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#21
Requests for Skins and Meshes / Re: Jim's Corner Issue 64: Zo...
Last post by Randomdays - January 18, 2026, 05:48:29 PM
None that I know of, but we could always throw a sword and viking helmet on a zombie we already have.

Also, here's a couple that might be imported and rigged;

https://models.spriters-resource.com/playstation_2/jojosbizarreadventurephantomblood/asset/349533/

https://models.spriters-resource.com/playstation_2/jojosbizarreadventurephantomblood/asset/349532/
#22
Requests for Skins and Meshes / Re: Jim's Corner Issue 64: Zo...
Last post by BentonGrey - January 18, 2026, 05:45:50 PM
Hmm!  I feel like that's something I may have seen...maybe in Cmdrkoenig's D&D stuff?
#23
Requests for Skins and Meshes / Re: Jim's Corner Issue 64: Zo...
Last post by Jimaras8 - January 18, 2026, 10:42:05 AM
Hey guys, i was wondering if there were any zombie/undead viking/asgardian meshes. I'm starting to put together Hela for MA and it would feel incomplete if she couldn't summon some undead vikings  :D .
#24
Hero File Discussion / Re: Okto's DC/Marvel Hero File...
Last post by oktokels - January 18, 2026, 03:03:44 AM
Banner was an accident. I was a choice.

------------------------------------------------------------
Hero File: ABOMINATION
------------------------------------------------------------

Spoiler

Quote from: SOURCE MARVEL Wiki
Abomination (Emil Blonsky) is a former KGB agent who deliberately exposed himself to a combined dose of gamma radiation in an attempt to surpass Bruce Banner's Hulk. The experiment transformed him into a reptilian gamma monster of immense strength and durability, but unlike Banner, Blonsky retained his human intellect, defining him as the conscious and malicious "anti-Hulk."

Key milestones in his history include his immediate and brutal clashes with the Hulk following his transformation, his long-standing role as one of Hulk's primary recurring enemies, and his later involvement with major villain teams such as the Masters of Evil and the Thunderbolts, where he alternates between savage enforcer and calculating antagonist.

Abomination was created by Stan Lee (writer) and Gil Kane (artist), and made his first appearance in Tales to Astonish #90 (1967), becoming a foundational gamma-era villain in Marvel Comics lore.


GENERAL INFORMATION



    MESH: Abomination_skope_h20     
    SKIN: STANDARD     
    MATERIAL: Flesh   
    HEIGHT: 6,8   
    WEIGHT (lbs): 350     
    AI: CZERO_COST     
    VOICE:       



STATS

  • Strength:
  • Speed:
  • Agility:
  • Endurance:
  • Energy:
  • 8 – Incredibly Strong
  • 4 – Fast
  • 4 – Agile
  • 7 – Extraordinarily Hardy
  • 8 – Incredibly Powerful


ATTRIBUTES

Abomination's attributes reflect a stable gamma-mutant physiology: massive, durable, and relentless. He functions as a Tank / Brawler that wins by attrition—radiating threat, constant recovery, and brute-force pressure—mirroring Emil Blonsky's "anti-Hulk" profile (strength that doesn't fluctuate with emotion, and a form he cannot revert from).

a) Abomiantion (combo):

A locked-in gamma transformation that adds extreme mass and toughness; built to outlast and overpower targets in sustained frontline combat.
  • Biohazard: Emit a low level irradiation area power every 5 seconds—fits his toxic gamma presence after later enhancements.

