope Murs' Spidey onto SickAlice's for you.
Title: Re: Issue 14: Spider-man 2099 kfs swap.
Post by: daglob on November 05, 2014, 09:46:38 PM
I looked back at what I did. I put the skin on Tommy's Spider-Man 2099 mesh and added the appropriate textures to the folder.
Title: Re: Issue 14: Spider-man 2099 kfs swap.
Post by: Cyber Burn on November 09, 2014, 05:45:09 AM
"Spidey_2099_SA_M47" has been sent your way Jim. Let me know if there are any issues with it.
Title: Re: Issue 14: Spider-man 2099 kfs swap.
Post by: Jimaras8 on November 11, 2014, 03:59:43 PM
Sorry i didn't response guys. I have currently put my hero making affairs on halt as i test Shadow of Mordor. From now on i will create hero files only when a certain characters ''clicks'' a lot as it is difficult fdinding time. Anyway, when i test the mesh i will immediately send you CB, thx for the hard work again.
Title: Re: Issue 15: Female_versatile_gun kfs.
Post by: Jimaras8 on November 22, 2014, 03:51:25 PM
After almost a month of doing anything  :ffvstr: related today i got a urge to create something. So could anyone send me female_versatile_gun kfs for Elsa Bloodstone? I have AA's skope but i lack the kfs. Also if someone could me Female_Versatile_More_Goodies kfs as well it would be neat. I can't seem to find any female versatile meshes.
Title: Re: Issue 15: Female_versatile_gun kfs.
Post by: hoss20 on November 22, 2014, 05:05:49 PM
The Female_versatile_gun keyframes are contained in the tom_female_versatile Pack 2 here: http://www.tommyboymeshes.freedomforceforever.com/other%20meshes%202.html

This pack contains a total of 7 different keyframes for tom_female_versatile and Pack 1 contains an additional 7.
Title: Re: Issue 15: Female_versatile_gun kfs.
Post by: Jimaras8 on November 22, 2014, 05:21:31 PM
Thx hoss, i guess if you don't know exactly where to look finding something specific takes time.
Title: Re: Issue 15: Female_versatile_gun kfs.
Post by: Jimaras8 on November 24, 2014, 01:17:59 PM
Hoss, i got the packs and i figured out Elsa but i have a problem with Clea. The txt says the mesh uses female_versatile_more_goodies but in the pack there isn't a file with such name. I am thinking it exists with another name as the female_versatile_gun kfs for Elsa were there but just as ''gun''. Do you know which file the mesh needs?
Title: Re: Issue 15: Female_versatile_gun kfs.
Post by: Outcast on November 24, 2014, 03:42:30 PM
I've got a copy of the female_versatile_more_goodies keyframes. It works with JKC's Clea hex.

Where do you want me to send it?
Title: Re: Issue 15: Female_versatile_gun kfs.
Post by: Jimaras8 on November 24, 2014, 05:05:00 PM
jmjimvas08@gmail.com outcast. Many thanks although i found that hoss has made a skope for Clea and i used that instead. But it's good having options  :lol:
Title: Re: Issue 15: Female_versatile_gun kfs.
Post by: hoss20 on November 24, 2014, 08:36:48 PM
I'm sorry I don't know where to find the "more_goodies" keyframes, or the mesh itself, for that matter. I am very happy, however that you like my Clea skope. Laughing Paradox did a great job on the skin to make her complete and I tried to use a mesh that had good spell casting animations.
Title: Re: Issue 15: Female_versatile_gun kfs.
Post by: Outcast on November 24, 2014, 11:19:53 PM
Quote from: Jimaras8 on November 24, 2014, 05:05:00 PM
jmjimvas08@gmail.com outcast. Many thanks although i found that hoss has made a skope for Clea and i used that instead. But it's good having options  :lol:

Sent. I remember seeing a Clea skin by LP before, but couldn't find it in his Force of Paradox Site. I would love a copy though if it's ok.
Title: Re: Issue 15: Female_versatile_gun kfs.
Post by: laughing paradox on November 24, 2014, 11:21:46 PM
I really need to fix how to navigate on that site.

Anyway, Clea was a Defender, which is on this page: http://forceofparadox.yolasite.com/marvel4.php#defenders
Title: Re: Issue 15: Female_versatile_gun kfs.
Post by: Outcast on November 24, 2014, 11:24:34 PM
Thanks LP!  :thumbup:   Just figured it out myself. :doh:

Man...so many pages.... :wacko:
Title: Re: Issue 15: Female_versatile_gun kfs.
Post by: laughing paradox on November 24, 2014, 11:28:59 PM
Haha, no problem! Enjoy! :)
Title: Re: Issue 15: Female_versatile_gun kfs.
Post by: Jimaras8 on November 29, 2014, 11:20:55 AM
I have a couple of request. A simple one and a much more difficult one. Is there a giant mesh for Yellowjacket? I have a skope which uses giant animations for melee and has shrinking animations for ranged but i am looking for a giant only like the one that has been made for Goliath/Giantman. I am trying to create two characters, the vanilla nimble yellowjacket and the towering/brute one like Benton did in the MA.

Second is a old request but i am trying again, i am persistent  :D. Could anyone be interested in taking a shot at Gorgon the Hydra/Hand assassin? http://www.comicvine.com/images/1300-3104635 (http://www.comicvine.com/images/1300-3104635)   (http://static.comicvine.com/uploads/scale_super/7/71941/1487778-sw_21_0024.jpg). I know you guys are really busy and this is only a request but if anyone is willing to try i would be extremely grateful  :D :D.
Title: Re: Issue 16: Yellowjacket Giant mesh?
Post by: Cyber Burn on November 29, 2014, 05:48:18 PM
http://tommyboymeshes.freedomforceforever.com/other%20meshes%203.html

Give Tommyboy's "New Giant Keyframes Pack" a try. You should be able to find something you can use there. I'm not sure which "Yellowjacket" Mesh you are using, but these should be compatible.
Title: Re: Issue 17: Vertex Archangel request and kfs swap.
Post by: Jimaras8 on December 08, 2014, 02:11:31 PM
Could someone send vx_archangel to jmjimva08@gmail.com. I cant' seem to find the mesh in his yg and his site is down. Thx in advance guys, Also i came across AA's archangel mesh and i was wondering if someone could swap the kfs to the classi angel ones. I love the mesh but i think it misses a flying melee or two. I would do it myself but i haven't done in a while and i am afraid i forgot the way  :( :(
Title: Re: Issue 17: Vertex Archangel request and kfs swap.
Post by: Cyber Burn on December 08, 2014, 04:43:02 PM
vxarchangel: https://groups.yahoo.com/neo/groups/Vertex_Meshes_01/info
Title: Re: Issue 17: Vertex Archangel request and kfs swap.
Post by: Jimaras8 on December 08, 2014, 06:08:57 PM
That's why i could find it CB. I only got vertexmeshes yg. Thx a ton  :D
Title: Re: Issue 17: Vertex Archangel request and kfs swap.
Post by: hoss20 on December 08, 2014, 07:40:30 PM
The reason there aren't flying animations for the Archangel mesh is that the standard winged flying melee keyframes don't work for it, as there are additional pieces for the Archangel wings and they expand and retract. Plus, they wouldn't look right anyway because those animations flap the wings and Archangel's wings stay fixed. Standard vxflying_melee keyframes work, but the wings don't respond. I went ahead and skoped flying melee animations for vxArchangel and, as a result AA's and Pod's Archangel skopes. I sent them your way, Jim.
Title: Re: Issue 17: Vertex Archangel request and kfs swap.
Post by: crimsonquill on December 08, 2014, 09:41:45 PM
Quote from: hoss20 on December 08, 2014, 07:40:30 PM
I went ahead and skoped flying melee animations for vxArchangel and, as a result AA's and Pod's Archangel skopes. I sent them your way, Jim.

Hey Hoss, could I get a copy of those keyframes for vxArchangel too? I have been hoping someone would tackle making a new set of keyframes for a long while.

- CQ
Title: Re: Issue 17: Vertex Archangel request and kfs swap.
Post by: Jimaras8 on December 09, 2014, 08:20:50 AM
Oh, i didn't know they wouldn't work hoss. Thx for clearing this up and thank you for the keyframes. The standrard kfs for Archangel are pretty cool as they utilize his wings, the icing would be a dive bomb like animation for variety. I can get down to the hero file now  :D.
Title: Re: Issue 19: Havok X-factor?
Post by: Jimaras8 on December 27, 2014, 09:51:15 AM
Guys i am short of some AOA meshes. Specifically Age of Apocalypse Magneto, Jean Grey, Weapon X (Wolverine), Storm, Dark Beast, Havok and Nightcrawler (KUrt Darkholme) . Any ideas about them?
Title: Re: Issue 18: AOA meshes...again.
Post by: SickAlice on December 27, 2014, 08:28:12 PM
The peeps over at Heroforce focused on some AoA characters, Afghan Ant and Pod I think? I swore one of them did Jean at least. Not sure if they are hosting whatever at the site though.
http://heroforce.freedomforceforever.com/ (http://heroforce.freedomforceforever.com/)

Matrix if memory serves me did some hexes and skins. Some of the best really.
https://groups.yahoo.com/neo/groups/MatrixFFskins/info (https://groups.yahoo.com/neo/groups/MatrixFFskins/info)
https://groups.yahoo.com/neo/groups/MatrixFFskins2/info (https://groups.yahoo.com/neo/groups/MatrixFFskins2/info)
https://groups.yahoo.com/neo/groups/MatrixFFskins3/info (https://groups.yahoo.com/neo/groups/MatrixFFskins3/info)
https://groups.yahoo.com/neo/groups/MatrixFFskins4/info (https://groups.yahoo.com/neo/groups/MatrixFFskins4/info)

I did some but most of them are junk and for  :ff:. They can be found at my old site links. I did a few different Storm's for sure among others. They'd make decent bases if anything for sharper looking skins. I also have an updated Dark Beast on my current site on the Age Of Apocalypse page and some new ones on my X-Men page.   :ff: versions of the ones on the current site are also in the old site links.
http://catman.freedomforceforever.com/index.html (http://catman.freedomforceforever.com/index.html)

http://catmanexe.tripod.com/id38.html (http://catmanexe.tripod.com/id38.html)
http://catmanexe.tripod.com/id39.html (http://catmanexe.tripod.com/id39.html)
http://catmanexe.tripod.com/id40.html (http://catmanexe.tripod.com/id40.html)
http://catmanexe.tripod.com/id42.html (http://catmanexe.tripod.com/id42.html)
http://catmanexe.tripod.com/id43.html (http://catmanexe.tripod.com/id43.html)
http://catmanexe.tripod.com/id44.html (http://catmanexe.tripod.com/id44.html)

I think Vertex made a Havok.
http://freedomreborn.net/forums/index.php?topic=56376.0 (http://freedomreborn.net/forums/index.php?topic=56376.0)

* Edited post to make it a little more convenient.
Title: Re: Issue 18: AOA meshes...again.
Post by: Jimaras8 on December 28, 2014, 09:29:00 AM
Thank you very much for the effort Sickalice, really appreciate it. I have gotten into a AOA frenzy after reading uncanny x-force by Remender and i would love to tap some versions of those characters.
Title: Re: Issue 18: AOA meshes...again.
Post by: SickAlice on December 30, 2014, 06:30:40 AM
I can't speak for everyone but when I came on board here it was like many of us were in a mad dash to try and pull off AoA skins. I mean to get around to more sometime, or just absorb my page into the X-Men. I will revisit Husk from the AoA Anniversary mini at some point for sure as I loved the costume. While it wasn't my first comic, the Age Of Apocalypse was the one that got me buying and reading books on a monthly basis from that point until to date. I'd watched the cartoon and collected some trading cards at the time and saw the promo at a grocery store and remember being just taken back that this comic company would up and stop all their story lines and characters in mid-publish just to pull out a creative idea they had. Now days that's nothing new and par the course even but back then it was such a deal. That and I'm sure like anyone else I was drawn in by the images of Blink, Holocaust and Sunfire of course. That recent tribute (Remender, AoX, latter AoA series) got me all sorts of stoked as well. I wouldn't doubt if we see a revival again in the upcoming Secret Wars given how they laid the thing out (and if they bring back AoA Blink...Hoodah-hoodah!).
Title: Re: Issue 19: Black Panther with Batarang????
Post by: Jimaras8 on January 14, 2015, 04:41:16 PM
I have dm's Black Panther skope and i noticed it has Bats animations which is cool because i always considerred those two close. However in all ranged animations BP has a batarang in his hand, something not very fitting for the character  :D! Anyway to hide it with nifskope?
Title: Re: Issue 19: Black Panther with Batarang????
Post by: Amazo Version 2.2 on January 14, 2015, 07:20:03 PM
if it's based on grenadier's most recent batman mesh, then if you open it in NifSkope, you should see the batarangs in black panther's hands. right click on the batarang, click flags, then check the hidden box. you should be able to do this for both batarangs, then hit save.
Title: Re: Issue 19: Black Panther with Batarang????
Post by: Cyber Burn on January 15, 2015, 12:56:28 AM
Quote from: Jimaras8 on January 14, 2015, 04:41:16 PM
I have dm's Black Panther skope and i noticed it has Bats animations which is cool because i always considerred those two close. However in all ranged animations BP has a batarang in his hand, something not very fitting for the character  :D! Anyway to hide it with nifskope?

I don't seem to have this Skope, but if you continue to have trouble with it, feel free to send it my way, and I'll see if I can hide the Batarangs for you.
Title: Re: Issue 19: Black Panther with Batarang????
Post by: Jimaras8 on January 15, 2015, 07:43:14 AM
Thx for the help Amazo and CB, i have hidden the batarangs. It's actully the same with hiding the bullet node in some meshes.
Title: Re: Issue 19: Black Panther with Batarang????
Post by: Jimaras8 on January 22, 2015, 08:32:09 AM
I know it's not a mesh request i was just wondering how i could make burrow_start appear in the special menu. I want to use for a hide undergound type of power but it only appears in active defense. IN the text keys i didn't see any contact command only disappear and appear. So, do i change one of them into leave_hand or i do something else?
Title: Re: Issue 19: Black Panther with Batarang????
Post by: hoss20 on January 23, 2015, 12:33:12 AM
What mesh are you wanting to use the power for? Normally, if a mesh has keyframes that contain the burrow_start animation, then the Burrow, Dig, and Tunnel Travel will show up under the Special menu for Powers in Character Creation/Edit screen. If the mesh does not have the burrow_start animation, then these powers will not show up as selectable.
Title: Re: Issue 19: Black Panther with Batarang????
Post by: Jimaras8 on January 23, 2015, 08:27:15 AM
Speed_AA Hoss. It has the burrow_star i am sure. It only appears in the active def menu not in the special.
Title: Re: Issue 19: Black Panther with Batarang????
Post by: hoss20 on January 23, 2015, 11:30:55 AM
I downloaded the skope and everything works fine. The big question is what type of power are you choosing on the Special Power menu? I chose the powers designed for the burrow animation (Burrow, Dig, and Tunnel Travel) and burrow_start shows up as the default animation. Did you choose another Special Power to make him hide, like Cloak of Shadows or Teleport Self? If so, that's the reason why the animation isn't showing up for you to choose from.
Title: Re: Issue 19: Black Panther with Batarang????
Post by: AfghanAnt on January 23, 2015, 12:40:29 PM
Quote from: Jimaras8 on January 23, 2015, 08:27:15 AM
Speed_AA Hoss. It has the burrow_star i am sure. It only appears in the active def menu not in the special.

I think what you are looking at is the animation from Bullet's active defense where he spins. The burrow_start and burrow_end animations are standing vibration (like many Flash meshes). I loaded up FFVTR and had no problem setting Speed_AA up with Burrow.
Title: Re: Issue 19: Black Panther with Batarang????
Post by: Jimaras8 on January 23, 2015, 12:51:37 PM
I will check it AA. If two people say you are wrong then i am propably wrong  :D :D. Thx for the help guys, AA don't take it as a request but i would love it if you made Captain's Marvel current costume.
Title: Re: Issue 19: Black Panther with Batarang????
Post by: AfghanAnt on January 23, 2015, 01:16:26 PM
Quote from: Jimaras8 on January 23, 2015, 12:51:37 PM
I will check it AA. If two people say you are wrong then i am propably wrong  :D :D. Thx for the help guys, AA don't take it as a request but i would love it if you made Captain's Marvel current costume.

I thought about it and the new Ms Marvel too.
Title: Re: Issue 19: Black Panther with Batarang????
Post by: Jimaras8 on February 08, 2015, 01:06:00 PM
I have c6 X-factor skin for havok but mbeing in the male_basic is kina confining. Are there any other meshes or skins with his X-factor costume only? Here is a reference pic

(http://static.comicvine.com/uploads/scale_super/3/31599/785082-havok_00.jpg)
Title: Re: Issue 19: Black Panther with Batarang????
Post by: AfghanAnt on February 08, 2015, 02:01:17 PM
Heroforce. Ink's section.
Title: Re: Issue 19: Black Panther with Batarang????
Post by: Jimaras8 on February 08, 2015, 03:45:09 PM
Quote from: AfghanAnt on February 08, 2015, 02:01:17 PM
Heroforce. Ink's section.

I missed that AA, it seems i had gotten the classic one only. Guys is there possible for anyone to do a body swap with Ink's Havok and vx_Havok? The last time i tried with the icemen it didn't end so well. If it isn't too much to ask of course.
Title: Re: Issue 19: Black Panther with Batarang????
Post by: Cyber Burn on February 08, 2015, 05:33:16 PM
Time will really be limited for the next week or so, so I can't really commit, but if someone takes this on, could you clarify?

Do you want Ink's Mesh put onto the VX Mesh?

Or...

Do you want the VX Mesh put onto Ink's Mesh?
Title: Re: Issue 19: Black Panther with Batarang????
Post by: Jimaras8 on February 08, 2015, 06:59:38 PM
I want the vx mesh to be pout in the Ink one. The basic idea is the x-factor skin with the vx keyframes because i really like those animations. I really can't understand what went wrong with the iceman body, i just couldn't do it. That's why i am asking for help even though i should have been able to do it on my own now  :(
Title: Re: Issue 19: Black Panther with Batarang????
Post by: Cyber Burn on February 08, 2015, 07:41:42 PM
Ok, so just to be clear, you want Ink's X-Factor "Havok" Mesh to use the Keyframes from Vertex's "VXHavok_Classic" Mesh?
Title: Re: Issue 19: Black Panther with Batarang????
Post by: Cyber Burn on February 08, 2015, 08:55:31 PM
I figured since I'm already sitting at my PC, I would try to hit this before I got back to my Classwork. You have mail Jim, let me know if there are any problems with it.
Title: Re: Issue 20: Character Tool problem.
Post by: Jimaras8 on February 10, 2015, 01:59:20 PM
Sorry to post it here but i figured it would get quicker response since this is urgent. So i opened the Characters tool today and to my suprise i noticed many meshes having rink parts and not being able to see many meshes that i would normally could. To be more specific in meshes that yesterday i could preview perfectly i now get a "couldn't load mesh for Iron_fist_gren" for example. Also in many meshes that appeared perfectly fine days ago have now pink parts. In-game s far they appear correct but this is irritating. Any ideas? Also i would really appreciate if you could recommend a simple and light programm fro converting the tga to dds.

