CaptainChar Posted November 7, 2012 Posted November 7, 2012 Im looking for a collection of ingame weapon stances, so I have a reference to work with, since I need to know how the character holds each weapon
MUG Posted November 7, 2012 Posted November 7, 2012 In jka you hold every weapon the same, other than the lightsabers and the pistol
MUG Posted November 7, 2012 Posted November 7, 2012 No you don't. ...Do you? See for instance the difference between E-11 and blaster pistol. In jka you hold every weapon the same, other than the lightsabers and the pistol
mrwonko Posted November 7, 2012 Posted November 7, 2012 There's TORSO_WEAPONIDLE3/TORSO_WEAPONREADY3/BOTH_STAND3IDLE1 for most weapons, TORSO_WEAPONIDLE2/TORSO_WEAPONREADY2 for the pistol, TORSO_WEAPONIDLE10/TORSO_WEAPONREADY10 for thermal detonators and TORSO_RAISEWEAP4/TORSO_WEAPONIDLE4/TORSO_WEAPONREADY4 for zooming with the Disruptor, as well as BOTH_SABERDUAL_STANCE, BOTH_SABERFAST_STANCE, BOT_SABERSLOW_STANCE, and BOTH_SABERSTAFF_STANCE for the lightsaber, as far as I can tell. Not sure about medium saber stance. Wundai and therfiles like this
CaptainChar Posted November 9, 2012 Author Posted November 9, 2012 so the best way to do this, is offset my camera angel, and screenshot away with the giveall cheat on Now if i remembered how to do the camera angel >.>
MUG Posted November 9, 2012 Posted November 9, 2012 Protip: use thisDoesnt ja++ have something similar? Or do i just have that installed and not noticed?
Circa Posted November 15, 2012 Posted November 15, 2012 The default stances in JA are horrific. That's why I made multiple mods changing them back in the day. CaptainChar likes this
CaptainChar Posted November 15, 2012 Author Posted November 15, 2012 I thought the stances seemed very quake 3-ish TBH, it seemed that lucasarts took the lazy approach
Astral Serpent Posted November 15, 2012 Posted November 15, 2012 I thought the stances seemed very quake 3-ish TBH, it seemed that lucasarts took the lazy approachQuake 3-ish in what way? The only weapon with a different stance is gauntlet in Q3 (from what I've seen)
mrwonko Posted November 15, 2012 Posted November 15, 2012 I thought the stances seemed very quake 3-ish TBH, it seemed that lucasarts took the lazy approachThey couldn't just've used Quake 3's animation since the file formats are vastly different.
eezstreet Posted November 15, 2012 Posted November 15, 2012 I thought the stances seemed very quake 3-ish TBH, it seemed that lucasarts took the lazy approach*Raven Software In fact, they're so lazy that half of the death animations in JK2 are ripped straight from SOF2
minilogoguy18 Posted November 15, 2012 Posted November 15, 2012 ^If it ain't broke don't fix it. Only thing I hate about it is the lack of bones, the animations in JK2 were smoother because the skeleton had like around 20 more bones. Best to use reference material outside the game, you'll get a much better end result looking at an actual person and how they move/stand than some cruel stance someone made.
Circa Posted November 15, 2012 Posted November 15, 2012 What would be cool is if they remade the JK series with modern graphics and animation. Then it would at least look realistic. CaptainChar likes this
CaptainChar Posted November 16, 2012 Author Posted November 16, 2012 actually id be happy if they at least used the havok physic's engine, or some physics engine, think of how well some of the character animations would be if they used physics, hair flow, cloak/cape flows, etc not to mention a hell of of alot better battles
minilogoguy18 Posted November 16, 2012 Posted November 16, 2012 What would be cool is if they remade the JK series with modern graphics and animation. Then it would at least look realistic. Well there are modern engines out there, it can be done, just need to find the people with the skills needed to carry it out. I personally have been trying to find a mod to join that is SW based on a newer engine, while they are trying to recreate movie battles on the Unreal engine I'd much rather offer help with something that isn't focused on one game type. A base JKA recreation would be much more appealing then releasing the source for others to make something like MB.