  • Fast Healing: Your character will continuously recover HP whenever they are damaged, up to a max of 100 HP—his Hulk-like healing factor (but steadier).
  • Immortal: Damage which would have k.o'ed you will only stun... then you're vulnerable to K.O.—represents his refusal to stay down and coma-like survival states.
  • Iron Guts: ACID BURN and IRRADIATION states are instantly removed... and heal back a bit—matches immunity to disease/infection and gamma-hardened biology.
  • Invulnerable (05 hp): Characters with this attribute are unusually resistant to harm... take less damage—his tissues endure artillery, energy blasts, and extreme heat/cold.
  • Heavy Lifter: Add strength value for lifting and throwing—supports his 100-ton class feats (vehicles, structures, even Sentinels).
  • Lesser Regeneration: You recover health slowly, at 1 point per second and with minimal energy cost—baseline tissue regrowth between bursts of damage.
  • Resilient: You get 30 more hp—extra mass (hundreds of pounds of tissue) translating into higher survivability.
  • Tracking: You can detect the general direction of the enemy character nearest to yours—mirrors "Hulk tracking" style upgrades tied to hunting his main rival.
b) Neutralize
Your skin exudes a thin film of anti-acidic chemicals, leaving you more resistant to acid damage—his gamma-hide resists corrosive trauma and keeps him brawling.
c) Temperature Control
Resistant to heat and cold—his tissues withstand extremes (from severe cold to intense heat) without shutting down.
d) Jumper
Scale your effective jumping ability—gamma leg power enables multi-mile leaps for gap-closing and battlefield repositioning.
e) Radioactive
Highly resistant to radiation—built for gamma exposure and, in later iterations, capable of emitting toxic gamma levels that overwhelm absorbers.

POWERS

Abomination's kit is a frontline bruiser loop: two 0–1EP melee strikes for constant pressure and knockback, a 2EP grapple for control via FFX Grapple State Swap, a 2EP gamma AoE burst for medium-radius disruption, and a passive hide that keeps him trading efficiently against common damage types.


a) Gamma Smash (Melee):

Abomination's primary brawl strike—raw crushing impact built to bully targets with heavy knockback.
  • Damage Type: Crushing
  • Magnitude: High
  • Energy Point Cost: None
  • Stun: None
  • Knockback: High
  • Swiftness: Normal
  • Arc:
  • Level: 3
  • Animation Name: melee
  • Attached FX Name: bluedarkmen_rend




b) Bone Crusher (Melee):

A heavier follow-up 2 strike designed to break guards and launch enemies back, keeping space around the Tank.
    • Damage Type: Crushing
    • Magnitude: High
    • Energy Point Cost: 1 EP
    • Stun: None
    • Knockback: High
    • Swiftness: Normal
    • Arc:
    • Level: 3
    • Animation Name: melee_2
    • Attached FX Name: bluedarkmen_rend







c) Gamma Grapple (Melee):

A control grab that uses the FFX Grapple State Swap to disrupt enemy positioning and break momentum.

  • Damage Type: Decrease (FFX GRAPPLE STATE SWAP)
  • Magnitude: High
  • Energy Point Cost: 2 EP
  • Stun: None
  • Knockback: None
  • Swiftness: Normal
  • Arc:
  • Level: 3
  • Animation Name: grapplestart
  • Attached FX Name: grab_melee_g







d) Gamma Burst (Area):

A medium-radius gamma eruption that damages and disrupts groups, reflecting toxic gamma output beyond pure physical force.

  • Damage Type: Radiation
  • Magnitude: High
  • Energy Point Cost: 2 EP
  • Stun: Low
  • Knockback: Medium
  • Radius: Medium
  • Level: 3
  • Animation Name: area_2
  • Attached FX Name: radioactive_burst







e) Gamma Hide (Passive Defense):

A permanent gamma-toughened hide that blocks common incoming damage while Abomination stays aggressive in the frontline.

  • Block Type: Normal
  • Success Rating: Frequent
  • Level: 3
  • Animation Name: (none)
  • Attached FX Name: sky_king_bulletproof
  • Damage Blocked: Crushing, Piercing, Energy
  • Attacks Blocked: Melee, Ranged, Area
  • Defense Flags: Always Active




------------------------------------------------------------
M25 AI FILE: ABOMINATION
------------------------------------------------------------