Title: Re: Issue 20: Character Tool problem.
Post by: Cyber Burn on February 10, 2015, 02:23:08 PM
Quote from: Jimaras8 on February 10, 2015, 01:59:20 PM
Sorry to post it here but i figured it would get quicker response since this is urgent. So i opened the Characters tool today and to my suprise i noticed many meshes having rink parts and not being able to see many meshes that i would normally could. To be more specific in meshes that yesterday i could preview perfectly i now get a "couldn't load mesh for Iron_fist_gren" for example. Also in many meshes that appeared perfectly fine days ago have now pink parts. In-game s far they appear correct but this is irritating. Any ideas? Also i would really appreciate if you could recommend a simple and light programm fro converting the tga to dds.

If you check this thread: http://freedomreborn.net/forums/index.php?topic=48918.0

You should find something to help you out.
Title: Re: Issue 20: Character Tool problem.
Post by: Jimaras8 on February 10, 2015, 02:44:18 PM
Thx CB i will definitely check it. Any ideas about CT? Can i uninstall the CT only and reinstall it or do i have to delete the moding tools as a whole?
Title: Re: Issue 20: Character Tool problem.
Post by: hoss20 on February 10, 2015, 05:42:59 PM
You use FFVTTR, right? The "couldn't load mesh" message means that the mesh is an FF1 mesh that needs to be converted. It doesn't make sense that you have been able to view the mesh prior to this. Either this or you tried to alter the mesh in Nifskope and did something to "break" the mesh or skope.

As long as all of the art files are present, the pink issue is usually due to CTool2 having issues reading tga files instead of dds. It will read both, but I've found that if I have the tool open for a while, it eventually starts showing pink pieces (usually extras and not the min mesh). Converting art files to dds will solve this. I will usually just close down CTool and reopen it which will solve the problem for a while.
Title: Re: Issue 20: Character Tool problem.
Post by: Jimaras8 on February 10, 2015, 09:13:05 PM
I am afraid none of these are the case hoss. The cannot load thing happened with Iron_fist gren among others. A mesh i am currently using in-game for my hero file!!!! So it's not a conversion issue. The pink problem starts the second i start CT 2 with meshes i remember checking days before and appeared fine. No, it's not a time issue either. I have unistalled and reinstalled the modding tools but the problem remains. Hoss which program do you use for converting the tga to dds?
Title: Re: Issue 20: Character Tool problem.
Post by: daglob on February 10, 2015, 11:16:26 PM
While I have no real proof (I aren't no computey tech), I believe that sometimes the problem is memory related (at least on my computer). At other times, there is a missing texture (glow or reflection). I have a sets of most basic and versatile (TV, DS, TM) mesh refl, glow, and lightmaps all done in black, saved into their own directory. I copy those to a skin file, and tell the computer not to replace those that already exist. At times it works. At other times, as Hoss says, only changing the textures to DDS will solve the problem.
Title: Re: Issue 20: Character Tool problem.
Post by: Cyber Burn on February 10, 2015, 11:33:29 PM
I still occasionally have the pinking issue, but one thing that helped reduce it was to set up multiple "characters" Folders in my Library.
Title: Re: Issue 20: Character Tool problem.
Post by: hoss20 on February 11, 2015, 04:31:05 AM
I had a program years ago that I used to convert tgas to dds, but once I upgraded to Windows7, the program did not function properly, so I stopped using it. I am fortunate enough to have a version of Photoshop and have downloaded a plug-in that enables me to work with dds files, so I will use that to convert tgas. One of the good things about that old program I had was that I could "bulk convert" all of the files in a skin folder, rather than having to do each one individually. The program is mentioned somewhere in  a few of the threads that address converting tgas to dds.

Go ahead and send me the Iron_Fist_Gren that is giving you trouble. I know you have other meshes, giving you problems in CTool, but let's start there. Just make sure that it is the current mesh that is causing the issue and not the original zip file.
Title: Re: Issue 20: Character Tool problem.
Post by: Jimaras8 on February 11, 2015, 08:07:06 AM
I would really really really hate if i had to convert at least 200 meshes image files. Especially if i have to do it one at a time. I had minimal problem with the tga except for some occassional pinking in-game. Never in theCT 2 and suddenly half of them are pink and many of them can't be seen. I base my hero files in keyframes customization so not be able to see the animations and their variables is confining me...A LOT. I really appreciate the support guys let's try to figure it out. Hoss i will send you the IF mesh the onje currently in my custom folder which is causing the problem. They are plenty other but that's the one in my mind right now.
Title: Re: Issue 20: Character Tool problem.
Post by: spydermann93 on February 11, 2015, 08:10:17 AM
Yeah, one thing that I started doing is converting each and every skin file from .tga to .dds when I install a new mesh.

Tedious to be sure, but definitely worth not having seas of pink if one hero that has a .dds skin is running around :P
Title: Re: Issue 20: Character Tool problem.
Post by: Jimaras8 on February 11, 2015, 08:14:53 AM
Spyde which program do you use?
Title: Re: Issue 20: Character Tool problem.
Post by: spydermann93 on February 11, 2015, 08:52:18 AM
I use Paint.NET.

I used to use a Bulk Converter for it, but I updated my Paint.NET and stupidly deleted the old version's .exe. :doh:

I think that I have the old version backed-up somewhere on one of my old computers back at my house (I'm at my apartment, right now), but I won't be able to get to them until this weekend (at least, I hope to get to them by then :P).

I'll definitely let you know :)
Title: Re: Issue 20: Character Tool problem.
Post by: AfghanAnt on February 11, 2015, 08:05:52 PM
Quote from: spydermann93 on February 11, 2015, 08:52:18 AM
I use Paint.NET.

I used to use a Bulk Converter for it, but I updated my Paint.NET and stupidly deleted the old version's .exe. :doh:

I think that I have the old version backed-up somewhere on one of my old computers back at my house (I'm at my apartment, right now), but I won't be able to get to them until this weekend (at least, I hope to get to them by then :P).

I'll definitely let you know :)

There is/was a bulk dds converter? I would be really interested if it didn't reduce the quality. I've tried other dds converters and Photoshop one is the only one that retains quality
Title: Re: Issue 20: Character Tool problem.
Post by: spydermann93 on February 11, 2015, 10:04:07 PM
The one that I was using didn't reduce quality.

And do you have a link to the Photoshop bulk converter that you use?

When converting, I'm still a bit unsure of what settings to set the conversion to when converting the skin files.

With Paint.NET, it's just A8R8G8B8 and voila! Same quality skins, just in .dds!
Title: Re: Issue 20: Character Tool problem.
Post by: hoss20 on February 12, 2015, 01:59:20 AM
Jim, the Iron Fist that you sent me is for FF1 and needs to be converted. I tried pasting a piece from a skope that I knew was for 3rd Reich onto it and received a message stating that they weren't compatible nifs. This explains the message you were receiving. I went ahead and converted it and it works fine. I also double checked and Gren's Iron Fist does not work in FFVTTR without conversion. I don't really know what could have happened unless you had done some sort of system restore to your operating system. Even that, though, doesn't usually revert individual files.

So, for all of the meshes you are now having trouble with, I would go ahead and see about converting them again. I went ahead and sent you back the converted Iron Fist. Definitely let me know if it is still causing you problems.
Title: Re: Issue 20: Character Tool problem.
Post by: Cyber Burn on February 12, 2015, 04:49:31 AM
In regards to bulk conversion for your Skins, you could try "XnConvert". There is occasional quality loss, but it's not too noticeable in game.

If you're interested, the link is here: http://www.xnview.com/en/
Title: Re: Issue 20: Character Tool problem.
Post by: Jimaras8 on February 12, 2015, 08:37:13 AM
Hoss this is beyond weird. I have one IF mesh in my custom folder and it's the one i am using in-game. I swear to God the mesh works in-game and i can't see it in the CT. How can a mesh that needs conversion works in  :ffvstr:? Still that doesn't explain the pinking problem that started out fo the blue. There is some sort of problme and the mesh is just the tip. THx for the help and the time Hoss. I will try to convert the meshes see if that works.
Title: Re: Issue 20: Character Tool problem.
Post by: Amazo Version 2.2 on February 13, 2015, 05:41:17 PM
i've read many times that this is a memory issue, having too many meshes in your custom folder may be a cause of the pinking. using tga files instead of dds files in  :ffvstr: may also be a problem.
Title: Re: Issue 20: Character Tool problem.
Post by: spydermann93 on February 13, 2015, 06:49:20 PM
Quote from: Jimaras8 on February 12, 2015, 08:37:13 AM
Hoss this is beyond weird. I have one IF mesh in my custom folder and it's the one i am using in-game. I swear to God the mesh works in-game and i can't see it in the CT. How can a mesh that needs conversion works in  :ffvstr:? Still that doesn't explain the pinking problem that started out fo the blue. There is some sort of problme and the mesh is just the tip. THx for the help and the time Hoss. I will try to convert the meshes see if that works.

There might be a part of the mesh that is messing up the Character Tool, but the game either ignores it or doesn't see it as a problem.

You'll run into this with some of Gren's meshes. The Character Tool can't load some of them, but they work fine in-game. After a quick run-through of the NifConverter, the Character Tool sees them just fine :yes:
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Jimaras8 on March 29, 2015, 12:29:18 PM
Ok guys, long time no see. I hope you are all well. I am getting back in the hf business and i was wondering if there are any Boom-Boom meshes and fx. I remember seeing in USAgent hf that he used a boom-boom time bomb fx. Is there something like that out here? And what are my options regarding boom-boom meshes and skopes?
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Cyber Burn on March 29, 2015, 04:17:17 PM
I believe that Afghan Ant has a "Tabitha Smith" Skope in his Marvel section (I think that's "Boom Boom").

There should be some Skins for her in the Marvel Skins that I linked you to (They should be called "Boomer").

And Adclaw has the FX you want here: http://frp.unlimited2.net/fxforce/public_html/FXLOW.html
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Jimaras8 on March 29, 2015, 07:14:58 PM
Thx a ton CB. Are those for FF1 or will they work with  :ffvstr:? I have noticed some old fx have delayed effect times.
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Cyber Burn on March 29, 2015, 09:07:39 PM
I believe, if you switch the End Nif of the problem FX with one from FFvt3R, then the delay issue vanishes.
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Jimaras8 on March 29, 2015, 09:33:08 PM
Quote from: Cyber Burn on March 29, 2015, 09:07:39 PM
I believe, if you switch the End Nif of the problem FX with one from FFvt3R, then the delay issue vanishes.

Any end nif from  :ffvstr:? For example if i switch energy beam x end nif with any probelmatic end.nif the dealy effect will be solved?
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Cyber Burn on March 30, 2015, 12:48:30 AM
I believe so. Using an End Nif from a FFvt3R FX should remove the time delay in the FX, as to what End Nif you decide to use, shouldn't really matter.
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Jimaras8 on March 30, 2015, 08:21:45 AM
Wow, that's the first time i am hearing this. This will solve a lot of issues i am having with fx that take time to activate. Thx CB i can't believe i hadn't addressed that since now.
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Jimaras8 on March 30, 2015, 02:29:51 PM
CB i tested the method and it doesn't seem to work. I replaced Boom-Boom time bomb end.nif with radbotls_red end.nif and the delay effect still applies. I don't seem to find any original  :ffvstr: fx. Where are they placed? In the main generic folder of the game i seem to only find the custom fx.  Also just to be clear when you are saying "replace" you mean just copying the  :ffvstr: end.nif in the generic folder and in the folder of the problematic fx right? I don't need to do any tampering with the nifskope.
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Amazo Version 2.2 on March 30, 2015, 08:02:11 PM
Quote from: Jimaras8 on March 30, 2015, 02:29:51 PM
I don't seem to find any original  :ffvstr: fx. Where are they placed?

did you unzip and extract your art.ff file? that should give you access to the original  :ffvstr: fx.
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Cyber Burn on March 30, 2015, 11:40:41 PM
Quote from: Jimaras8 on March 30, 2015, 02:29:51 PM
CB i tested the method and it doesn't seem to work. I replaced Boom-Boom time bomb end.nif with radbotls_red end.nif and the delay effect still applies. I don't seem to find any original  :ffvstr: fx. Where are they placed? In the main generic folder of the game i seem to only find the custom fx.  Also just to be clear when you are saying "replace" you mean just copying the  :ffvstr: end.nif in the generic folder and in the folder of the problematic fx right? I don't need to do any tampering with the nifskope.

If I remember correctly, Boom Boom's "Time Bombs" were Yellow, right? I've got an idea for an updated FX if you're interested.
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Jimaras8 on March 31, 2015, 07:59:36 AM
QuoteIf I remember correctly, Boom Boom's "Time Bombs" were Yellow, right? I've got an idea for an updated FX if you're interested.

Any new fx is welcome. However i would also like to solve the delaying issue since there is a solution. Amazo wrote above and suggested to extract the art.ff file. To be clear you are not referring to art folder, am i right? The only fx i found there were the custom ones. Where is the art.ff file?

One last thing. When i replaced the end.nif od radbolts i noticed the time bomb had a red hue in the end apparently from the radbolt. So i guess the end.nif affects the appearance of the fx after all?
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Amazo Version 2.2 on March 31, 2015, 02:22:13 PM
how cyber explained it to me, and i hope i'm remembering right, is that the end nifs for explosive projectiles from  :ff: had a timing issue in  :ffvstr:. so in order to counter that, you need to replace that end nif with a similar end nif from an fx from  :ffvstr:. in your fx folder, if you're only seeing the "generic" and "_textures" folders, then you haven't unzipped your art.ff folder. and it's from there that you'll find an end nif that should work.

but if i'm wrong, or didn't explain things completely, mqybe someone with more fx experience could step in.
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: windblown on March 31, 2015, 05:45:04 PM
I use the end .nif of Liberty Lad's proximity grenade for Boom Boom's FXs. You'll find it if you follow Amazo instructions on the previous post.
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: hoss20 on March 31, 2015, 06:25:38 PM
The art.ff file is found in the Irrational Games->Freedom Force vs The 3rd Reich->Data folder. Right click on it and choose Open. Then choose Select a program from a list of installed programs. Here you will pick whatever program or application you use to unzip files. Once extracted, the Art folder containing the FX will be located here: Irrational Games->Freedom Force vs The 3rd Reich->Data->library->fx. In there you will see the generic folder which contains the nifs for the FX and the _textures folder that contains the art files (either dds or tga files).
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Jimaras8 on April 01, 2015, 07:37:57 AM
Thank for the detailed process Hoss. I knew what i supposed to do but i just couldn't find the .ff file. It seems i was looking for inside the art folder instead of the data folder. I was one step ahead  :D. Thank all for the tips.

Windblown, won't the end.nif collide somehow with how the fx looks in-game? I noticed that when i used radbolts_red the end of the time-bomb had a red hue.
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: hoss20 on April 01, 2015, 08:12:25 AM
Each part of the FX is different (start, core, end) and the nifs and art files combine to make the FX. Windblown suggested the Liberty Lad Proximity Grenade because its end.nif is a yellow/orange explosion. I don't mean to offend you by saying this, but the reason the end of your edited time bomb FX is red is because you used the end.nif from radbolts_red.

For example, say you have an FX with a flare at the hand, then a beam that ends with an explosion. The set up for the FX would be Flare (start.nif), Beam (core.nif), and Explosion (end.nif). If you use a red start.nif, a white core.nif, and a blue end.nif, then your FX will go Red Flare, then White Beam, and end with a Blue Explosion.

If you had used the end.nif from radbolts_yellow, then the end of your new time bomb FX would have been yellow.

Another thing to note is that all of the different colored radbolts use the same nifs, it's just the art files used to color the nifs that are different. This is generally true for all FX that are the same, but come with different colored options (eyebeam, fireball, flamefist, etc.). Unfortunately, there's no way to have one FX and its nifs point to different art files to make different colored FX, so we have to have a copies of the same FX (and its nifs) with different art files assigned to make the color alternatives.

I'm really sorry if I just tried to explain a whole bunch of stuff you already knew.
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Jimaras8 on April 01, 2015, 10:20:29 AM
Hahahah Hoss i figured that the hue was red due to the radbolts .nif, no worries. I still have some deduction abilities  :D :D. I was just kinda buffed by what CB said, that it didn't matter what end.nif you are using. Well i guess it matters visually only. We cleared that out.

Follow-up question: What happens what a fx doesn't have a end.nif to replace? Most direct fc don't if i recall. Let's say Cable_repel which also has a delay effect. Do i need to replace the core.nif?
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Cyber Burn on April 01, 2015, 01:20:47 PM
Quote from: Jimaras8 on April 01, 2015, 10:20:29 AM
Hahahah Hoss i figured that the hue was red due to the radbolts .nif, no worries. I still have some deduction abilities  :D :D. I was just kinda buffed by what CB said, that it didn't matter what end.nif you are using. Well i guess it matters visually only. We cleared that out.

Sorry Jim, I should have been more clear on that.

Quote from: Jimaras8 on April 01, 2015, 10:20:29 AM
Follow-up question: What happens what a fx doesn't have a end.nif to replace? Most direct fc don't if i recall. Let's say Cable_repel which also has a delay effect. Do i need to replace the core.nif?

You could replace the "Core.Nif" with a similar "End.Nif", and just rename that "End.Nif" to "Core.Nif". I can't give you a recommendation right now since I'm not really familiar with the FX.
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Jimaras8 on April 01, 2015, 02:27:41 PM
QuoteYou could replace the "Core.Nif" with a similar "End.Nif", and just rename that "End.Nif" to "Core.Nif". I can't give you a recommendation right now since I'm not really familiar with the FX.

Hm, i guess Microwave's materiaze could work as a replacement. What do you guys think.

Sorry i am firing those like a machine gun and i know they are fitting for this thread but i was wondering how i could change the flying fx for a character. I am not talking about a special power, let me clear this out. I want to make a Jean grey hf and i noticed a telekinetic flight fx. How can i adjust it so when Jean uses he telekinesis to fly the effect will appear? Not afterburner or sonic boom, normal flight.
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Cyber Burn on April 02, 2015, 03:53:16 AM
I haven't had a chance to look at the other FX, but I do have the Time Bomb FX for "Boom Boom" ready to be tested. Any interest in trying it out?
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Jimaras8 on April 02, 2015, 09:13:57 AM
Sure, CB i am always open to more fx. I am really happy you are cracking them lately. Send it my way and i test it as soon as i can.
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Cyber Burn on April 03, 2015, 01:02:21 AM
You've got mail Jim.
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Jimaras8 on April 03, 2015, 07:51:46 AM
Great. Any ideas CB on the flying thing? is it possible to assign certain fx to characters for normal flying not special attacks?
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: hoss20 on April 03, 2015, 03:48:02 PM
Give this a try for Flying FX:

The FX you use doesn't even need to be a specific "Flight" FX. I used aff_radbolts and it worked fine. The fact that the FX uses "flying_" in the name ensures that it will trail the character while flying, remain present while hovering, and disappear when they land.

I performed these steps with my own Jean Grey and used the jeangrey_tk_flying FX and was successful.

Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Jimaras8 on April 03, 2015, 08:34:42 PM
That was a huge helping hand Hoss. I was afraid i would need to get into nifskope area and whatnot. This sounds pretty easy. Out of curiosity which Jean grey are you using?
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Jimaras8 on April 03, 2015, 09:02:08 PM
Guys SOS. I installed AdClaw mental pack and now the game crashes. I merged the dats, i placed the nifs and the tga, everything seemed to work. Then the game pops up "Failed to load character def,". What does this mean?
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Cyber Burn on April 03, 2015, 09:15:19 PM
If I had to take a guess, I would say that the issue is with incompatible files. I believe that you're using FFvt3R, and Adclaw's FX are for FF1, so there may have been an issue that was caused with you merging the Dat Files from his FF1 FX with your FFvt3R FX.
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Jimaras8 on April 04, 2015, 07:51:03 AM
Well this is unfortunate. Can anyone at least confirm if i can use telekinetic fly on   :ffvstr:? At least i had back up otherwise i would be in bigggg trouble.
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Cyber Burn on April 04, 2015, 04:11:32 PM
Quote from: Jimaras8 on April 03, 2015, 09:02:08 PM
Guys SOS. I installed AdClaw mental pack and now the game crashes. I merged the dats, i placed the nifs and the tga, everything seemed to work. Then the game pops up "Failed to load character def,". What does this mean?

I've never really used the Flying FX, so I can't help you there, but I did want to check in and see if you were able to get your game running again after the issue you had with the Mental Pack.

Glad you backed up your Files before you merged them, definitely a good move, I can't tell you how many times I've forgotten to back things up before altering them, it can be very frustrating.
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Jimaras8 on April 04, 2015, 05:39:25 PM
CB, i know what you mean. I still needed to re install some fx and sounds but nothing compared to the disaster that would happen if i had to integrate over 60 fx in the system. Those are fx that are NOT in PFX or EZFX. Thankfully we avoided that. The game is fine now, i install individually every fx from the pack and alter their end.nif to make them work. It's slow, but it's also the only.

CB how are your fx shaping up? Have you thought of maybe doing some fire fx for Pyro? I had that thought the other day, the fire creatures that i have are basically the same model.
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Cyber Burn on April 04, 2015, 06:01:08 PM
I do have a bunch of Fire FX that I had made for "Pyro". I think that there's maybe 8 or 9. These will be released when Alex releases his next update to EZFX. In the meantime though, I'm starting a new batch of FX, starting with the "Time_Bomb" FX. I'm also going to update the "Eye_Repel" FX, plus I have some FX for "Banshee" that I've started.

I've also got FX going for the "Mario" Characters that SickAlice made, but I may set those up separately.

If there's something specific that you want me to try, feel free to post it in my FX thread. Things will be a bit slow because of School, but I'm always willing to give things a try.
Title: Re: Issue 21: Boom-Boom and Time Bomb effects.
Post by: Amazo Version 2.2 on April 06, 2015, 02:46:50 PM
i'd be happy to help you test these new fx cyber, let me know.
Title: Re: Issue 22: Shola Inkosi skin or mesh
Post by: Jimaras8 on July 09, 2015, 08:38:55 AM
Howdy folks. Anyone has a shola inkosi mesh/skin from his Excalibur stint? Here is a reference pic.

(http://static.comicvine.com/uploads/scale_super/0/77/79229-193147-shola-inkose.jpg)
Title: Re: Issue 22: Shola Inkosi skin or mesh
Post by: Podmark on July 12, 2015, 12:31:34 AM
I skinned Shola a long time ago. Give me a bit and I'm sure I can dig him up for you.
Title: Re: Issue 22: Shola Inkosi skin or mesh
Post by: Jimaras8 on July 12, 2015, 07:01:36 AM
Thanks Pod, i really appreciate it  :D
Title: Re: Issue 22: Shola Inkosi skin or mesh
Post by: Jimaras8 on July 28, 2015, 01:04:03 PM
Ok folks, how about some Mandroids now. My megalist has grenadier and Area34 meshes but they are listed under the champions banner and the site is down for years. if anyone hs any Mandroid skope send it over in jmjimvas08@gmail.com
Title: Re: Issue 23: Mandroids.
Post by: Cyber Burn on July 28, 2015, 02:44:31 PM
If no one gets them to you by the time I get home, I'll send them your way.
Title: Re: Issue 23: Mandroids.
Post by: Cyber Burn on July 28, 2015, 04:46:04 PM
Give me about 5 Minutes to find them and then I'll send them out. They'll be the original Zip Files, so they'll probably need to be converted for FFvt3R.
Title: Re: Issue 23: Mandroids.
Post by: Cyber Burn on July 28, 2015, 05:02:52 PM
Sorry for the triple post  :ph34r: , but you have mail Jim. I included both of Grenadier's "Mandroid" Meshes, plus Area34's "Mandroid" Skins.

Quote from: Jimaras8 on July 28, 2015, 01:04:03 PM
My megalist has grenadier meshes listed under the champions banner and the site is down for years.

Also, for anyone looking for Grenadier Meshes, head over to the "Force of Paradox" Website: http://forceofparadox.byethost31.com/index.html

It's a veritable goldmine of goodness!!!  :D
Title: Re: Issue 23: Mandroids.
Post by: Jimaras8 on July 28, 2015, 06:36:51 PM
Thanks a ton CB. I have delayed the mandroids for a couple of days since i couldn't find a live link. All the champions stuff are in the wind. Really appreciate the package  ;)
Title: Re: Issue 23: Mandroids.
Post by: Podmark on July 30, 2015, 12:40:38 AM
Sorry totally forgot about Shola! Here he is:
http://heroforce.freedomforceforever.com/Podmark/Shola.zip
Title: Re: Issue 23: Mandroids.
Post by: Jimaras8 on July 30, 2015, 07:51:11 AM
No worries Podmark. I kinda forgot him myself  :P
Title: Re: Issue 24: Ghosting Effect.
Post by: Jimaras8 on July 30, 2015, 01:53:05 PM
I should have noticed this earlier but every time i use multiple characters with the same skope there is a ghosting effect in the RR. I selected 4 Nova Centurions and every time they perform an action a white shade is left behind. The same with Mandroids, Hand Ninjas and Shield agents. It's really off-putting. Is itb ecause of the textures?
Title: Re: Issue 24: Ghosting Effect.
Post by: WyldFyre on July 30, 2015, 04:10:46 PM
In FFvtTR some meshes "ghost" Tommy's fix usually works.

Tommyboy's Ghosting fix is here: http://www.tommyboymeshes.freedomforceforever.com/Ghost%20Mesh%20Fix%20Tutorial.html
Title: Re: Issue 24: Ghosting Effect.
Post by: spydermann93 on July 30, 2015, 06:46:50 PM
There was a ghosting fix on the FRP2 site that I use that almost always works.

Let me see if I can't pack all of the necessities together and post a link.
Title: Re: Issue 24: Ghosting Effect.
Post by: Jimaras8 on July 31, 2015, 06:18:27 AM
I would really appreciate it spyder. WF, i will check your solution too.
Title: Re: Issue 25: Private Army and Shapeshifter issues.
Post by: Jimaras8 on August 24, 2015, 07:32:47 AM
Two things guys.

1. Sometimes when i put private army less troops appear than the cp limit allows. For example in Squirrel girl i have her with pa level 3 at 15000 cp. The squirrels have 4.700 cp each. By all accounts she should have 4 squirrels. Ing-mae only 3 appear. I wnet to CC and saw that Private army has two charts with 6 slots each. Only the first slot from each chart had squirrel in it. What does that mean? That i have only selected two squirrels? In order to have 4 like the cp limit allows how many slots should i fill?

2. This is simpler. Is there any way to change the commands names when my character changes form? For example i have husk and when she transforms in her steel form i want the ing-mae command to show "steel form" not just "first form". Seems kind generic.
Title: Re: Issue 26: Can't write short descriptions!!!
Post by: Jimaras8 on January 04, 2016, 01:51:37 PM
Hello gang and HAPPY NEW YEAR!!!! I hope you had great holidays and had a blast

I have encountered an issue that i didn't know that existed all those years. My short descriptions don't appear in-game. Everything else that i'm writing in the lang file appears: power descriptions, full bios etc. However the short bio section stays blank in-game no matter what i write in the lang file. How is this possible?

Title: Re: Issue 26: Can't write short descriptions!!!
Post by: hoss20 on January 05, 2016, 07:16:35 AM
Perhaps, give us an example of how your short description looks in the strings.txt file. This is the example for Minute Man that I found:

MINUTE_MAN_DESC_01, patriotic defender of the honest american!

I know that you are used to using FFEdit and manipulating game entries, but did you remember to hit the Generate Language Files button in FFEdit after you entered your short descriptions in the text file? Please, don't be offended by that question. I just know that sometimes we all get ahead of ourselves and forget a basic step. I know I've done it more than a few times.
Title: Re: Issue 26: Can't write short descriptions!!!
Post by: Jimaras8 on January 05, 2016, 08:03:52 AM
Here is an example:
scott_lang_desc_01, reformed burglar and electronics expert serving as the second ant-man

Hahha, i understand your concern hoss but that's not the case. I always generate the files and that's the crazy thing, every other thing that i write from a full bio to a change name for the character (black knight instead of blacknight) generates wonderfully in-game. Everything appears except the short descriptions. It drives me crazy because i do nothing differently for those than for the other entries, i just fill the desc_01 with a sentence like i do for every other thing.
Title: Re: Issue 27: Ghosting problem with minions.
Post by: Jimaras8 on January 27, 2016, 11:25:28 AM
I know this has been asked before but every tutorial that you guys suggested cannot be found anymore. Both the wiki and the frp site are down so i'm forcedto ask this here. How can i fix the ghosting problem in minion meshes like Nova Corps, Hydra, Shiar guards etc? I saw something about Python but not a detailed tutorial. I would appreciate the help as this has plagued me for a while now.
Modify message
Title: Re: Issue 27: Ghosting problem with minions.
Post by: spydermann93 on January 27, 2016, 03:55:55 PM
You can find the tool here: http://www.mediafire.com/download/8pvl4i96grgqu6l/FFvtTR_Ghosting_Fix.zip

and there's a nice pdf tutorial that Cyber saved, here: https://groups.yahoo.com/neo/groups/Freedom_Force_Resources/files/Ghosting%20Meshes/
Title: Re: Issue 30: Power Level problem
Post by: Jimaras8 on December 13, 2016, 11:37:26 AM
Hello guys, i haven't updated this thread in a long time but something came up and i need assistance. When i brand and add custom characters in the dat file some powers are getting downgraded to level one. Usually 2 of them. This appears only in Rumble Room. Any ideas?

Edit: Also an additional minor issue. Has anyone else a pink map problem with the latest version of Marvel Adventures? 90% of spider-man campaign is pink maps.
Title: Re: Issue 30: Power Level problem
Post by: spydermann93 on December 13, 2016, 04:49:52 PM
To fix that, just open the character in the Character tab and set the Start Level for both Tier A and Tier B's power sets to '6'. That will put all powers at level 3.
Title: Re: Issue 30: Power Level problem
Post by: Jimaras8 on December 13, 2016, 05:39:03 PM
Thanks a lot spyder, always to the rescue  :thumbup:. Do you have any reccomendations for the pink map prblem? Are there files missing?
Title: Re: Issue 30: Power Level problem
Post by: spydermann93 on December 13, 2016, 07:15:44 PM
Definitely sounds like missing files, to me. You might want to contact Benton's about that since he should have all of the map's textures with him.
Title: Re: Issue 31: FFEDIT NOT WORKING!!!!
Post by: Jimaras8 on December 18, 2016, 01:54:06 PM
Ok, this is a big one. two days ago all my mod tools were working perfectly. Today i branded a new hero and i added him to my dat. I don't know if it's relevant but it was hero file based on AA's kirin mesh from his QMEN package. Anyway as i added him to dat from the RR tool in-game i tried to open the FFEDIT to change his template. There was no error involced, the program just didn't open. My task manager recognizes that the program is running in the background but it doesn't open in my desktop. The Character Tool works fine.

This is driving me crazy because i reinstalled the mod tools, they installed fine and the FFEDIT still doesn't open. The most insane thing is that it has been working for over a month since i made this new partition in my pc PERFECTLY. Up until this day.

FYI i run a 64-bit Windows 7 system.


EDIT: And right now i realized the game is crashing as well. This message appears alert:CFastHeap::allocate, out of memory.  I have no idea what's happening.
Title: Re: Issue 31: FFEDIT NOT WORKING!!!!
Post by: BentonGrey on December 20, 2016, 11:43:08 PM
Ohh man, Jim, that's awful.  I KNOW I've seen that error before, but I couldn't find it with a search of the forums.  I found THIS, though:
http://z15.invisionfree.com/Trinity_of_Freedom/index.php?showtopic=466&st=0&

I'm afraid it isn't much help.

:EDIT: I found another thread in the archives talking about the cause being a corrupt powers.dat.  Basically, I'd try replacing .dats.
Title: Re: Issue 31: FFEDIT NOT WORKING!!!!
Post by: Jimaras8 on December 21, 2016, 10:56:38 AM
Thanks for the help Benton, i kinda found a way around it. I reinstalled everything and fortunately i had very current backups of my dats. The problem is with the fx as i added a pretty big package recently and the fx and sounds.dat that i had where previous to that inclusion. I have to manually add the fx and sounds but it's not as big of a loss as i imagined. At least my hero files are safe.

I will take a look in the problem we discussed about the mpas and i will find out if it's the root of the problem.
Title: Re: Issue 31: FFEDIT NOT WORKING!!!!
Post by: Jimaras8 on December 21, 2016, 10:57:29 AM
Thanks for the help Benton, i kinda found a way around it. I reinstalled everything and fortunately i had very current backups of my dats. The problem is with the fx as i added a pretty big package recently and the fx and sounds.dat that i had where previous to that inclusion. I have to manually add the fx and sounds but it's not as big of a loss as i imagined. At least my hero files are safe.

I will take a look in the problem we discussed about the mpas and i will find out if it's the root of the problem.
Title: Re: Issue 32: Sleep state swap.
Post by: Jimaras8 on January 20, 2017, 11:56:32 PM
I remember some time ago i saw a sleep state made by Windblown i think. Was that released and what is the most preferable effect to use it with in FFxCC?
Title: Re: Issue 32: Sleep state swap.
Post by: windblown on January 22, 2017, 09:45:05 PM
Hey Jim,
The sleep state swap is already a part of FFX, I only did a small fx to go with it so the characters show those ZzZ while sleeping:

Spoiler
(http://i1300.photobucket.com/albums/ag94/Windblow85/Stateswap-sleepamppossess_zpsc3cc3e9d.jpg)

If you want it, just PM your email address and I'll send it to you.
Title: Re: Issue 32: Sleep state swap.
Post by: Jimaras8 on January 23, 2017, 11:49:54 AM
Now i remember WB. I thought it was already a different package. I did some digging and it seems to be a strange effect. It doesn't appear in the FFCC so how do i select it? Anyway my e-mail is jmjimvas08@gmail.com. If you find time, ssend it my way  :D
Title: Re: Issue 32: Sleep state swap.
Post by: windblown on January 23, 2017, 10:02:26 PM
I've never released that fx, but I'll send it to you with instructions so you can use it if you want.
Title: Re: Issue 32: Sleep state swap.
Post by: Jimaras8 on January 24, 2017, 08:33:50 AM
Much appreciated WB  :thumbup:. It looked pretty cool from the photos, might i ask why you hadn't released it? I know you have set yourself a high bar regarding FX but it looked finished.
Title: Re: Issue 32: Sleep state swap.
Post by: Jimaras8 on January 24, 2017, 10:15:56 AM
WB, i got the fx, however i'm not sure how i can access the sleep swap change. It doesn't appear in the CC. Also which is the most suitable power to accompany it, limey lure or decrease?
Title: Re: Issue 32: Sleep state swap.
Post by: windblown on January 24, 2017, 06:25:04 PM
Quote from: Jimaras8 on January 24, 2017, 08:33:50 AM
Much appreciated WB  :thumbup:. It looked pretty cool from the photos, might i ask why you hadn't released it? I know you have set yourself a high bar regarding FX but it looked finished.

Thanks! I hadn't released it because I usually release my fxs with the skope of the character I've made them for. And this one wasn't done for a specific character so I didn't know how to release it. I'm pretty happy how it turned out though.

Quote from: Jimaras8 on January 24, 2017, 10:15:56 AM
WB, i got the fx, however i'm not sure how i can access the sleep swap change. It doesn't appear in the CC. Also which is the most suitable power to accompany it, limey lure or decrease?

You'll have to modify your ffx2.py to get it working. Take a look here, at the end of the page you'll find how to do it and an example: http://ffx.freedomforceforever.com/manual/cstates/sleep.htm (http://ffx.freedomforceforever.com/manual/cstates/sleep.htm)

For a psychic sleep I use power null, for a mystic one hex.
Title: Re: Issue 32: Sleep state swap.
Post by: Jimaras8 on January 24, 2017, 07:03:33 PM
I think i'm starting to figure it out. What does the "all" section in the end mean?
Title: Re: Issue 32: Sleep state swap.
Post by: spydermann93 on January 24, 2017, 07:05:12 PM
Yeah, I would recommend just taking the time at some point to read the FFX manual (it's in your FFX folder). It has a lot of neat stuff that might not be apparent on even your 50th go-around.

Things like Ranged Grapple, Sleep, Throw, Grapple, and quote a few others aren't shown in FFControlCentre.

It's an enlightening and fun read. :)

All refers to "all powers". With built-in characters, you can specify which power gets which swap, but with customs, swaps apply to all powers. So all Hex attacks would be sleep for a custom, but for a built-in, one attack could be a Hex and the other puts the opponent to sleep.
Title: Re: Issue 32: Sleep state swap.
Post by: Jimaras8 on January 25, 2017, 08:54:17 AM
You have been an immense help guys, thanks so much. I think i will save the ffxcustom just in case. The hero in question is Pixie which Scarlet Witch has taught a sleeping spell, "Mists of Morpheus". The thing is i don't have a visual reference for the spell so i'm drawing blanks regarding the fx or the type. I'm thinking a hex effect just like WB suggested since she is a mystic. Any ideas?

Btw WB, did you do the keyframes for Pod's Pixie? If yes, great work as always.
Title: Re: Issue 32: Sleep state swap.
Post by: Jimaras8 on January 26, 2017, 06:00:24 PM
The problems don't seem to end. After reinstalling the game today i noticed that the characters have to be within a minimum distance away to perform ranged attacks. I would swear that i could use beams and projectiles from point blank range 2 days ago. Now the character has to retreat 2 meters away from the target o perform the attack. Why did this happen?
Title: Re: Issue 32: Sleep state swap.
Post by: windblown on January 26, 2017, 06:01:54 PM
Quote from: Jimaras8 on January 25, 2017, 08:54:17 AM
You have been an immense help guys, thanks so much. I think i will save the ffxcustom just in case. The hero in question is Pixie which Scarlet Witch has taught a sleeping spell, "Mists of Morpheus". The thing is i don't have a visual reference for the spell so i'm drawing blanks regarding the fx or the type. I'm thinking a hex effect just like WB suggested since she is a mystic. Any ideas?

