Dusty Posted December 23, 2013 Posted December 23, 2013 So, when it's done, I figure I should contribute it if it's not unwanted? It's basically a slight overhaul of SP without changing the basic mechanics too much, sort of like what the Gold Pack is trying to accomplish but on a smaller scale and SP-only. Onysfx, The White Elephant and Circa like this
Circa Posted December 23, 2013 Posted December 23, 2013 Yeah sure! A full write-up of the changes and features would be great, so people know exactly what it is. The White Elephant likes this
katanamaru Posted December 23, 2013 Posted December 23, 2013 We'll have to communicate a little more then. Since I'm adding animations and you have some values changed we'll need to share notes.
Dusty Posted December 23, 2013 Author Posted December 23, 2013 We'll have to communicate a little more then. Since I'm adding animations and you have some values changed we'll need to share notes. Right right. I have a .gla too in the latest version to fix an animation bug but we might be able to work around that.
Circa Posted December 23, 2013 Posted December 23, 2013 You could do that to make sure they are compatible. The Gold Pack will be a pick and choose sort of thing though.
Dusty Posted December 24, 2013 Author Posted December 24, 2013 Well katanamaru is on my mod team for making the mod so we might do some splicing. Circa likes this
katanamaru Posted December 25, 2013 Posted December 25, 2013 If it is one animation that you added it would probably be easier for me to added it to my .gla file.Which bug was it? I may have done the fix already.
Dusty Posted December 25, 2013 Author Posted December 25, 2013 Well you see for the walk backwards animations for sabers, I wanted to use the forward-walk ones played in reverse, because the forward ones for duals and single held up the saber in a guard-like stance correctly making it easier to block, whereas the staff animation was already the forwards one played in reverse. However JA has a bug where animations played in reverse easily get "stuck", so in Dragon I manually reversed the animations and ported them back into the game with the animations reversed playing forward, so the bug was fixed.
katanamaru Posted December 25, 2013 Posted December 25, 2013 Already got a new one in. I used JK as inspiration again and put the saber in front of the hips and pointed forward just for the purpose of better blocking.
Dusty Posted December 27, 2013 Author Posted December 27, 2013 Even better we could just cheat and have redsaurus turn off the upper body anims for those animations, making them use the saber style's stance like in JK2.
katanamaru Posted December 27, 2013 Posted December 27, 2013 I'd rather have seperate runs and walks, both forward and backward, for each style. It's easy to make runs and walks that match up with a stance. If we turn off the upper part of the walk it may look unnatural. The upper body would be static, or breathing, while the lower body was running and walking.
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