Circa Posted November 16, 2012 Posted November 16, 2012 I was mostly meaning Lucasarts finding a company to do it. Since Disney owns it now, I'm sure there will be new games coming soon anyway. A remade JK series and Battlefront 3 would be perfect.
mrwonko Posted November 16, 2012 Posted November 16, 2012 Well there are modern engines out there, it can be done, just need to find the people with the skills needed to carry it out.And the permission. As soon as it's no longer a Jedi Academy mod but a standalone game it won't be long until the Cease & Desists. Better stick to Jedi Academy. Sure, recode jamp.exe à la iojamp, add the option for more fancy graphics effects, but make it still use the original assets. So it still requires Jedi Academy to work. (Until someone redoes all the assets - and especially the animations will be a shitton of work.)
CaptainChar Posted November 16, 2012 Author Posted November 16, 2012 well depends, if the JA exe's could be made to handle memory better, and handle more brushwork, (i know szico would love that) the engine would be still fairly capable in my opinion, since some of those mapper, like Szico, and SJC, just to name two, have done great things, I would lIke to continue modding for JA as long as possible, its an easy learning curve, not to mention the Jedi knight series, is what got me into modding Circa likes this
minilogoguy18 Posted November 17, 2012 Posted November 17, 2012 And the permission. As soon as it's no longer a Jedi Academy mod but a standalone game it won't be long until the Cease & Desists. Better stick to Jedi Academy. Sure, recode jamp.exe à la iojamp, add the option for more fancy graphics effects, but make it still use the original assets. So it still requires Jedi Academy to work. (Until someone redoes all the assets - and especially the animations will be a shitton of work.) I've been close to recompiling the _huamnoid.gla since I found out that the 20-ish missing bones that were removed are actually there with keyframes in MOST of the .XSI files we could have a skeleton that has more facial bones, all the fingers with the joints, toe bones and the 2 tail bones that could be used for capes. All this could lead to smoother animations without changing much, next step for animations is for others to build user friendly rigs in the main 3d apps in use so that people don't have to waste of ton of time using dragon, I already have one finished using the JO skeleton with the left hand fix applied for dual sabers. With your blender plugin we could even take any missing animations from JO and put them in JA. I personally think the animations considering there is no physics are pretty good, more could be done in that field if a coder enabled the ability for more gun types and saber styles without overwriting existing. NPC types would be another huge thing, being bound to the existing classes is already preventing a ton of things from working properly. This is an example of an awesome project that was dropped because game code wouldn't allow it to work properly, was talking to him about this last night, he gave me the source files from Softimage Mod Tool 6, it's quite impressive.
CaptainChar Posted November 17, 2012 Author Posted November 17, 2012 that minds me that AshuraDX is still working on my robot, but I like how JA isnt fussy when it comes to monster animations
eezstreet Posted November 17, 2012 Posted November 17, 2012 well depends, if the JA exe's could be made to handle memory better, and handle more brushwork, (i know szico would love that) the engine would be still fairly capable in my opinion, since some of those mapper, like Szico, and SJC, just to name two, have done great things, I would lIke to continue modding for JA as long as possible, its an easy learning curve, not to mention the Jedi knight series, is what got me into modding>> iojamp The main issue you probably speak of with memory (safe_malloc) has actually nothing to do with the game, it's just the compiler being goofy. Clearly nobody at id/Ravensoft ever heard of streaming data. Regardless, the issue is being looked into with Jedi Knight Galaxies, since our maps are so big that they safe_malloc on the vis stage of the compiling (derp). Though the load times wouldn't be so bad with how we have the maps, and we always optimize.I've been close to recompiling the _huamnoid.gla since I found out that the 20-ish missing bones that were removed are actually there with keyframes in MOST of the .XSI files we could have a skeleton that has more facial bones, all the fingers with the joints, toe bones and the 2 tail bones that could be used for capes. All this could lead to smoother animations without changing much, next step for animations is for others to build user friendly rigs in the main 3d apps in use so that people don't have to waste of ton of time using dragon, I already have one finished using the JO skeleton with the left hand fix applied for dual sabers. With your blender plugin we could even take any missing animations from JO and put them in JA.Add breast bones. You know you want to.I'm kidding of course, but I'm not actually. Anyway, wow. Nice work on this. And yeah, since virtually everything relating to models (and even some map stuff like brushes) can be dealt with with Blender now,I personally think the animations considering there is no physics are pretty good, more could be done in that field if a coder enabled the ability for more gun types and saber styles without overwriting existing. NPC types would be another huge thing, being bound to the existing classes is already preventing a ton of things from working properly.Gun types likely can't change without engine hacks. Never fear, I've already broken the limit before to 32, and Xycaleth found a softcoded workaround that allows for up to 255 weapons so it's not totally out of the question. You can probably get away with using a WP_BOT_LASER though.
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