Here's a couple of visual references for you, she wasn't very good at thatt spell at first:

Spoiler

(http://i.imgur.com/cdaTQvT.png)

(https://uncannyxmen.net/sites/default/files/images/characters/pixie/pixie23.jpg)

It looks like a standard pink fx.

And thanks for your comment at Pixie's kf  :)

Quote from: Jimaras8 on January 26, 2017, 06:00:24 PM
The problems don't seem to end. After reinstalling the game today i noticed that the characters have to be within a minimum distance away to perform ranged attacks. I would swear that i could use beams and projectiles from point blank range 2 days ago. Now the character has to retreat 2 meters away from the target o perform the attack. Why did this happen?

I think my characters have always acted like that, not sure though.
Title: Re: Issue 32: Sleep state swap.
Post by: Jimaras8 on January 26, 2017, 08:34:47 PM
Yes, it seems a good old alchemiss repel will do the trick. One last question before i write the line. Does the character need to be added to the dat or can he be custom and the py file recognize him?

As for the kfs, you are always doing top notch job WB, very inventive and fun keyframes and fx. You are Podmark are the Golden duo  :thumbup:. I also figured out the distance thing. If you enable the "no minimum distance" option in CC your character can fire their ranged attacks at any range. It comes pretty handy for me.
Title: Re: Issue 33: Changing shapeshifter's form names in CC
Post by: Jimaras8 on February 19, 2017, 09:47:51 AM
Howdy fellas. I was wondering if it was possible to change the names of the shapeshifter forms in CC so they can appear more accurate in-game. For example i have made an Ursa Major hero file and i don't know if you are familiar but he is a mutant with the ability to transform into a bear. I have given him the "shapeshifter" attribute in his human form and the "temporary form" attribute in his bear form. The command name in the CC is CUSTOM_FORM1. Is there any way to change it so it can appear as "bear form" in-game instead of "first form"? I tried CUSTOM_BEARFORM but it didn't work. It still appeared "first form" in the Rumble room.
Title: Re: Issue 33: Changing shapeshifter's form names in CC
Post by: BentonGrey on February 19, 2017, 03:59:09 PM
Howdy Jim.  I've messed with this a lot myself, and I can't remember where I landed.  I seem to remember that, maybe changing/adding things in the .py files was useful, or perhaps I had to add a string entry.  I'm sorry I don't remember more!
Title: Re: Issue 33: Changing shapeshifter's form names in CC
Post by: Jimaras8 on February 20, 2017, 09:01:54 AM
Hey benton, is there a manual for this sort of thing that clears things up. I see you have managed to work it out with commands like Grow for Giant-man. Whee did you learn how to do it?
Title: Re: Issue 33: Changing shapeshifter's form names in CC
Post by: windblown on February 20, 2017, 02:43:55 PM
There's a manual here: http://ffx.freedomforceforever.com/manual.htm

There's an entry for the Shapeshifter attribute (http://ffx.freedomforceforever.com/manual/attributes/shapechanger.htm) at the end it explains how to do customisations. In short , if you open a shapeshifter character at the Control Centre you'll see that it has a Command section, you can type there the name that you want to use for that form. You can do the same for the temporary form.
Title: Re: Issue 33: Changing shapeshifter's form names in CC
Post by: Jimaras8 on February 20, 2017, 03:26:53 PM
Hm, i did that WB, i put CUSTOM_BEARFORM in the base hero file and it still apeared first form in-game. I did not change the name in the temporary form though, so it might be it.
Title: Re: Issue 33: Changing shapeshifter's form names in CC
Post by: Jimaras8 on February 20, 2017, 06:07:07 PM
Ok, now i have a different kind of problem. I figured out the names, i just needed to type the name in capitals without the custom in front. However, now that i have branded and added the character to dat whenever i select the bear form in game he just disappears and the session ends immediately. Why is that? Do i have to add some BEAR FORM desc in the strings? Notice that this didn't happen when the character was a custom one who wasn't added to the main dat. I could switch forms easily.

Edit: Ok, i found out how to change the desc of the names, all i needed to do was add a custom_name line in the strings with a description of the command. The crashing however remains. I created both the human and the bear characters for Ursa Major and gave his bear form the temporary form attribute. Ran them both on CC, made them ais and finally, added them to dat. The file worked perfectly when it was just a customc haracter and now that it's intergrated everytime i try to select his bear form in-game the session ends.
Title: Re: Issue 33: Changing shapeshifter's form names in CC
Post by: BentonGrey on February 20, 2017, 10:25:05 PM
Hmm, weird bug, Jim.  It wouldn't be the String.  Strings are purely aesthetic.  They wouldn't affect gameplay.  I'd say that either A) something is wrong with the integrated character or B) somehow your script guts have gotten corrupted.  I'd try removing the Temporary Form attr. and test the bear in the game.  If he works okay (be sure to check his powers and such, make sure he doesn't have any long names), check out the FFX Custom entry for the character and make sure it's copacetic. 

Ohh, and I'm glad you figured that out.  Sorry I wasn't more help, but it's been a long time since I was messing with that.  :P
Title: Re: Issue 33: Changing shapeshifter's form names in CC
Post by: spydermann93 on February 20, 2017, 10:53:35 PM
Does the bear have the Temporary Form attribute (not the Accidental Form attribute)?

EDIT: Disregard that. I just saw that the bear form does have the attribute. Hmmm... did you also try cleaning out your ffxID.py after adding your character to the .dat?
Title: Re: Issue 33: Changing shapeshifter's form names in CC
Post by: BentonGrey on February 20, 2017, 10:59:38 PM
Ohh, good call, Spyder.  Did you get rid of the original Herofiles too?
Title: Re: Issue 33: Changing shapeshifter's form names in CC
Post by: Jimaras8 on February 21, 2017, 07:35:46 AM
Boy,  i feel so beaten up right now. every week a new issue comes up and i have to fix it or worse do a clean install. I'm starting to feel it's not worth it anymore...

I have never heard of the ffxID.py. From a quick look i guess i have to erase the ursa major character entry before adding him to the dat?
Title: Re: Issue 33: Changing shapeshifter's form names in CC
Post by: BentonGrey on February 21, 2017, 06:05:34 PM
I feel you Jim.  You've had a lot of issues lately, more than your fair share. 

You shouldn't need to do that, but since you're having problems, it's something to try.  It's likely that something isn't working properly.
Title: Re: Issue 33: Changing shapeshifter's form names in CC
Post by: spydermann93 on February 22, 2017, 12:55:36 AM
I'd just clear out all of the entries in the ffxID.py. Leave it looking like this:

ffxIDs=[
]


Then just open the FFX Control Centre, select the mod, pick any character (doesn't matter which), and click "Save". It will then repopulate the ffxID.py with all of your custom heroes (not built-in!).

Built-in characters, as far as I'm aware, are defined by their "complex" attribute in the template page. So long as that is a unique number, then the character should function properly.
Title: Re: Issue 34: Midnight Skin (Moon Knight villain)
Post by: Jimaras8 on March 04, 2017, 11:59:44 AM
Does anyone have midnight's skin and male_basic_hair for USAgent's hero file?

http://static4.comicvine.com/uploads/original/0/5586/486228-mi10.jpg (http://static4.comicvine.com/uploads/original/0/5586/486228-mi10.jpg)
Title: Re: Issue 35: Mickey Musashi (Female Turbo) skins and skopes?
Post by: Jimaras8 on March 13, 2017, 07:07:56 AM
What is out there for mickey musashi, female Turbo and member of the New Warriors?
https://s-media-cache-ak0.pinimg.com/564x/7e/ce/3d/7ece3d920aed4e392ed84e19590a5fea.jpg (https://s-media-cache-ak0.pinimg.com/564x/7e/ce/3d/7ece3d920aed4e392ed84e19590a5fea.jpg)
Title: Re: Issue 35: Mickey Musashi (Female Turbo) skins and skopes?
Post by: Cyber Burn on March 13, 2017, 07:27:40 AM
https://groups.yahoo.com/neo/groups/Bobby69meshes5/info
Title: Re: Issue 36: Adding leave_hand to text keys.
Post by: Jimaras8 on March 13, 2017, 04:17:48 PM
I know i have asked this before but it has been 3 years since i last tried it and naturally i have forgotten how to add leave_hand commands to keyframes. The http://frworld.wikispaces.com/Tutorial5+Keyframes+Basic (http://frworld.wikispaces.com/Tutorial5+Keyframes+Basic) isn't working anymore. The mesh in question is the same as before. Red-hulk by Ren and i'm trying to make his power animation appear in special powers and ranged attacks. I know i have to add a leave_hand between start and end but i don't remember how. Anyone can help?
Title: Re: Issue 36: Adding leave_hand to text keys.
Post by: Cyber Burn on March 14, 2017, 02:29:16 AM
Quote from: Jimaras8 on March 13, 2017, 04:17:48 PM
I know i have asked this before but it has been 3 years since i last tried it and naturally i have forgotten how to add leave_hand commands to keyframes. The http://frworld.wikispaces.com/Tutorial5+Keyframes+Basic (http://frworld.wikispaces.com/Tutorial5+Keyframes+Basic) isn't working anymore. The mesh in question is the same as before. Red-hulk by Ren and i'm trying to make his power animation appear in special powers and ranged attacks. I know i have to add a leave_hand between start and end but i don't remember how. Anyone can help?

Hey Jim, I think that missing Tutorial is in the Resources Yahoo Group, in the "NifSkope" Section. It's titled "NifSkope Tutorial for FF Keyframes Basics".
Title: Re: Issue 36: Adding leave_hand to text keys.
Post by: Jimaras8 on March 14, 2017, 07:48:44 AM
I didn't know there was a yahoo group with those tutorials. Thanks CB!
Title: Re: Issue 36: Adding leave_hand to text keys.
Post by: heroidosilencio on May 24, 2017, 02:01:17 AM
Can I have the  sleep state swap too, please?

My e-mail is luisfernandodelpol@yahoo.com
Title: Re: Issue 37: male_basic_noface request
Post by: Jimaras8 on June 13, 2017, 05:04:58 PM
Does anyone have male_basic_noface? I need for C6's Fo0rce skin. Also what happened to AA;s site? Is it permanently down?
Title: Re: Issue 37: male_basic_noface request
Post by: daglob on June 13, 2017, 05:45:52 PM
I know I've got your address someplace, but could you tell me again?
Title: Re: Issue 37: male_basic_noface request
Post by: Cyber Burn on June 13, 2017, 06:20:58 PM
Give me a minute Jim, and I'll send you my "Male_Basic_NoFace_Effects" Folder, plus something else.  :D
Title: Re: Issue 37: male_basic_noface request
Post by: Cyber Burn on June 13, 2017, 07:31:56 PM
You've got mail Jim.  :D

EDIT: I forgot to mention that this is for FFvt3R.
Title: Re: Issue 37: male_basic_noface request
Post by: daglob on June 13, 2017, 07:42:21 PM
I've got it for FF1 if you need it.
Title: Re: Issue 37: male_basic_noface request
Post by: Jimaras8 on June 13, 2017, 09:45:43 PM
I have never played FF1 in my life daglob so i don;t think it will be necessary  :thumbup:.

Thanks a lot CB. I tried to download AA's latest Quasar mesh and his site is offline. Does anyone know what happened?
Title: Re: Issue 37: male_basic_noface request
Post by: daglob on June 13, 2017, 09:49:37 PM
The male or the female? I have both for FFv3R.
Title: Re: Issue 38: AA Miles Morales
Post by: Jimaras8 on June 16, 2017, 06:18:06 PM
Could someone send me AA's Miles Morales?
Title: Re: Issue 38: AA Miles Morales
Post by: daglob on June 16, 2017, 08:15:17 PM
On his way.
Title: Re: Issue 39: Marvel villain Orka
Post by: Jimaras8 on July 31, 2017, 07:19:16 PM
Thanks a ton daglob and sorry i didn't reply sooner, my pc went to afterlife  :P.

What is out there regarding the big blue marvel villain named Orka?
(https://static.comicvine.com/uploads/original/0/5586/669023-or8.jpg)

The more samples the better  :D
Title: Re: Issue 39: Marvel villain Orka
Post by: Cyber Burn on July 31, 2017, 08:10:51 PM
Off the top of my head, I know Tommyboy has one: http://tommyboymeshes.freedomforceforever.com/Marvel%20meshes%20N-O.html

Not sure what else is floating around though.
Title: Re: Issue 39: Marvel villain Orka
Post by: spydermann93 on July 31, 2017, 10:09:19 PM
There's also Blobula's skin for him: http://www.mediafire.com/file/12v68i9ifvo71gw/OrkaClassic.zip
Title: Re: Issue 39: Marvel villain Orka
Post by: Jimaras8 on August 01, 2017, 07:50:35 AM
Thanks for the replies guys, you are always so eager to help. I have grabbed the mesh and the skins but something weird happened. The mesh appears to be huge and i can't see the animations in the attacks when i'm building the hero file. i knew Orka was a big dude but is this normal? He appear Giant-man size in the character builder.
Title: Re: Issue 39: Marvel villain Orka
Post by: daglob on August 01, 2017, 05:20:46 PM
I have two sets of keyframes in the main folder of my copy; regular and 12 foot. I don't know about these days. The mesh looks interesting, kind of like a Tom Heavy that compares to Male Heavy (or maybe Male Really Muscular), whereas his regular Male Heavy is more like Male Hulking.

For what it's worth, The Vigilante did a skin of him for Male Heavy.
Title: Re: Issue 39: Marvel villain Orka
Post by: Cyber Burn on August 01, 2017, 06:50:06 PM
Depending on what he's supposed to be, you could probably Scale his size down a bit with NifSkope. I'm pretty sure I copied Tomato's Tutorial for that, and placed it in the Resources Yahoo Group.
Title: Re: Issue 40: male_alpha
Post by: Jimaras8 on August 03, 2017, 04:18:29 PM
It seems to me that the size is accurate since comic Orka is at least 11 ft. The problem is that i can brely see the keyframes animations. I will see what i can do.

Does anyone have male_alpha mesh guys? I can only find male_alpha_collar by Beyonder.
Title: Re: Issue 40: male_alpha
Post by: daglob on August 03, 2017, 06:17:30 PM
It's an Irrational mesh, but if you check in the Master Mesh list sticky-posted to the top of this forum (Zivon's link is dead; check the post from GGiant from January 6th, 2011), you can find the locations of the original and two more.

If you have trouble, let us know.
Title: Re: Issue 40: male_alpha
Post by: Jimaras8 on August 04, 2017, 11:21:02 AM
Found it, grabbed it  :thumbup:. Thanks daglob. I was wondering if there are any meshes out there for vampires?
Title: Re: Issue 40: male_alpha
Post by: daglob on August 04, 2017, 01:45:03 PM
Texas Jack did one that falls down and turns into a skeleton when he dies. Not sure where it is these days. I did a Chris Lee skin that seriously needs to be updated. There is another "vampire" mesh from a game or something, and there is a skin and hex on Male Versatile Draconis. I did three vampire bride skins for Gni's Witch mesh.  I did a skin and scope (with help) of Mischief, a maybe vampire from the Marvel UK book Nocturne.

What do you want?
Title: Re: Issue 40: male_alpha
Post by: Jimaras8 on August 04, 2017, 08:28:36 PM
I was thinking of some ordinary vampire goons for Blade to slaughter. Is there any way to find the Texas_jack one?
Title: Re: Issue 40: male_alpha
Post by: Cyber Burn on August 04, 2017, 09:54:22 PM
I should have it, I'll check tonight and get back to you.

I should also have one by SCD. If I can find it, I'll send you that one too.
Title: Re: Issue 40: male_alpha
Post by: daglob on August 05, 2017, 12:17:04 AM
Nait just did one recently too:

http://epimethee.webfactional.com/ff/naitvalis/
Title: Re: Issue 40: male_alpha
Post by: Cyber Burn on August 10, 2017, 02:25:40 PM
http://www.mediafire.com/file/x70k1s3fzohfyof/TJ_and_SCD_Vampires.7z
Title: Re: Issue 40: male_alpha
Post by: Jimaras8 on August 10, 2017, 03:11:36 PM
Thank you all guys, you make my life much more easier  :thumbup:
Title: Re: Issue 41: a couple of random questions
Post by: Jimaras8 on September 19, 2017, 07:01:59 AM
Sorry to post unrelated questions here but since this thread is already more like a question pot, i figured it wouldn't exactly hurt.

1) Does the Stone material influences stun resistance? I thought i had seen it somwhere. If a character is made of stone does he get stunned harder?


2) I recently found an unused fx in my file called fire bullet and i put it in the FFEdit. I noticed there is a delay of 1-2 seconds between when the bullet hits and when the enemies get the damage. Does it have to do with me labeling a "projectile" instead of "explosive projectile" or does it have to do with FF1 files having a delay in FF2?
Title: Re: Issue 41: a couple of random questions
Post by: Cyber Burn on September 19, 2017, 11:04:53 AM
2) Probably the second one.
Title: Re: Issue 41: a couple of random questions
Post by: Cyber Burn on September 19, 2017, 11:37:01 AM
I should clarify, if you replace the "End.Nif" in your FX with one from FFvt3R, the delay should disappear.
Title: Re: Issue 41: a couple of random questions
Post by: spydermann93 on September 19, 2017, 03:05:42 PM
Quote from: Jimaras8 on September 19, 2017, 07:01:59 AM
Sorry to post unrelated questions here but since this thread is already more like a question pot, i figured it wouldn't exactly hurt.

1) Does the Stone material influences stun resistance? I thought i had seen it somwhere. If a character is made of stone does he get stunned harder?

Any resistance to an attack makes your character reduce the chance of being stunned by half. So if a crushing attack has a 50% chance to stun, a stone character, or anybody else resistant to crushing attacks, would only be stunned 25% of the time. Highly Resistant reduces that stun by half again, so the stun would be reduced to 12%.


2) I recently found an unused fx in my file called fire bullet and i put it in the FFEdit. I noticed there is a delay of 1-2 seconds between when the bullet hits and when the enemies get the damage. Does it have to do with me labeling a "projectile" instead of "explosive projectile" or does it have to do with FF1 files having a delay in FF2?

If you are using a standard projectile as an "explosive", i.e. giving it a radius, then there will be a delay. Setting the fx to an "Explosive Projectile" in FFEdit will get rid of the delay. If it is already an Explosive Projectile in FFEdit, then it is a problem with the End.nif, as Cyber pointed out.

