Dusty Posted October 21, 2014 Share Posted October 21, 2014 So, I had an idea. To improve testing and feedback and just to let people see what the mod is about, I'm going to release the mod in in mini-mod pieces. The final version of course will be a full package assuming we/I get to that point eventually, but pieces of the mod (at least the non-code ones) I'll release individually so people can try out parts of the mod, give feedback, and just generally see what it's about. For example, in the next few days when I have time, I'm going to release the NPC edits portion of the mod, and call it something like "DP: SP NPCs v1" or something. And it will be purely NPC edits. And so on for other parts of the mod, and the parts will be able to be combined together or kept separate. Mini-mods to expect sometime soon:NPCsBonus Missions menuImproved menu optionsBase animation fixesNew lightning effectsSaber and player customization additions Link to comment
z3filus Posted October 22, 2014 Share Posted October 22, 2014 feedback is very imporant during any long term project and handing out some specific features of the mod, such as "animations" and "f_lightning" effects,is a great way to get feedback, I'd love to test whatever you've managed to accomplish so far. However.. ..would you record some of your work, using e.g. fraps and upload it somewhere, and then embed to your first comment? Link to comment
Dusty Posted October 29, 2014 Author Share Posted October 29, 2014 Alright, just waiting for my 3rd approval, but once I get it, the NPCs mod should be available for download with a full change log on the page. ..would you record some of your work, using e.g. fraps and upload it somewhere, and then embed to your first comment? What do you mean exactly? Do you mean showing off the mod, or showing myself working on it? Link to comment
Dusty Posted November 6, 2014 Author Share Posted November 6, 2014 ^Yeah I should do that. v1.1 of the NPCs mod should be up in the next day or so. Link to comment
Dusty Posted November 8, 2014 Author Share Posted November 8, 2014 Anyone have any feedback for the NPCs? Good, bad, the ugly? Link to comment
katanamaru Posted November 14, 2014 Share Posted November 14, 2014 Sorry I haven't played any JA in a while. I kind of got bummed out when I learned the change in skeleton would make my animations no longer valid. Once the animations have been worked out I'll try and get back into it. I'm still looking forward to your mod though! Link to comment
Circa Posted November 16, 2014 Share Posted November 16, 2014 Sorry I haven't played any JA in a while. I kind of got bummed out when I learned the change in skeleton would make my animations no longer valid. Once the animations have been worked out I'll try and get back into it. I'm still looking forward to your mod though!That's if they get the new skeleton finished. It hasn't been worked on in awhile I don't think. I can give you some stuff to work on if you'd like. Link to comment
Dusty Posted November 18, 2014 Author Share Posted November 18, 2014 So, anyone have any feedback for the couple of mods so far? Link to comment
Dusty Posted November 24, 2014 Author Share Posted November 24, 2014 No one has really given me any feedback . Next mods I will work on I think:- Independent release for Reborn Apprentice skin- Lightning visual effects- Menu mods Link to comment
Archangel35757 Posted November 26, 2014 Share Posted November 26, 2014 That's if they get the new skeleton finished. It hasn't been worked on in awhile I don't think. I can give you some stuff to work on if you'd like. The new skeleton is still a work-in-progress... I'm working on the Jan Ors head which I will use for the new facial/lip-sync rig. I know DT has been working on the skeleton regarding the body-- but I have a suggestion: @@DT85 @@eezstreet -- instead of adding cape/cloak bones directly into the base skeleton... maybe they could be bolted on as a cape_robe.gla like @@eezstreet plans to do the new face (where the face.gla inherits the head bone transforms). Maybe a cape_robe.gla would get transforms from upper spine, or neck? Link to comment
DT. Posted November 26, 2014 Share Posted November 26, 2014 You'd still need to animate the cape bones though. Link to comment
Archangel35757 Posted November 27, 2014 Share Posted November 27, 2014 You'd still need to animate the cape bones though.True... you'd have to animate it thru all of the animations (or let the cloak bones be clothFX driven) but I think it would be cleaner to have it be a cape_robe.gla, no? @@DT85 is there a single bone from humanoid that serves as parent to your cape/robe bone hierarchy? Link to comment
DT. Posted November 27, 2014 Share Posted November 27, 2014 The thoracic. Archangel35757 likes this Link to comment
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