Spoiler
['mv abomination',
["target enemy",
'weakness_area_radiation',
'weakness_melee_crushing',
'not flying',
'tank',
'hero',
'gamma',
],
["timer", 'auto',
'TUseRemedy()',
'TFleeMelee(type="any",subtype="emitting_damage",time=0.88)',
'TThrow(subtype="flying",pickup_time=3.04,throw_time=2.4)',
"TArea('gamma burst',subtype='flying or not alone',maxdist=100,time=2.07)",
"TMelee('gamma grapple',pct=45,time=0.36)",
"TMelee('bone crusher',time=1.4)",
"TMelee('gamma smash',time=1.4)",
'TThrow(pickup_time=3.04,throw_time=2.4)',
'TSuperLeap()',
'TMoveTo(mindist=\'short\',time=0.88,subtype=["not emitting_damage","flying"])',
'TMoveTo(mindist="melee",subtype=["not emitting_damage","not flying"],time=0.88)',
],
['subtype',
'tank',
'villain',
'gamma',
],
]]

------------------------------------------------------------
DESIGN NOTES
------------------------------------------------------------
Role & Identity: Tank / Brawler "anti-Hulk" built for constant frontline pressure—wins through trades, knockback control, and simple brutality rather than high-burst gimmicks.

Survivability: Mostly passive staying power (Invulnerable + Fast Healing/Lesser Regeneration + Resilient + Immortal) plus an Always Active passive defense (Gamma Hide) to keep trading into melee/ranged/area without spending EP.

Power Structure: 0–1EP melee core (Gamma Smash / Bone Crusher) + 2EP control (Gamma Grapple with Grapple State Swap) + 2EP AoE disruption (Gamma Burst) to punish clusters and create knockback openings.

Energy Philosophy: A 0EP-centered loop to avoid energy drain; spends 2EP only on clear value moments (swarmed / priority targets), then briefly disengages to recover back to 2EP before re-using control/area.

Lore & Limits: A stable, irreversible gamma form (can't revert to human) with strength that stays consistent (doesn't scale with rage like Hulk); tactically vulnerable to kiting and hard control—if he can't get contact, his impact drops and he must rely on jumping and knockback to re-engage.
------------------------------------------------------------
SKIN PACK
------------------------------------------------------------
Spoiler

This pack includes the complete Hero File and M25 AI for Abomination, fully balanced for a Tank role in Freedom Force. The character uses the abomination mesh with 6  abomination skins, scaled to a canonical height of 6.8 ft.

DOWNLOAD LINK
[/list]
#25
Hero File Discussion / Re: Okto's DC/Marvel Hero File...
Last post by BentonGrey - January 17, 2026, 10:59:22 PM
Awesome!  Cool work with both of these guys!  I know pretty much nothing about the Perfect Physician, but I've been meaning to add the Demons Three to the DCUG one of these days, and this looks like a pretty excellent adaptation. 
#26
Releases / Re: CRANLOX LABORATORY
Last post by BentonGrey - January 17, 2026, 10:17:25 PM
Lots of cool stuff, man!  Venom He-Man, crazy!
#27
Skins / Re: Style's Comic Style Skins!
Last post by crosspotts1.0 - January 16, 2026, 07:24:49 PM
have these been released yet and id love more image people or captain America :D  villains
#28
Hero File Discussion / Re: Okto's DC/Marvel Hero File...
Last post by Randomdays - January 16, 2026, 04:16:24 AM
 :thumbup:
#29
Skins / Re: 3D Files/Models for Textur...
Last post by Randomdays - January 16, 2026, 04:15:18 AM
Open any model for either game with niftools.

On the upper bar, select "file" > "export" and you can turn any model into a "dae" or "object" file

If you have the older Blender that supports nifs running, you can also import them into blender and then back out in any format that blender supports.
#30
Sounds / Voices / Re: How to install a voicepack...
Last post by Panther_Gunn - January 16, 2026, 02:22:41 AM
I believe the process is essentially the same.  Have you given it a try yet & had issues getting it to work?  The two biggest things are the space before each line in the .txt file, and merging the .dat at the end.

I can pull the instructions out of an old VP & post it here, if you don't find any better assistance by then.