Title: Re: Issue 41: a couple of random questions
Post by: Jimaras8 on September 19, 2017, 03:21:33 PM
Darn, how didn't i think of the end.nif. I have already done it more than once. Stupid brain. Thanks for reminding me guys. The fx is already explosive, the bullet causes a fire explosion in the end. I just need to find the same fx for the end.nif.
Title: Re: Issue 42: Silver Sable hero file?
Post by: Jimaras8 on October 03, 2017, 03:40:47 PM
Has anyone made a Silver Sable hero file? I already have USAgent's but i'm looking for further info.
Title: Re: Issue 42: Silver Sable hero file?
Post by: WyldFyre on October 03, 2017, 11:31:01 PM
I have one by TaskmasterX if you'd like.
Title: Re: Issue 42: Silver Sable hero file?
Post by: Jimaras8 on October 04, 2017, 06:25:26 AM
I would love to have it  :thumbup:. My e-mail is jmjimvas08@gmail.com. Thanks a lot.
Title: Re: Issue 43: Black Goliath mesh?
Post by: Jimaras8 on October 08, 2017, 08:34:09 AM
Rejoice folks. A real mesh request for once  :P. I wonder if there is Black Goliath mesh that has Bill Foster in his normal size and another one in his Giant form. I want to be able to alternate in game. Or maybe a mesh that his default state is normal and then enlarges for melee and area animations.
Title: Re: Issue 43: Black Goliath mesh?
Post by: detourne_me on October 09, 2017, 02:09:16 AM
It should be possible with Texas Jack's Atom mesh.
You want the black costume with the yellow collar and bootcuffs?
Title: Re: Issue 43: Black Goliath mesh?
Post by: Cyber Burn on October 09, 2017, 02:31:00 AM
I hadn't thought about going that route DM, interesting choice. I was looking at doing something with either Tommy's or Val's growing Keys for Male_Basic.
Title: Re: Issue 43: Black Goliath mesh?
Post by: daglob on October 09, 2017, 04:08:20 AM
A TV mesh as all the parts for a Black Goliath...
Title: Re: Issue 43: Black Goliath mesh?
Post by: Jimaras8 on October 09, 2017, 03:19:21 PM
Quote from: detourne_me on October 09, 2017, 02:09:16 AM
It should be possible with Texas Jack's Atom mesh.
You want the black costume with the yellow collar and bootcuffs?

You mean from ren's mesh? yeah, that would be great  :thumbup:

Also could someone be so kind to send me a Silver Sable LP skope with the skin files converted to dds? For some reason the tool that i have only converts the extras file and leaves the rest to tga.
Title: Re: Issue 43: Black Goliath mesh?
Post by: detourne_me on October 09, 2017, 03:37:19 PM
Quote from: Cyber Burn on October 09, 2017, 02:31:00 AM
I hadn't thought about going that route DM, interesting choice. I was looking at doing something with either Tommy's or Val's growing Keys for Male_Basic.
That route is probably better, Atom has many tiny animations that wouldnt fit bill foster
Title: Re: Issue 43: Black Goliath mesh?
Post by: Jimaras8 on October 09, 2017, 04:05:38 PM
I hope i'm not putting you into trouble dm. I just wondered if someone else had done that.
Title: Re: Issue 43: Black Goliath mesh?
Post by: Jimaras8 on October 21, 2017, 12:28:27 PM
Guys i have uploaded the latest version of my hero files so go to the hero file section for the details I always appreciate the feedback   :thumbup:
Title: Re: Issue 44: Active Defense Coding problem.
Post by: Jimaras8 on October 26, 2017, 07:37:31 AM
Hello guys. I'm in desperate need of some help as a problem has caused my game to freeze just before Rumble Room. I will take things from the beginning and tell you the whole story. As you know Benton is using a very useful trick to save a slot for characters that use Active Defenses. He basically turns those powers to attributes by giving the characters the FF Active Defense atrribute which links to entries in the ffxcustom2.py file. Me and Benton had a back anf forth in ordr for him to explain to me how this works but obviously, i did something wrong. So, i have a graviton hero file i want to add to the characters.dat and i basically want to make his AD an attribute so i can save a slot and give him a Passive Defense. I deleted the AD in his file and replaced it with the a PD of my liking, i put an AI on him and added him to the dat file.

After that i went to FFEdit and i found bmagneto shield that Benton has built because it was really close to the AD i wanted to give graviton. I copied the power, renamed it mvgraviton shield, changed the fx and animation and saved it. Grviton already having the FF Active Defense 75 i thought the only thing left to9 do was add a line in the ffxcustom2.py. I opened the file, found the AD section and added a line that looked like that:
["mvgraviton","Gravitational_Field","mvgraviton shield",35,"Moveable","Regenerate","Remote",33,"No",0],

What did i do wrong? Did i miss something in the code or did i skip a step? Bnton ha made this work in the game and i'm sure many of you know this method as well. The game froze when i pressed the Rumble Room button and stuck there. Before this even half an hour before i start this whole undertaking it played perfectly fine. So, what went wrong. I'm really frustrated because i had to install a previous version of the MA mod and i los a ton of changes and characters i had added.
Title: Re: Issue 44: Active Defense Coding problem.
Post by: BentonGrey on October 26, 2017, 02:18:34 PM
Okay, here are a few possibilities:

Did you brand him?
You've double checked all the names?
Try putting an _ in your mvgraviton_shield power name and shortening the name, maybe mvgraviton_s. 

You've removed the line from FFXCustom2 and tested to see if it works without it?
Title: Re: Issue 44: Active Defense Coding problem.
Post by: Jimaras8 on October 26, 2017, 03:10:03 PM
Before i put any character into the dat i brand them through the CC, create an AI for them and them add them to the dat by the add to dat too in the RR menu. Your entry was bmagneto_shield, am i right Benton. It's almost the same length although i can shorten it and see if it works. So far are the steps correct? have i missed anything? I put him Active Defense 75 like you put in Magneto.
Title: Re: Issue 44: Active Defense Coding problem.
Post by: Cyber Burn on October 26, 2017, 04:27:48 PM
Are all the FX in there? I'v been having trouble with missing FX crashing my game.
Title: Re: Issue 44: Active Defense Coding problem.
Post by: Jimaras8 on October 26, 2017, 05:57:49 PM
Everything is in the game CB. I finally made it work. I don't know how, i followed Benton's suggestion and changed the name of the AD to mvgraviton_s and it worked. The AD is exactly how i want it both in duration, animation and resistances. This darn things has been torturing me for over a month so finally it's over. Thank you for all your help and advice guys. I think i learned a new thing today so one less pain on your behind  :thumbup:
Title: Re: Issue 44: Active Defense Coding problem.
Post by: spydermann93 on October 27, 2017, 02:46:31 AM
Ah ha! I was just toying around with this two days ago. Here's what you do:

1. Open datfiles.py in PythonWin (you should have this if you have the Ghosting script fix)
2. Select File>Run while having the datfiles.py window selected
3. Execute Campaign_ChangeActiveDefenceDuration(stringPower, intDuration [0=short, 1=med, 2=long, 3=inf], '../../powers.dat', 0)
   Example: Campaign_ChangeActiveDefenceDuration('rpg_testshield', 3, '../../powers.dat', 0) #This makes rpg_testshield have Infinite Duration
4. Exit and load the game (You'll get a crash, otherwise!) VERY IMPORTANT!

ShowAllActiveDefenceDurations('../../powers.dat') will show all defenses and their durations


A few things:

1. I like to set the duration to 3 in the python function so that I can put whatever I want for the duration in FFX_CUSTOM2.py. 3 is infinite length, so you shouldn't ever have to mess around with the AD after this.
2. It really doesn't matter if you have a space or not in the power name. Just preference, really.
3. You will have to add the AI Tactic to your m25ai file, or your hero will NOT use the ability when played by the AI
4. If you ever alter your AD in FFEdit, you MUST rerun the Campaign_ChangeActiveDefenceDuration() function call again (see step 3 above)

I hope this all helps you! This should get you using your FFActiveDefenses more :thumbup:
Title: Re: Issue 44: Active Defense Coding problem.
Post by: Jimaras8 on October 27, 2017, 06:32:08 AM
Ok, spyder you kinda lost me there. I didn't change anything in  the datfiles.py and the power still workis in game without crashes. Do i still need to do that?


Also i have no idea where the m25ai file is or how to add the Ai tactic  :P. Every AI i have made is through the AI generator in-game.


Edit: Ok if i understand this correctly the campaignchangeactivedefense function is if you want the AD to be longer than 10 seconds. In my case 10 seconds is exactly the duration i want. So, do i still need to do the first paragraph that spyder wrote?
Title: Re: Issue 44: Active Defense Coding problem.
Post by: spydermann93 on October 27, 2017, 05:00:24 PM
Quote from: Jimaras8 on October 27, 2017, 06:32:08 AM
Ok, spyder you kinda lost me there. I didn't change anything in  the datfiles.py and the power still workis in game without crashes. Do i still need to do that?


Also i have no idea where the m25ai file is or how to add the Ai tactic  :P. Every AI i have made is through the AI generator in-game.


Edit: Ok if i understand this correctly the campaignchangeactivedefense function is if you want the AD to be longer than 10 seconds. In my case 10 seconds is exactly the duration i want. So, do i still need to do the first paragraph that spyder wrote?

Ok, so you won't actually modify anything in the datfiles.py.

Do you have anything that can run python scripts? If not, download this: http://www.mediafire.com/file/8pvl4i96grgqu6l/FFvtTR_Ghosting_Fix.zip

In it, there will be a readme file. Go ahead and follow the instructions in that file. After you go through it, you will have PythonWin installed.

From there, you will right-click on the datfiles.py in your ffx3/Missions/Scripts folder and select "Edit with PythonWin"

Once that window is up, follow the instructions above.

While you might have this particular AD working just the way you want it, there might be some ADs that you'll want to last longer than 10 seconds. Following the method in my previous post will allow for ADs that have Medium (20) and Long (30) durations, and more.

Another technique is just creating a dummy character in EZHero, give that character an AD that is exactly how you like it, then import that character with EZHero. That will put the AD in the game, but if you ever edit that power in FFEdit, you'll have to import the AD again.

As for the m25AI tactic for FFAD, you can find it in the ffx3/Manual/index.html file. Just open that file in any browser of your choice and go to the AI Tactics section. There is a LOT to learn in there and it's a really good read.
Title: Re: Issue 44: Active Defense Coding problem.
Post by: Jimaras8 on October 27, 2017, 05:15:27 PM
Ah, pythonwin, i have that and i have used the ghost fix before. It's a good method to remember. My main concern now is the m25ai tactic. if i understand it correctly if i don't put it in when the character is controlled by the AI he won't use the AD even if it's fully functional? That's a problem considering graviton is a glass cannon. So i go to the tactic section and i will know what i need to do next?
Title: Re: Issue 44: Active Defense Coding problem.
Post by: Jimaras8 on October 27, 2017, 05:31:52 PM
I'm sorry another thing i need to clarify. In the tactics when i should put the power name does it mean the FFEdit power name? graviton's AD is called mvgraviton_s in FFedit.
Title: Re: Issue 44: Active Defense Coding problem.
Post by: spydermann93 on October 27, 2017, 06:25:12 PM
You shouldn't have to specify it in the tactics

Here's what you use for FFActiveDefense:

"TActiveDefenseFFRemote(pct=50, time=3, energy=33, mindist=0, maxdist=200, type='friend', subtype='not active_defense', situation='none', role='none', priority='medium')",

Use the FF Active Defense Remotely on an ally.

"TActiveDefenseFFSelf(pct=100, time=3, energy=33, mindist=0, maxdist=400, type='enemy', subtype='none', situation='not active_defense', role='none', priority='medium')",

Use the FF Active Defense on yourself.


You can adjust all of the parameters, but since a character can only have one FFActiveDefense, there is no need to specify any names.

This tactic is NOT to be confused with the ActiveDefense tactic:

"TActiveDefense('power name', pct=80, time=3, energy=None, mindist=0, maxdist='long', type='enemy', subtype='none', situation='not displaced', role='none', priority='high', defense_time=None)",

Notice that this tactic is TActiveDefense() while the tactic for the FFActiveDefense attribute is TActiveDefenseFFRemote() or TActiveDefenseFFSelf()
Title: Re: Issue 44: Active Defense Coding problem.
Post by: BentonGrey on October 27, 2017, 06:27:07 PM
I'm really glad you got it working, Jim!  I am far from certain, but I wonder if the culprit might be the space in the name.  Despite the fact that the default powers have spaces, FFEdit and the system sometimes doesn't like spaces.  I try to avoid them in whatever I do.  You're right in that it shouldn't have been the name length, but I was grasping at straws.

Thanks for the duration change instructions, Spyder!  I've always just copied an existing AD that I knew was the length I wanted, because that functionality is missing from FFEdit.

Also, thanks for the AI info!  I need that as well!
Title: Re: Issue 44: Active Defense Coding problem.
Post by: spydermann93 on October 27, 2017, 06:46:00 PM
Quote from: BentonGrey on October 27, 2017, 06:27:07 PM
I'm really glad you got it working, Jim!  I am far from certain, but I wonder if the culprit might be the space in the name.  Despite the fact that the default powers have spaces, FFEdit and the system sometimes doesn't like spaces.  I try to avoid them in whatever I do.  You're right in that it shouldn't have been the name length, but I was grasping at straws.

Thanks for the duration change instructions, Spyder!  I've always just copied an existing AD that I knew was the length I wanted, because that functionality is missing from FFEdit.

Also, thanks for the AI info!  I need that as well!

Copying the power, at least in my experience, has always reset the Active Defense length to short. Using that script was the only way I could get an FFAD to be longer than 10 seconds.

Now, I haven't fully and extensively tested that, but maybe the original active defenses don't get their length changed when copied?

And don't thank me on the m25AI info. It's all in that wonderful manual. There are a lot of really good nuggets of info in there, and it's just amazing that so much documentation was written for it. Big props to Dr Mike and M25! If anybody else has written to that doc, my thanks to you guys and gals, too!

EDIT: I took a look at the FFADs in your MA mod, Benton, and it does seem like you're right! That's really handy to know. Perhaps it's just when you save an ffactivedefense that it resets to short? hmmm...
Title: Re: Issue 44: Active Defense Coding problem.
Post by: Jimaras8 on October 28, 2017, 08:01:49 AM
Quote from: spydermann93 on October 27, 2017, 06:25:12 PM
You shouldn't have to specify it in the tactics

Here's what you use for FFActiveDefense:

"TActiveDefenseFFRemote(pct=50, time=3, energy=33, mindist=0, maxdist=200, type='friend', subtype='not active_defense', situation='none', role='none', priority='medium')",

Use the FF Active Defense Remotely on an ally.

"TActiveDefenseFFSelf(pct=100, time=3, energy=33, mindist=0, maxdist=400, type='enemy', subtype='none', situation='not active_defense', role='none', priority='medium')",

Use the FF Active Defense on yourself.


You can adjust all of the parameters, but since a character can only have one FFActiveDefense, there is no need to specify any names.

This tactic is NOT to be confused with the ActiveDefense tactic:

"TActiveDefense('power name', pct=80, time=3, energy=None, mindist=0, maxdist='long', type='enemy', subtype='none', situation='not displaced', role='none', priority='high', defense_time=None)",

Notice that this tactic is TActiveDefense() while the tactic for the FFActiveDefense attribute is TActiveDefenseFFRemote() or TActiveDefenseFFSelf()

Ok spyder just one more thing before i put it in the m25aidata file. If i just copy/paste the line you posted in the graviton section without any specification since it's his only FF Active Defense will it work? Also does it matter if paste the line in the end or in the middle of the section. Graviton's section btw looks like this:

['mvgraviton',
   ['target enemy',
      'weakness_melee_crushing',
      'not staticked',
      'weakness_ranged_crushing',
      'weakness_area_crushing',
      'weakness_direct_crushing',
   ],
   ["timer", 'auto',
      'TUseRemedy()',
      "TFleeMelee(mindist='medium',movetype='fly',time=0.88)",
      'TFleeMelee(type="any",subtype="emitting_damage",time=0.88)',
      'TTK()',
      'TArea("mvgraviton newton\'s theory",time=1.27)',
      "TArea('mvgraviton gravitational hold',time=2.07)",
      'TArea("mvgraviton jupiter\'s gravity",time=1.27)',
      "TDirect('mvgraviton 200 g-force',time=1.27)",
      "TRanged('mvgraviton graviton blast',time=1.27)",
      "TDirect('mvgraviton 0 g-force',time=1.27)",
      "TDirect('mvgraviton graviton cocoon',time=1.27)",
      "TRanged('mvgraviton maximum gravity be',time=1.27)",
      "TMelee('mvgraviton megalomaniac punch',time=1.4)",
      'TLand()',
      'TMoveTo(mindist=\'long\' ,subtype="not emitting_damage",time=0.88)',
Title: Re: Issue 44: Active Defense Coding problem.
Post by: spydermann93 on October 28, 2017, 03:39:48 PM
Yes, it will be the only AD he'll use since you can only have one FFActiveDefense on a character at a time.

Placement only matters if you want to alter the "priority" of the power. What happens is that the AI will go down the list of powers in the AI file and randomly land on one. Powers higher on the list will typically be used more often, but you can alter the parameters of the power to give it a higher priority.

Typically, defenses are usually placed right before the offensive powers, but after the "flee melee" lines and the occasional FFX attributes, but you can place it wherever you want it. Below is a very simple example:

['mvgraviton',
   ['target enemy',
      'weakness_melee_crushing',
      'not staticked',
      'weakness_ranged_crushing',
      'weakness_area_crushing',
      'weakness_direct_crushing',
   ],
   ["timer", 'auto',
      'TUseRemedy()',
      "TFleeMelee(mindist='medium',movetype='fly',time=0.88)",
      'TFleeMelee(type="any",subtype="emitting_damage",time=0.88)',
      'TTK()',
      TActiveDefenseFFSelf(time=3, type='enemy', situation='not active_defense')
      'TArea("mvgraviton newton\'s theory",time=1.27)',
      "TArea('mvgraviton gravitational hold',time=2.07)",
      'TArea("mvgraviton jupiter\'s gravity",time=1.27)',
      "TDirect('mvgraviton 200 g-force',time=1.27)",
      "TRanged('mvgraviton graviton blast',time=1.27)",
      "TDirect('mvgraviton 0 g-force',time=1.27)",
      "TDirect('mvgraviton graviton cocoon',time=1.27)",
      "TRanged('mvgraviton maximum gravity be',time=1.27)",
      "TMelee('mvgraviton megalomaniac punch',time=1.4)",
      'TLand()',
      'TMoveTo(mindist=\'long\' ,subtype="not emitting_damage",time=0.88)',

Title: Re: Issue 44: Active Defense Coding problem.
Post by: Jimaras8 on October 29, 2017, 06:45:24 AM
Thanks a lot pyder and everyone who has chimed in. Coding always scared but i think i learned  thing or two the past days. You have been a huge help. I will try it and i ill report back  :D.
Title: Re: Issue 44: Active Defense Coding problem.
Post by: Jimaras8 on October 29, 2017, 08:38:28 AM
Ok, so i put Spyder's line in the m25aidata and he now uses the AD in-game although sparingly. The file looks like that:

['mvgraviton',
   ['target enemy',
      'weakness_melee_crushing',
      'not staticked',
      'weakness_ranged_crushing',
      'weakness_area_crushing',
      'weakness_direct_crushing',
   ],
   ["timer", 'auto',
      'TUseRemedy()',
      "TFleeMelee(mindist='medium',movetype='fly',time=0.88)",
      'TFleeMelee(type="any",subtype="emitting_damage",time=0.88)',
      'TTK()',
                "TActiveDefenseFFSelf(time=3,type='enemy',situation='not active_defense')",
      'TArea("mvgraviton newton\'s theory",time=1.27)',
      "TArea('mvgraviton gravitational hold',time=2.07)",
      'TArea("mvgraviton jupiter\'s gravity",time=1.27)',
      "TDirect('mvgraviton 200 g-force',time=1.27)",
      "TRanged('mvgraviton graviton blast',time=1.27)",
      "TDirect('mvgraviton 0 g-force',time=1.27)",
      "TDirect('mvgraviton graviton cocoon',time=1.27)",
      "TRanged('mvgraviton maximum gravity be',time=1.27)",
      "TMelee('mvgraviton megalomaniac punch',time=1.4)",
      'TLand()',
      'TMoveTo(mindist=\'long\' ,subtype="not emitting_damage",time=0.88)',

In order for him to use it more do i have to add a priority value in the end? Make it priority=high?
Title: Re: Issue 44: Active Defense Coding problem.
Post by: spydermann93 on October 29, 2017, 07:19:52 PM
That will probably work, yeah
Title: Re: Issue 44: Active Defense Coding problem.
Post by: Jimaras8 on October 30, 2017, 08:33:12 AM
Unfortunately it didn't  :(. I put a priority='high' in the end of the sentence and it caused him to not use it all in-game. In order for you to get the picture in an average 10 minute RR of Absorbing Man (me) vs Graviton (AI) graviton used the AD 3-4 before the priority line. After i put it in the end he didn't use the power at all. I also noticed that after the altering he didn't chase me throughout the man and stayed in one spot. Something changed int he AI? Again for reference this is how graviton's ai looks in the m25aidata file:

['mvgraviton',
   ['target enemy',
      'weakness_melee_crushing',
      'not staticked',
      'weakness_ranged_crushing',
      'weakness_area_crushing',
      'weakness_direct_crushing',
   ],
   ["timer", 'auto',
      'TUseRemedy()',
      "TFleeMelee(mindist='medium',movetype='fly',time=0.88)",
      'TFleeMelee(type="any",subtype="emitting_damage",time=0.88)',
      'TTK()',
                "TActiveDefenseFFSelf(time=3,type='enemy',situation='not active_defense')",
      'TArea("mvgraviton newton\'s theory",time=1.27)',
      "TArea('mvgraviton gravitational hold',time=2.07)",
      'TArea("mvgraviton jupiter\'s gravity",time=1.27)',
      "TDirect('mvgraviton 200 g-force',time=1.27)",
      "TRanged('mvgraviton graviton blast',time=1.27)",
      "TDirect('mvgraviton 0 g-force',time=1.27)",
      "TDirect('mvgraviton graviton cocoon',time=1.27)",
      "TRanged('mvgraviton maximum gravity be',time=1.27)",
      "TMelee('mvgraviton megalomaniac punch',time=1.4)",
      'TLand()',
      'TMoveTo(mindist=\'long\' ,subtype="not emitting_damage",time=0.88)',
Title: Re: Issue 44: Active Defense Coding problem.
Post by: spydermann93 on October 30, 2017, 10:54:06 PM
hmm... looks like I have some experimenting to do
Title: Re: Issue 44: Active Defense Coding problem.
Post by: Cyber Burn on October 30, 2017, 11:53:22 PM
Ok!!! What language are you guys speaking already???  :banghead:
Title: Re: Issue 44: Active Defense Coding problem.
Post by: spydermann93 on October 31, 2017, 02:04:31 AM
Hey Jim,

Try something like this line:

"TActiveDefenseFFSelf(pct=60,mindist=100,time=4,,situation=['not active_defense','higherenergy 66'],priority=50)",

Also, make sure that you don't have the power tabbed like your text. I'm not sure if it's that way in your m25ai file, but try keeping all of the lines aligned.

For example, here's my Spider-Man file:

['m spider-man',
["target enemy",
'weakness_melee_crushing',
'not staticked',
'weakness_ranged_crushing',
],
["timer", 'auto',
'TUseRemedy()',
"TActiveDefenseFFSelf(pct=60,mindist=100,time=4,,situation=['not active_defense','higherenergy 66'],priority=50)",
'TFleeMelee(type="any",subtype="emitting_damage",time=3)',
"TRangedCone('funnel web',time=3)",
"TMelee('acrobatic spider',time=2.84)",
"TRanged('tangling webs',time=3)",
"TRanged('web bullet',time=3)",
"TMelee('spidey sting',time=2.8)",
'TThrow(pickup_time=3,throw_time=3)',
'TMoveTo(mindist=\'medium\' ,subtype="not emitting_damage",time=3)',
],
]


EDIT: Also, if you need any help with this, Cyber, just let me know and I'll do my best to assist ya. I'm in the process of learning how this all works, but I *think* I'm starting to get a handle on it.
Title: Re: Issue 44: Active Defense Coding problem.
Post by: Jimaras8 on October 31, 2017, 09:17:12 AM
The thing is that my AD has 33 energy cost and i prefer it this way so will this change the cost of the power? Oh and the lines are perfectly aligned in the file, it's just a weird thing that happens when i paste it here.
Title: Re: Issue 44: Active Defense Coding problem.
Post by: Jimaras8 on October 31, 2017, 09:30:48 AM
Copied/pasted the line exactly as you wrote it spyder and it didn't work. now he floats completely inactive.

Edit: I don't know if it's any help to you spyder but so far the only line that has worked sufficiently in-game was the first one you gave me when only the necessary values:
"TActiveDefenseFFSelf(time=3, type='enemy', situation='not active_defense')

The only problme i had with this one was the frequency he used the AD. otherwise he was moving and using all his abilities. I don't know if this helps clear this whole situation up.
Title: Re: Issue 44: Active Defense Coding problem.
Post by: spydermann93 on October 31, 2017, 11:50:16 PM
I'm wondering if it's because he is flying. I notice that whenever I have my characters use it (when controlled by me), they land before using the power.

My Spider-Man has Rope-Swinger, so he lands after a while, and it may have been coincidental. I'll have to play around with it some more.
Title: Re: Issue 44: Active Defense Coding problem.
Post by: Jimaras8 on November 01, 2017, 07:13:17 AM
Yes there is something weird about it. When i play the character and every character with a FF AD they have to land to use it. Graviton as AI can use it in the air. It's weird.
Title: Re: Issue 44: Active Defense Coding problem.
Post by: spydermann93 on November 05, 2017, 06:10:25 PM
Ok, so I was fiddling around with it and I think I found the answer.

In the m25ai.py file, there is a function that handles how the AI uses the TActiveDefenseFFSelf() tactic:

def TActiveDefenseFFSelf(tactic_id, char, object, flt, user, pct=50, time=1, energy=None, mindist=0, maxdist=200, type='enemy', subtype='none', situation='none', role='none', priority=TACTIC_PRIORITY_MEDIUM):
if ffx.FFX_ObjectGetAttr(char,'ffactivedefenseMaxHP')==0:
return 0
target = Target_GetCurrentTarget(char,type,subtype)
defense_time = ffx.getByTemplate(char,FFX_FFACTIVEDEFENSE_CUSTOM,3)
power = ffx.getByTemplate(char,FFX_FFACTIVEDEFENSE_CUSTOM,2)
epCost = ffx.getByTemplate(char,FFX_FFACTIVEDEFENSE_CUSTOM,7)
if not AISupport_CheckConditions(char, target, Target_GetDistance(char,type), pct, priority, mindist, maxdist, subtype, situation, role, energy=epCost):
return 0
if ffx.FFX_ObjectGetAttr(char,'ffactivedefenseSelf',0)==1:
return 0
turnTo(char,target)
AISupport_DoFunction(char, 'ffx.OnffActiveDefense(%s,%s)'%(`char`,`char`), target, priority, time, desc='ff active defense')
AddRole(char,power)
AddRole(char,'active_defense')
ffx.FFX_ObjectSetAttr(char,'ffactivedefenseSelf',1)
m25event.SetTimer(defense_time,'AIActiveDefenseOff',char,power)
return 1


There is also a function that dictates how the AI handles the TActiveDefense() tactic:

def AIGenericActiveDefense(tactic_id, char, object, flt, user, power='', defense_time=20, pct=80, time=3, energy=0, mindist=0, maxdist=m25distance.DISTANCE_LONG, type=TARGET_ENEMY, subtype=None, situation=None, role=None, priority=TACTIC_PRIORITY_HIGH, desc='active defense'):
target = Target_GetCurrentTarget(char)
if not AISupport_CheckConditions(char,target,Target_GetDistance(char),pct,priority,mindist,maxdist,subtype,situation,role,energy):
return 0
AISupport_DoSelfPowerTimed(char, power, target, priority, time, desc)
AddRole(char,power)
AddRole(char,'active_defense')
m25event.SetTimer(defense_time,'AIActiveDefenseOff',char,power)
return 1


Notice that there is a difference in the parameters of the two functions. AIGenericActiveDefense() has a pct of 80 and a priority of HIGH while TActiveDefenseFFSelf() has a pct of 50 and a priority of MEDIUM. Well, I copied those parameters from TActiveDefense() and this is what I got:

def TActiveDefenseFFSelf(tactic_id, char, object, flt, user, pct=80, time=1, energy=None, mindist=0, maxdist=200, type='enemy', subtype='none', situation='none', role='none', priority=TACTIC_PRIORITY_HIGH):
if ffx.FFX_ObjectGetAttr(char,'ffactivedefenseMaxHP')==0:
return 0
target = Target_GetCurrentTarget(char,type,subtype)
defense_time = ffx.getByTemplate(char,FFX_FFACTIVEDEFENSE_CUSTOM,3)
power = ffx.getByTemplate(char,FFX_FFACTIVEDEFENSE_CUSTOM,2)
epCost = ffx.getByTemplate(char,FFX_FFACTIVEDEFENSE_CUSTOM,7)
if not AISupport_CheckConditions(char, target, Target_GetDistance(char,type), pct, priority, mindist, maxdist, subtype, situation, role, energy=epCost):
return 0
if ffx.FFX_ObjectGetAttr(char,'ffactivedefenseSelf',0)==1:
return 0
turnTo(char,target)
AISupport_DoFunction(char, 'ffx.OnffActiveDefense(%s,%s)'%(`char`,`char`), target, priority, time, desc='ff active defense')
AddRole(char,power)
AddRole(char,'active_defense')
ffx.FFX_ObjectSetAttr(char,'ffactivedefenseSelf',1)
m25event.SetTimer(defense_time,'AIActiveDefenseOff',char,power)
return 1


Once I got that written, I also went to my heroName.m25ai file and added this line:

"TActiveDefenseFFSelf(time=2.0,situation='not active_defense')",

It is very simple, but it's all that I need for right now.

I launched the game and tested it, and now the AI actively uses and reuses the FFActiveDefense! Hurray!

One thing to note is that the AI will wait, at a minimum, the amount of time that you specified in your FFX_FFACTIVEDEFENSE_CUSTOM section of the ffxcustom2.py file to use the FFActiveDefense again. I'm going to toy around with it some more to try and get the AI to reuse the FFActiveDefense as soon as its HP runs out, but I don't think that this function is updated every second like the functions in the ffx.py.

For those that want the AI to prioritize FFActiveDefense, here's the file: http://www.mediafire.com/file/em98ivdiulf53dd/m25ai.zip
Title: Re: Issue 44: Active Defense Coding problem.
Post by: Jimaras8 on December 12, 2017, 02:52:21 PM
This looks like a lot of homework spyder. Sorry i wnet AIWOL everyone, my studies were left behind and i had to catch up. I have played in over a month so now that i have some free time i can test spyder's results. I have to tell you spyder this thing has been a pain, hasn't it  :D.


Anyway, i have a huge favor to ask. I have LP's excellent Baslisk skope but it does't have keyframes for ranged eye attacks. Basilisk's main power are his optic blasts so it's a little weird that he has animations that use his hands. is it possible for someone to add some eye animations like Gren's Superman has?
Title: Re: Issue 45: Basilisk Eye Animations (AD still on hold)
Post by: Cyber Burn on December 13, 2017, 05:38:22 AM
If you don't mind waiting a few days, I'll look into it for you (Unless someone beats me to it).
Title: Re: Issue 45: Basilisk Eye Animations (AD still on hold)
Post by: Jimaras8 on December 13, 2017, 07:45:01 AM
I don't mind at all CB. The skope is superb, it just needs a couple more animations for the character to feel accurate.
Title: Re: Issue 45: Basilisk Eye Animations (AD still on hold)
Post by: Jimaras8 on December 15, 2017, 07:18:58 PM
Spyder, i have one question with your method. Where are the individual m25ai for every character located? i thought the ais go straight to characters.dat once you add them.
Title: Re: Issue 45: Basilisk Eye Animations (AD still on hold)
Post by: spydermann93 on December 15, 2017, 11:51:29 PM
Quote from: Jimaras8 on December 15, 2017, 07:18:58 PM
Spyder, i have one question with your method. Where are the individual m25ai for every character located? i thought the ais go straight to characters.dat once you add them.

Depends.

If it's a custom character, it goes to the same place as your hero files.

If it's a built-in character (or one that gets imported), you can find all of their AI data in the "modname/Missions/Scripts/m25aidata.py" file.
Title: Re: Issue 45: Basilisk Eye Animations (AD still on hold)
Post by: Jimaras8 on December 16, 2017, 10:38:28 AM
I asked you because i went to my local folder and i found a mvgraviton.m25ai file. I guess it remained since the time he was a custom character before i added him to the dat. So if i get this straight since i haven't played with pys for over a month. If i just replace the m25.ai file in the scripts folder with the one you made and i just add the line you added in the character's ai file, i'm done?
Title: Re: Issue 45: Basilisk Eye Animations (AD still on hold)
Post by: spydermann93 on December 16, 2017, 06:12:15 PM
Quote from: Jimaras8 on December 16, 2017, 10:38:28 AM
I asked you because i went to my local folder and i found a mvgraviton.m25ai file. I guess it remained since the time he was a custom character before i added him to the dat. So if i get this straight since i haven't played with pys for over a month. If i just replace the m25.ai file in the scripts folder with the one you made and i just add the line you added in the character's ai file, i'm done?

1) Yeah, it's just left-over. It is no longer used for Graviton, so you can remove it. You can now see Graviton has his own section in the m25aidata.py file. That's the section that you'll want to modify from now on (since he's built-in).

2) Yeah, you can replace it. Unless you've made your own changes to the file, it should bother anything. Just make sure that you make a backup of your current m25ai.py file, just in case.

3) Then yeah, you can add the line that I have to Graviton's section in the m25aidata.py file. He should be using his FFActiveDefenses if everything was modified correctly.
Title: Re: Issue 45: Basilisk Eye Animations (AD still on hold)
Post by: Jimaras8 on December 17, 2017, 10:38:18 AM
Oh, so the leftovers for branded characters in the local folder are useless. Good to know. I assumed they were but i kept them just in case. I haven't changed anything in thee m25ai. The only script files i have tampered with are ffxmulti, ffxcustom2 and m25aidata. The rest are unchanged.
Title: Re: Issue 46: LP Meshes Glow problem
Post by: Jimaras8 on December 31, 2017, 11:12:20 AM
Sop, i have a couple of Lp's skopes and i have noticed that when i convert the tga to dds in the skin folder the skin appears to glow in-game. I recall benton having a similar problem with Lp's Rogue mesh but he sorted it somehow. What can i do?
Title: Re: Issue 46: LP Meshes Glow problem
Post by: Cyber Burn on December 31, 2017, 07:56:51 PM
Can you take a screenshot of what the glow looks like? I don't remember this one.

Title: Re: Issue 46: LP Meshes Glow problem
Post by: Jimaras8 on January 14, 2018, 11:24:09 AM
Unfortunately, i'm not able to take a screenshot of the glowing problem. CB is it possible for you to convert LP's siryn skope to dds and send it my way? I would greatly appreciate it.
Title: Re: Issue 46: LP Meshes Glow problem
Post by: Cyber Burn on January 14, 2018, 11:05:10 PM
http://www.mediafire.com/file/1ywv8wqf3vp2ldi/Siryn_LP_Fixed.7z
Title: Re: Issue 46: LP Meshes Glow problem
Post by: Jimaras8 on January 16, 2018, 09:20:26 AM
As always, very grateful CB. I will have to find a way to deal with this issue since it happens to most LP's skopes when i try to turn the tga to dds.
Title: Re: Issue 46: LP Meshes Glow problem
Post by: Cyber Burn on January 16, 2018, 07:02:23 PM
It's actually a simple fix, really. Just check the dimensions of the DDS Files, usually it's just the Refl and Glow, and make sure that they are both multiples of 4. I usually try to use 64x64. Then, to avoid any further issues, make sure that those files are also solid black, and then you should be good to go.
Title: Re: Issue 47: Vanguard_gren FX problem
Post by: Jimaras8 on January 19, 2018, 02:01:20 PM
Is there something missing regarding vanguard's fx for his hammer and sickle throw? I noticed there is only the core.nif and when i view the fx in-game the FX seems incomplete. The hammer doesn't have an impact fx since there is no end.nif and the sickle appears and disappears instantly.
Title: Re: Issue 47: Vanguard_gren FX problem
Post by: Cyber Burn on January 19, 2018, 05:40:04 PM
You may just need to add an End.nif to each of the FX's Folders, one to the Hammer, and one to the Sickle.
Title: Re: Issue 47: Vanguard_gren FX problem
Post by: Jimaras8 on January 19, 2018, 08:09:01 PM
There is no end.nif though. Where can i find it? I don't know how to create it. The original folder has the tga files and only two nifs, two core ones.
Title: Re: Issue 47: Vanguard_gren FX problem
Post by: daglob on January 19, 2018, 08:23:35 PM
In the past there have been people who discussed swapping beginning, core, and end .nifs; you might just take an end .nif and drop in there. Maybe like the FX that has a "THUD" at the end for the hammer and the one that goes "SHHHHHHHRK" for the scythe.

You probably should look up the original thread before you try something.
Title: Re: Issue 47: Vanguard_gren FX problem
Post by: Cyber Burn on January 20, 2018, 09:10:32 AM
Basically, you don't actually have to "create" a new End.nif, all you need to do is find one you like, copy it, and paste it into the folder with the Core.nif. If you decide you don't like the way it looks together, just replace the End.nif with another one and try again. No harm was done.
Title: Re: Issue 47: Vanguard_gren FX problem
Post by: Jimaras8 on January 20, 2018, 10:42:14 AM
I know what you are talking abbout CB, i have done it numerous times with fx that are imported from   :ff: and have delays in their end.nifs. It's just that the sickle fx is more problematic. I appears only for one second and then vanishes.  Could you or daglob download the fx and see for yourself what i mean since English isn't my first language? The fx are included in th vangard_gren mesh in the grenadier section of LP's site.

Edit: Sorry for the double request guys but has any of you renegade's red_guardian mesh? I need for the murs47 skin.
Title: Re: Issue 47: Vanguard_gren FX problem
Post by: spydermann93 on January 20, 2018, 04:39:45 PM
Here you go, Jim!

http://www.mediafire.com/file/035hf2k2h9oqupj/Red_Guardian_REN.rar
Title: Re: Issue 47: Vanguard_gren FX problem
Post by: Jimaras8 on January 21, 2018, 11:18:58 AM
Thanks a lot spyder  :thumbup: :thumbup:
Title: Re: Issue 48: Shapeshifter problem
Post by: Jimaras8 on January 23, 2018, 08:07:11 PM
Just today i noticed a problem that i should have spotted a long time ago. As some of you may know i have made an usa major hero file that involves the shapeshifter attribute along with a bear form. When i play with him the ssecond form works fine but just today i thought about playing against him.

What i discovered is that he doesn't transform. The AI probably doesn't give him the command to use the shapeshifter attribute. Here how he looks in m25aidata:

Human form:
['ursa major',
   ['target enemy',
      'weakness_melee_crushing',
      'not blind',
      'weakness_ranged_fire',
   ],
   ["timer", 'auto',
      'TUseRemedy()',
      "TFleeMelee(mindist='medium',movetype='move',time=0.88)",
      'TFleeMelee(type="any",subtype="emitting_damage",time=0.88)',
      "TRally('ursa_major the motherland cal',type='friend',time=2.15)",
      "TRangedExplosive('ursa_major m67 grenade',time=1.91)",
      "TRangedExplosive('ursa_major smoke grenade',time=1.91)",
      "TMelee('ursa_major soviet onslaught',time=1.95)",
      'TShapeShift()',
      "TMelee('ursa_major russian strike',time=1.4)",
      'TMoveTo(mindist=\'long\' ,subtype="not emitting_damage",time=0.88)',

Bear form:
['ursa bear',
   ['target enemy',
      'weakness_melee_piercing',
      'not panicked',
      'not flying',
   ],
   ["timer", 'auto',
      'TUseRemedy()',
      'TFleeMelee(type="any",subtype="emitting_damage",time=0.72)',
      "TSpeedingBullet('ursa_bear grizzly charge',time=0.72)",
      "TMeleeArea('ursa_bear vicious mauling',time=1.55)",
      "TArea('ursa_bear grizzly roar',time=2.39)",
      "TMelee('ursa_bear soviet jaws',time=1.2)",
      "TMelee('ursa_bear kamchatka squash',time=2.2)",
      "TMelee('ursa_bear bear hug',time=1.19)",
      'TShapeShift()',
      "TMelee('ursa_bear bear mark',time=1.4)",
      'TThrow(pickup_time=3.04,throw_time=2.63)',
      'TMoveTo(mindist=\'short\',time=0.72,subtype=["not emitting_damage","flying"])',
      'TMoveTo(mindist="melee",subtype=["not emitting_damage","not flying"],time=0.72)',
Title: Re: Issue 48: Shapeshifter problem
Post by: detourne_me on January 23, 2018, 10:00:51 PM
For a character like Ursa Major I would actually go a different route than shapeshifter. Id give the human form tye Accidental Change attribute set to enraged for the trigger. Then give him the special power that enrages him to manually trigger the change. You could also give him the berserk attribute so he changes with random damage, too.
I believe with the accidental change attribute you can set a condition for him to revert, too. L>ke after 1 minute or after he gets stunned.
Title: Re: Issue 48: Shapeshifter problem
Post by: Jimaras8 on January 24, 2018, 08:34:09 AM
It's a great suggestion dm but i don't think it fits my case. The character is already branded and added to the dat so messing with the attributes will be a little pain. Moreover, the version i have in my head is that Ursus has been trained since childhood to be a Soviet Super Soldier and has great control over his form, far more than Hulk or Werewolf by night for example. So rage isn't really his trigger. Your idea is very interesting, though.


The only solution in my issue is for the AI to recognize and activate the shapeshifter attribute. I know for a fact it can be done since Ursa Major is added to the MA mod and Benton has already made it work with Snowbird. He has given her the shapeshifter attribute and when the AI controls her she instantly switches between wolf, human and bear forms.
Title: Re: Issue 48: Shapeshifter problem
Post by: BentonGrey on January 24, 2018, 03:47:20 PM
Howdy Jim, I wish I had some good advice for you, but I'm afraid I didn't do anything fancy with Snowbird.  I just generated her AI with the tool and didn't touch it, same for Absorbing Man and other Shape Shifters.  I've discovered that, though they do work, sometimes the AI chokes or makes weird choices.  You could just try moving the SS entry up near the top of the AI form.  That way it will be given more priority. 
Title: Re: Issue 48: Shapeshifter problem
Post by: Jimaras8 on January 24, 2018, 07:18:57 PM
Ugh, this is so frustrating. Every week i have another issue to solve. if it wasn't for my love for superheroes i would have given up long ago.

It doesn't make any sense Benton. I modeled ursa's transformation after your Snowbird. The same attribute. Shapeshifter and temporary form for the transformation. I generated the AI and put him in the game.  Yet, while snowbird transforms instantly, ursa remains stubbornly human. This is getting quite frustrating.
Title: Re: Issue 48: Shapeshifter problem
Post by: BentonGrey on January 24, 2018, 07:35:10 PM
If I had to guess, it might have something to do with Ursa's human form having more powers than Snowbird.  I definitely recommend moving the shapeshifter entry higher up the AI list.  It's at least something to try.
Title: Re: Issue 48: Shapeshifter problem
Post by: Jimaras8 on January 24, 2018, 07:38:04 PM
I already did it. It looks like that:
['ursa major',
   ['target enemy',
      'weakness_melee_crushing',
      'not blind',
      'weakness_ranged_fire',
   ],
   ["timer", 'auto',
      'TUseRemedy()',
      "TFleeMelee(mindist='medium',movetype='move',time=0.88)",
      'TFleeMelee(type="any",subtype="emitting_damage",time=0.88)',
                'TShapeShift()',
      "TRally('ursa_major the motherland cal',type='friend',time=2.15)",
      "TRangedExplosive('ursa_major m67 grenade',time=1.91)",
      "TRangedExplosive('ursa_major smoke grenade',time=1.91)",
      "TMelee('ursa_major soviet onslaught',time=1.95)",
      "TMelee('ursa_major russian strike',time=1.4)",
      'TMoveTo(mindist=\'long\' ,subtype="not emitting_damage",time=0.88)',
   ],
],

He still doesn't transform...

Edit: Don't be deceived by the placement of the line. In the file it's perfectly aligned with the other lines. It's the just the forum that acts funny.
Title: Re: Issue 48: Shapeshifter problem
Post by: BentonGrey on January 25, 2018, 04:07:12 AM
Hmm...something's off then.  Try rebranding and regenerating the AI, I'd say, but that's all I've got.  Ohh, if you've built him in, check what AI is listed on his character tab.  It's possible that is overriding the custom one.
Title: Re: Issue 48: Shapeshifter problem
Post by: Jimaras8 on January 25, 2018, 09:05:30 AM
Where is that character tab exactly? I might have a brainfreeze at this moment  :lol:. Also if the character is branded and in the dat is it wise to delete him? Don't i have to deleted every power, template and defense from the FFEdit as well?
Title: Re: Issue 48: Shapeshifter problem
Post by: BentonGrey on January 25, 2018, 02:28:16 PM
Jim, I'm referring to the character tab in FFEdit, 4th from the left.  And deleting them should be fine.  You don't necessarily need to delete all of their powers, and, in fact, if you're just going to delete the character/template, run the CC, and then re-add the character/template manually and rerun CC, you won't need to delete anything else.
Title: Re: Issue 48: Shapeshifter problem
Post by: Jimaras8 on January 25, 2018, 07:17:38 PM
Oh, you mean in FFEdit. I thought there was another character tab in the scripts folder with ais. My bad. I went to FFEdit and changed his ai from zerocost to cgenerichero like you have for snowbird benton. Still doesn't work. fair to say, this is getting really frustrating.

So my best bet is to delete the character, generate the ais again and then add him to the dat?
Title: Re: Issue 48: Shapeshifter problem
Post by: BentonGrey on January 25, 2018, 08:18:30 PM
Sorry Jim!  I don't know about best bet, but it's the only thing I can think to do.  I'd do delete, brand, add, brand, generate, but yes.

Ohh!  Did you delete his HF?  If not, that can cause conflicts.
Title: Re: Issue 48: Shapeshifter problem
Post by: Jimaras8 on January 25, 2018, 08:55:32 PM
His hero file isn't in the local folder if that's what you mean. I always save my hero files in a hdd but currently the only hero file of his is in the dat file
Title: Re: Issue 48: Shapeshifter problem
Post by: Jimaras8 on January 28, 2018, 01:45:03 PM
So, it seems another problem has arisen  :banghead:, the same one i had with the character years ago. When i have both forms as custom files and try to connect them in the CC, the game crashes when i try to transform. The only way it works is if i brand them both, add them AND THEN after they ae added tot he dat i put ursa bear as Ursa major's temporary form. The outcome of this while i can use the character and make him transform in game like i did all this time, the ai doesn't give him the command to transform which brings us to me original problem.


Benton, it would be  TREMENDOUS help if you could walk me through your process with your snowbird since they are so similar, yet your works perfectly fine. So, you created the main snowbird form and gave her the SS attribute, correct? Then you created hero files for her secondary forms, right? After that do you remember going to the CC and putting the bear and wolf as her secondary forms BEFORE branding all files?
Title: Re: Issue 48: Shapeshifter problem
Post by: Jimaras8 on January 29, 2018, 10:48:35 AM
Guys, i have a favor to ask. Could it be possible to send the hero files and the meshes to any of you and you can test it in your version? You are obviously much more experienced than i am and you can see the problem first hand.
Title: Re: Issue 48: Shapeshifter problem
Post by: BentonGrey on January 29, 2018, 05:07:15 PM
That's super weird, Jim.  I've never encountered that.  Sure, send me the HF and I'll take a look at it. 
Title: Re: Issue 48: Shapeshifter problem
Post by: Jimaras8 on January 29, 2018, 09:44:12 PM
If it's not too much trouble i can send them your way and you can try and add them Benton. I also stole some time and ran some scenarios with X-men in the RR and the textures worked ok. I haven't gone in the campaign yet, most of my energy is focused on e naughty man-bear  :D. Which textures in particular did you have problems with?
Title: Re: Issue 48: Shapeshifter problem
Post by: BentonGrey on January 30, 2018, 05:29:32 AM
Thanks Jim.  You can find my notes at the bottom of this post:
http://freedomreborn.net/forums/index.php?topic=55729.msg814673#msg814673

The mission in question is X-Men #6.

I'll try to give Ursa a look tomorrow.
Title: Re: Issue 48: Shapeshifter problem
Post by: Jimaras8 on April 05, 2018, 03:04:52 PM
It's been a while guys, i was off for military duties and i'm back on sabbatical. I was wondering if any of you could tinker magma_ink a little so her default walk animation would be run like the rest of meshes and not fly. Magma doesn't even have a flying ability so it's definitely weird  :D. I can send you the mesh or you can download it from Ink's page on heroforce. I would really appreciate the helping hand and i hope you are all doing great  :thumbup:
Title: Re: Issue 50: BACK WITH A VENGEANCE!!!
Post by: Jimaras8 on May 28, 2018, 06:55:53 PM
Hello gang. I'm back with a vengeance after military duties and i'm hungry for some good ol' character building. My latest attempt is MCU Ebony Maw and his cool tk powers. I was wonder if it was possible to create a cone fxx that doesn't have a visual fx attached much like the dummy_ffx that is for projectiles. My goal is to make a tk cone to represent Maw's powers.

Second is there any way t create a pulling power? I know there is the swap state option in the FFX CC but somehow it doesn't work. I have given Maw a decrease power that has a state swap for pull in the CC and the target isn't moving towards my character.

Those are the two issues i have. I'm looking forward to your feedback and thanks in advance  :D

Title: Re: Issue 50: BACK WITH A VENGEANCE!!!
Post by: spydermann93 on May 28, 2018, 07:27:44 PM
Welcome back, Jim!

For the FX question, I'm not 100% sure. It might be possible. I typically just use the shockwave FX for my tk cones, though, so I've never really tested it.

For the pull question, make sure that the attack is a projectile, beam, or melee attack. Cones, explosive projectiles, area, and direct powers do not work with FFX custom attacks.
Title: Re: Issue 50: BACK WITH A VENGEANCE!!!
Post by: BentonGrey on May 28, 2018, 08:40:55 PM
Howdy Jim, and welcome back man!  I'm glad to see you and glad that you've come back ready to create more awesome stuff!  How was your service time?

As for your questions, other than what Spyder says, I don't have much to offer.  I think that the FX should be possible.  Honestly, if you just take a cone FX, hide it in nifskope, it should be invisible yet the game should still use it.

The pull and other state swaps can be a bit finicky.  In the DCUG at the moment, Atom I's swaps are working fine, while Mr. Terrific I's are not.  Go figure.  I have had some luck with adding custom entries in FFXCustom.py, even if I'm not tweaking anything.  And, of course, don't forget to brand (and make sure you don't have extra civilian templates when you do).
Title: Re: Issue 50: BACK WITH A VENGEANCE!!!
Post by: spydermann93 on May 28, 2018, 09:47:33 PM
Quote from: BentonGrey on May 28, 2018, 08:40:55 PM
Howdy Jim, and welcome back man!  I'm glad to see you and glad that you've come back ready to create more awesome stuff!  How was your service time?

As for your questions, other than what Spyder says, I don't have much to offer.  I think that the FX should be possible.  Honestly, if you just take a cone FX, hide it in nifskope, it should be invisible yet the game should still use it.

The pull and other state swaps can be a bit finicky.  In the DCUG at the moment, Atom I's swaps are working fine, while Mr. Terrific I's are not.  Go figure.  I have had some luck with adding custom entries in FFXCustom.py, even if I'm not tweaking anything.  And, of course, don't forget to brand (and make sure you don't have extra civilian templates when you do).

You might want to check and make sure that Mr Terrific's FFX power swaps haven't been removed. If a swap isn't handled by the Control Centre, it might have been replaced in your ffxcustom.py
Title: Re: Issue 50: BACK WITH A VENGEANCE!!!
Post by: BentonGrey on May 28, 2018, 10:21:07 PM
Thanks for the tip, Spyder, but unfortunately I had already checked.  Everything seems hunky dory as far as I can see.
Title: Re: Issue 50: BACK WITH A VENGEANCE!!!
Post by: Jimaras8 on May 29, 2018, 01:11:03 PM
It's good to see you both again. Service time wasn't the best Benton but it had to be done so  :thumbup:. I don't know how to hide a cone fx in nifskope, i'm afraid i only use nifskope for kfs and maybe some weapon nodes from time to time.

Spyder, i think the key is that i used a direct power. I will switch to beam and see if the state swap works. is there a way to increase the distance in the pull?
Title: Re: Issue 50: BACK WITH A VENGEANCE!!!
Post by: BentonGrey on May 29, 2018, 01:49:00 PM
Well, thank you for your service, my friend!  We're glad you're back!

Alright, so it is super easy to hide stuff in Nifskope.  Just open up the mesh, and for an FX, you want the core.nif, then click on the think you want to hide, find where it is selected in the menu on the left, right click on it, choose "Flags" and check the box next to "hidden."  That's it.  The object should vanish.  If you need to unhide something, select the dropdown menu "Render" and choose "Show Hidden."  Then merely select the object again and uncheck the hidden box.
Title: Re: Issue 50: BACK WITH A VENGEANCE!!!
Post by: Jimaras8 on May 31, 2018, 09:58:22 AM
The cone works great and i figured out a way to do the pull power. is there any way to adjust the distance the target is getting pulled towards me?
Title: Re: Issue 50: BACK WITH A VENGEANCE!!!
Post by: BentonGrey on May 31, 2018, 04:26:51 PM
Great!  Hmm...I don't see any mention in the manual of that customization.
Title: Re: Issue 50: BACK WITH A VENGEANCE!!!
Post by: Jimaras8 on June 19, 2018, 01:50:58 PM
Spyder i know you are a savant of the ais and the overall coding of the game. Have you figured out a way to increase the distance of the pull state swap? It would really useful i think, like a reverse knockback power.
Title: Re: Issue 51: MA First X-men mission map.
Post by: Jimaras8 on June 27, 2018, 06:02:55 PM
Does anyone have the snowy map from the Marvel Adventures first X-men mission? The one where X-men fight Alpha Flight. I have he mediafire folder of the Fx Force but the map is probably under a different name. If anyone has it i would greatly appreciate it :thumbup:
Title: Re: Issue 51: MA First X-men mission map.
Post by: BentonGrey on June 28, 2018, 09:31:10 AM
I'm positive it's a Cmdrkoening map, a DS map, and I feel like it was released under the name ds_snowy_rockies or something along that line.  I'm traveling and can't send it to Jim, but I hope someone out there has it.
Title: Re: Issue 51: MA First X-men mission map.
Post by: Jimaras8 on June 28, 2018, 06:38:47 PM
I'm afraid there is no such map in the Fxforce mediafire folders Benton. The close is snowy_forest and snowy_forest_2 and they are completely different maps. In the ds_map section there neither snowy nor rockies. Are you positive you got the map from Fx Force?
Title: Re: Issue 51: MA First X-men mission map.
Post by: BentonGrey on June 28, 2018, 07:39:00 PM
No, it wasn't in FX Force, come to think of it.  I think it was released later, so it was on FRP2.  I know the archive for those maps is around someplace....
Title: Re: Issue 51: MA First X-men mission map.
Post by: Deaths Jester on June 28, 2018, 08:07:25 PM
FRP2 map section archive is here:

https://web.archive.org/web/20140311154211/http://frp.unlimited2.net:80/maps/
Title: Re: Issue 51: MA First X-men mission map.
Post by: Jimaras8 on June 30, 2018, 10:50:00 AM
"503 Service Unavailable".

It seems the archive is down :banghead:. It really isn't my lucky week, isn't it? DJ, do yo happen to have that map in your disk?

Edit: I can see the maps but they are only images. There isn't any download button and the zip files aren't archived.
Title: Re: Issue 51: MA First X-men mission map.
Post by: spydermann93 on June 30, 2018, 02:50:05 PM
Try looking here: https://www.mediafire.com/folder/2455688dit53d/FRP2_Backups
Title: Re: Issue 51: MA First X-men mission map.
Post by: Cyber Burn on June 30, 2018, 03:01:21 PM
FRP: https://www.mediafire.com/folder/54p15ym5659qh/FRP_Backup

FRP2: https://www.mediafire.com/folder/2455688dit53d/FRP2_Backups

:doh: ...  :ph34r: 'd by Spyder
Title: Re: Issue 51: MA First X-men mission map.
Post by: Jimaras8 on June 30, 2018, 05:55:45 PM
I found the map, put him in the missions and area_specific folder respectively anddddd it still crashes. I have no idea why.
Title: Re: Issue 51: MA First X-men mission map.
Post by: Jimaras8 on July 03, 2018, 03:55:29 PM
If anyone  still has any idea over rockies, i would greatly appreciate it. Right now, i need to get the desert_fortress map to work. The message that pops up in the RR is this: "alert:N character template was found to generate action for turret_carrier". I assume i have to create a template in the FFEdit but i have no idea what.
Title: Re: Issue 52: Desert Fortress map error.
Post by: BentonGrey on July 04, 2018, 10:32:51 PM
Howdy Jim, sorry about the continued map troubles!  I've got no idea why the Rockies map would be crashing still.  If you still haven't figured it out by the time I get home, I'll try to give it a look.

The desert one should be a bit easier.  You'll just need to open the map in FFEdit and delete any of those turrets on it through the list.  You don't even need to open the 3D editor.

You could also create a template for it, if you wanted.  If so, you SHOULD find that template in my MA mod, I think, though I'm not sure.
Title: Re: Issue 52: Desert Fortress map error.
Post by: detourne_me on July 05, 2018, 04:21:17 AM
I think the issue might be because the textures point to the wrong folder, or something like that. If I'm not mistaken, I think Cmdr. Koenig used his Canadian Winter Airfield map textures for the Rockies map. There may be some issues there.
Title: Re: Issue 52: Desert Fortress map error.
Post by: Jimaras8 on July 08, 2018, 08:47:55 AM
Benton i can see the turret_carrier template in the FFEdit in your MA mod. Do i have to copy it in the missions section or something? I would prefer the map to be complete  turrets and all. The thing is that when i load the second shield mission that has the desert_fortress i can see the turret_carrier in the mission.dat
Title: Re: Issue 52: Desert Fortress map error.
Post by: Jimaras8 on July 11, 2018, 03:57:22 PM
As my previous message said, i managed to make the desert fortress map work but i would really like it if i could add the turrets he already had. I had to delete them because the FFEdit couldn't find the character template even though i could clearly see in the templates section. How can i add them back to the map in FFEdit and make them work?
Title: Re: Issue 53: Adding more contacts to ranged animations
Post by: Jimaras8 on October 07, 2018, 12:19:31 PM
Is there any way to add more contacts to ranged animations? Increase the number of projectiles fired from 3 to 4 etc?
Title: Re: Issue 53: Adding more contacts to ranged animations
Post by: Cyber Burn on October 07, 2018, 07:31:00 PM
Quote from: Jimaras8 on October 07, 2018, 12:19:31 PM
Is there any way to add more contacts to ranged animations? Increase the number of projectiles fired from 3 to 4 etc?

Sent you a PM.
Title: Re: Issue 53: Adding more contacts to ranged animations
Post by: Jimaras8 on October 08, 2018, 06:27:15 AM
Thanks a lot cb,  I checkedbthe tutorialnbut something went wrong.  I followed the steps and the leave_hand keys didnt increase. Does the same process work for leave_hand as well as contacts?
Title: Re: Issue 53: Adding more contacts to ranged animations
Post by: Jimaras8 on October 08, 2018, 06:16:28 PM
I followed the instructions abut the number of leave_hand instances didn't increase although i saw a leave_hand_4 in the Character Tool. In-game the number stayed at 3. A question i have is if the values for the leave_hand keys need to have a consistent difference between them? Do they have to be 0.4000 then 0.8000, then 1.2000 or do can they be random?
Title: Re: Issue 53: Adding more contacts to ranged animations
Post by: Cyber Burn on October 14, 2018, 10:22:15 PM
Unfortunately, Jim, it's been so long since I've messed with this, that I don't really remember how to do all of this.
Title: Re: Issue 53: Adding more contacts to ranged animations
Post by: Jimaras8 on October 15, 2018, 07:52:56 AM
Thanks to you and dm i figured out the process however the problem with the specific skope remains. Its nova_now_gren by sickalice btw. I havr noticed from my exprience that some skopes keyframes are "locked" in a way and you cant alter them in a way that appears in game. The process that both you and dm directed me works its just that specific one is locked.

I also tried to tinker with the melee kfs and take one of the secondary animations in  order to turn it into a new animation and it didnt appear in game. I know i have encountered this before, i just have no idea how to solve. If anyone wants to download the skope and have a look, it would be really helpful.
Title: Re: Issue 53: Adding more contacts to ranged animations
Post by: detourne_me on October 15, 2018, 10:45:11 AM
Are you sure that you saved your altered keyframes successfully? maybe you put the altered keyframes in the wrong folder.
I just skoped the keys for that mesh and had no problems adjusting the number of contacts for ranged animations.

what do you mean by secondary animations?
Title: Re: Issue 53: Adding more contacts to ranged animations
Post by: Jimaras8 on October 15, 2018, 06:34:33 PM
I mean melee_3_b, melee_3_c etc. I have noticed that when i make new animations for nova_now_gren like renaming melee_4_a to flying_melee or melee_5 they don't appear in-game. The leave_hand problem is part of this larger problem. I had this problem with a couple of other meshes in the past like spider-man_AA off the top of my head.
Title: Re: Issue 53: Adding more contacts to ranged animations
Post by: spydermann93 on October 15, 2018, 10:43:12 PM
Quote from: Jimaras8 on October 15, 2018, 06:34:33 PM
I mean melee_3_b, melee_3_c etc. I have noticed that when i make new animations for nova_now_gren like renaming melee_4_a to flying_melee or melee_5 they don't appear in-game. The leave_hand problem is part of this larger problem. I had this problem with a couple of other meshes in the past like spider-man_AA off the top of my head.

If you aren't seeing all of the keyframe changes you've been making, then that is most likely a "User Account Control" problem.

1) Go to your "C:\Users\username\AppData\Local\VirtualStore" and see if you see a "Freedom Force" folder anywhere in there. If you do, move all of your stuff out of that folder to somewhere safe, like a folder on your desktop. Delete whatever remains.

2) In the search next to your Windows Start button, type "Change User Account Control settings". Once that opens up, slide the slider all the way down to "never notify." Click "Ok".

3) Now you can copy your saved files over to your FF installation. You should now see the changes take effect.
Title: Re: Issue 53: Adding more contacts to ranged animations
Post by: Jimaras8 on October 16, 2018, 07:13:44 PM
I think that wont he necessary spyder. Its a really weird situation but in think i figured it out. Apparently any change i make in the kfs doesnt appear when inview the skope in game unless i create a character out of it. So when i was viewing novasnskope in-game the changes didnt appear. However i have already a built in nova character in my dat file with a full hero file. The changes appeared fine there.
Title: Re: Issue 53: Adding more contacts to ranged animations
Post by: spydermann93 on October 16, 2018, 08:14:43 PM
Oh yeah, that would be another cause: having a built-in character.

Whenever you add a character to the dat folder (at least with m25's tools), it will copy the folder your character's nif is from. If you have a character folder inside of your mod's built-in mesh library, it will use that as the primary keys.

Just something else to keep an eye out for.
Title: Re: Issue 54: Spike from Earth Control attribute doesnt work!
Post by: Jimaras8 on November 21, 2018, 10:58:59 AM
Howdy guys, i'm back again with your latest in-game bug  :thumbup:. I have noticed that the spike power from the Earth Control attribute doesn't work in-game. Earthwall works find and dandy but when i select a spike to come from beneath a target and impale him only a shadown appears and no spike. If i recall correctly the power worked in the DCUG mod. Can Benton confirm that?

Any ideas?
Title: Re: Issue 54: Spike from Earth Control attribute doesnt work!
Post by: BentonGrey on November 23, 2018, 05:05:48 AM
Howdy guys, i'm back again with your latest in-game bug  :thumbup:. I have noticed that the spike power from the Earth Control attribute doesn't work in-game. Earthwall works find and dandy but when i select a spike to come from beneath a target and impale him only a shadown appears and no spike. If i recall correctly the power worked in the DCUG mod. Can Benton confirm that?

Any ideas?

Okay, so there is a shadow that appears instead of the spike? 

The power did work correctly in the DCUG, last I checked.  I haven't looked at that, in particular, recently.  The fact that there is a shadow says to me that either A) the mesh in question is missing, or B) the mesh isn't displaying properly.  I'm not sure, though.
Title: Re: Issue 54: Spike from Earth Control attribute doesnt work!
Post by: Jimaras8 on November 23, 2018, 01:32:51 PM
Hi Benton, good to see you noticed the thread. I wasn't able to look in the e-mails you sent me from last week due to my military duties and i had to be in my base for a few days. If you need anything pm me  :thumbup:

As for the bug i'm certain geomancer was able to use the spike in the DCUG so it definitely works there. In the MA the spike doesn't appear and the target doesn't receive any damage at all.
Title: Re: Issue 54: Spike from Earth Control attribute doesnt work!
Post by: BentonGrey on November 25, 2018, 03:20:30 AM
Well Jim, I'm glad I came across this, but I can't say I'm pleased to hear about more bugs in MA!  :P  Haha!  So, I've tested this, and the spike definitely isn't working in MA for me either.  I'm not getting anything, shadow or otherwise.  I've checked the mesh files, and they were indeed missing, though since it was calling on built-in files, that shouldn't matter. 

Nonetheless, I added the necessary objects.  Now, I'm getting the spikes to trigger, but not always.  It looks like the energy will get spent, but the character won't always actually trigger the ability.  I found that using it twice on the same target got it to go.  Would you do me a favor and test this on your end?  Just go to Data/Art/Library/Area_specific/underground/decor, and copy the rock_stalagmite folder to your MA directory under the same path.  Then try it out with someone like Terrax or Avalanche in the mod. 

Also, PM incoming!
Title: Re: Issue 54: Spike from Earth Control attribute doesnt work!
Post by: BentonGrey on December 13, 2018, 05:40:40 AM
Okay....so this is really weird.  You have spikes working in your old copy of the DCUG, right?

Well, guess what.  They don't work in the current build, and nothing has changed on that front!
Title: Re: Issue 55: Sleep state duration increase.
Post by: Jimaras8 on December 24, 2018, 03:48:33 PM
Howdy guys. I hope you are all having a very merry christmas and overall a blast.

I know i have been awarded p lately due to milatary duties but im having a few days kff and i have a burning question to ask you.

Is it possible to increase the duration of the sleep state? I have noticed that characters stay down for about 5 seconds tops and i was thinking if it was possible to increase that.
Title: Re: Issue 55: Sleep state duration increase.
Post by: spydermann93 on December 24, 2018, 06:17:28 PM
Should be doable.

Sleep is affected by the power type you're swapping with, so something like Power Null will make the enemy sleep for a short time while something like Hypnosis will make them sleep longer.

In the "ffx2.py," you can find all of the code for the sleep attack swap. Look through there and you should be able to find a way to change the duration of the attack.
Title: Re: Issue 55: Sleep state duration increase.
Post by: Jimaras8 on December 24, 2018, 06:20:20 PM
Thanks a lot spyder for the quick reply  :thumbup:. So i take it you suggest hypnosis as the primary state for longer duration? I thought states were affected by the powers magnitude, the higher the damage the longer the effect.
Title: Re: Issue 55: Sleep state duration increase.
Post by: spydermann93 on December 24, 2018, 06:42:18 PM
No problem, man

Magnitude is the chance of the original effect happening. So a High Hypnosis attack just means that Hypnosis has a High chance of succeeding. Once the original effect succeeds, that's when the attack swap happens.

The ffx code looks at which type of attack is being swapped and replaces it with the swap attack. In this case, sleep. All swaps have different intensity values associated with each original effect type. Hypnosis is usually given the highest intensity because it is very expensive in-game while Weaken is very cheap, so it gets a very low intensity.

Those values can be found in ffx.py if I'm not mistaken.
Title: Re: Issue 55: Sleep state duration increase.
Post by: Jimaras8 on December 25, 2018, 01:46:48 PM
Spyder, i found this entry in the ffx2.py. Safe to say i have no idea what i have to change in order not to mess the game up  :thumbup:. I'm sorry to bother you again but i know you have spent a lot of time with the code, so do you have any ideas?

####################### Sleep state swap #######################
def limeyluretosleep(event):
    focus=ffx.getLure()
    if focus=='':
        return
    Trigger_Explosion(focus,'ffx_hexarea')
    ffx.RegTimer('llsleepCheck',1,ffx.stateintensity[int(event.user)],focus,event.string)
    ffx.RegTimer('destroyTemp',1.1,0,focus)

def llsleepCheck(event):
    char=event.object
    hero=event.string
    for obj in Mission_GetDynamicObjects():
        if obj==hero:
            Object_SetSecondaryState(obj,SCSTATE_HEXED,0,REMOVE_STATE)
        if (obj!=char) & (obj!=hero):
            if Object_GetClass(obj)&FFX_CHARACTER:
                if ffx.distanceSq(obj,char)<40000:
                    if Object_GetSecondaryStates(obj)&SCSTATE_HEXED:
                        Object_SetSecondaryState(obj,SCSTATE_HEXED,0,REMOVE_STATE)
                        fallAsleep(obj, hero, duration=10)

def stuntosleep(event):
    sleepP(event,PCSTATE_STUNNED,ffx.COST_STUN)
def hypnosistosleep(event):
    sleepP(event,PCSTATE_HYPNOTISED,ffx.COST_HYPNO)
def ragetosleep(event):
    sleepP(event,PCSTATE_ENRAGED,ffx.COST_RAGE)
def exiletosleep(event):
    sleepP(event,PCSTATE_EXILE,ffx.COST_EXILE)
def blanktosleep(event):
    sleepP(event,PCSTATE_BLANK,ffx.COST_BLANK)
def panictosleep(event):
    sleepP(event,PCSTATE_PANICKED,ffx.COST_PANIC)
def stasistosleep(event):
    sleepP(event,PCSTATE_STATIC,ffx.COST_STASIS)

def hextosleep(event):
    sleepS(event,SCSTATE_HEXED,ffx.COST_HEX)
def blindtosleep(event):
    sleepS(event,SCSTATE_BLIND,ffx.COST_BLIND)
def powernulltosleep(event):
    sleepS(event,SCSTATE_POWER_NULLIFICATION,ffx.COST_NULL)
def weakentosleep(event):
    sleepS(event,SCSTATE_WEAKENED,ffx.COST_WEAKEN)
def speeddecreasetosleep(event):
    sleepS(event,SCSTATE_SPEED_DECREASED,ffx.COST_DECREASE)

def sleepP(event,state,intensity):
    char=event.object
    source=event.string
    if Object_GetPrimaryState(char)==state:
        Object_SetPrimaryState(char,state,0,REMOVE_STATE)
        fallAsleep(char, source, (intensity * 3) + 3)
    if state==PCSTATE_STATIC:
        ffx.FFX_ObjectSetAttr(char, 'stasisSleep', 1)

def sleepS(event,state,intensity):
    char=event.object
    source=event.string
    if Object_GetSecondaryStates(char)&state:
        Object_SetSecondaryState(char,state,0,REMOVE_STATE)
        fallAsleep(char, source, (intensity * 3) + 3)

def fallAsleep(char, source, duration):
    ffx.FFX_UpdateStates(char)
    if (ffx.getGender(char) == ffx.FFX_GENDER_ROBOT):
        return
    if Object_GetSecondaryStates(char)&SCSTATE_ZOMBIE:
        return
    if ffx.FFX_ObjectGetAttr(char, 'ffx_sleep') != 1:
        handle = Object_PlayEffect(char, 'effect_ffx_lifedrain', '', FX_LOOP|FX_TRACK_OBJECT_FULL, 0, 'centre')
        ffx.FFX_ObjectSetAttr(char, 'sleeping_handle', handle)
    if ffx.FFX_ObjectGetAttr(char, 'stasisSleep') == 1:
        ffx.FFX_ObjectSetAttr(char, 'sleep_duration', duration)
        ffx.RegTimer('makeasleepFlyer', 0.2, 0, char)
        ffx.FFX_ObjectSetAttr(char, 'sleep_flier', 1)
        return
    flying=mlogreader.MLOG_IsFlying(char)
    flailing=mlogreader.MLOG_IsFlailing(char)
    if (flying==1) | (flailing==1):
        Trigger_Force(char,0,0,1,Object_GetAttr(char,'mass')*100,TF_ABSOLUTE)
        ffx.FFX_ObjectSetAttr(char, 'sleep_duration', duration)
        ffx.RegTimer('makeasleepFlyer', 0.2, 0, char)
        ffx.FFX_ObjectSetAttr(char, 'sleep_flier', 1)
    else:
        makeasleep(char,duration)

def makeasleepFlyer(event):
    char = event.object
    duration = ffx.FFX_ObjectGetAttr(char, 'sleep_duration')-0.2
    ffx.FFX_ObjectSetAttr(char, 'sleep_duration', duration)
    falling=mlogreader.MLOG_IsFlailing(char)
    if falling:
        ffx.RegTimer('makeasleepFlyer', 0.2, 0, char)
    else:
        makeasleep(char,duration)

def makeasleep(char,duration):
    Trigger_Move(char,'lock')
    if ffx.FFX_ObjectGetAttr(char, 'sleep_flier') == 1:
        AI_Animate(char,'land_forward')
        ffx.FFX_ObjectSetAttr(char, 'sleep_flier', 0)
    else:
        AI_Animate(char,'fall')
    ff.RESULTBUBBLE_SCALE=0
    ffx.RegTimer('bubblesOn',0.1)
    ffx.RegTimer('removeFX',0.5,1,char)
    ffx.setPowerNullState(char, duration)
    ffx.FFX_ObjectSetAttr(char, 'ffx_sleep', 1)
    ffx.RegTimer('makewakeup', duration, 0, char)

def makewakeup(event):
    char = event.object
    makewakeup2(char)

def makewakeup2(char):
    if ffx.FFX_ObjectGetAttr(char, 'ffx_sleep') == 1: #make sure we don't wake them up twice
        ffx.setPowerNullState(char, 0)
        handle = ffx.FFX_ObjectGetAttr(char, 'sleeping_handle')
        Object_StopEffect(char, handle)
        Trigger_Move(char, 'unlock')
        AI_Animate(char,'get_up_forward')
        ffx.FFX_ObjectSetAttr(char, 'ffx_sleep', 0)
Title: Re: Issue 56: Moonstone
Post by: Jimaras8 on February 27, 2019, 06:43:17 PM
Hey guys, i was wondering what's out there for Karla Sofen aka Moonstone? I'm interested in both meshes and hero files so feel free to chime in  :D
Title: Re: Issue 56: Moonstone
Post by: daglob on February 27, 2019, 07:03:37 PM
Well, you know a li'l' ol' content hoarder like me has a couple by Bobby 69, one by Tommy, and one that is on an Ink mesh. These are in addition to an assortment of skins for female meshes and a male version.
Title: Re: Issue 56: Moonstone
Post by: Jimaras8 on March 01, 2019, 11:36:24 AM
Would it be greedy of me to ask to send them all my way dag? My e-mail is jmjimvas08@gmail.com in case you lost it. I would he much obliged  :P.
Title: Re: Issue 56: Moonstone
Post by: daglob on March 01, 2019, 09:29:43 PM
They are all on their way.
Title: Re: Issue 57: FX recolouring
Post by: Jimaras8 on March 04, 2019, 11:39:31 AM
Always in debt of you dag :thumbup:.

Guys i have very specific favor to ask you. Im making a hero file right now and i need an fx recolored to match the characters energy signature.

Specifically i need the start.nif from the generic projectile 2 fx with green disk to have thr exact same color as the green lantern fxs. I can send anyone who has some basic knowledge about fxs the nifs to see for himself. The original color is a lighter green and i need it to be made deeper like green_mace_large for example.
Title: Re: Issue 57: FX recolouring
Post by: Cyber Burn on March 04, 2019, 10:50:38 PM
Check your mail.