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ZanderNao

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Everything posted by ZanderNao

  1. I checked to see if I had it unlocked for purposes of providing reference shots, but they are impossible to provide. It's an amazing design though. Good luck to any attempting in the future. EDIT: So the reason I don't have it is that I don't have this DLC apparently... No wonder there isn't much information on it. But I did find some more reference info. Video of gameplay with Jedi Hunter located on this website.
  2. Hahaha, you certainly didn't take the easiest road, you innovated. That's for sure. I don't think it feels rushed, but it does feel fast because you work so fast... and on so many projects, all while leading up to a big move. I thank you for all you've done and the help of others and will gladly enjoy this mod whenever you are content with it and it is released.
  3. Thanks for the update. I'll go edit the original one and use it properly from now on.
  4. So copying and pasting doesn't work... Well. I have learned yet another thing... Thanks @@Circa and hopefully that worked.
  5. @@minilogoguy18 Sorry that we put you through all the redundancy, but I think we're all on the same page now so it shouldn't have to happen again. @@ChalklYne So as a vehicle we can use all the custom skeletons we want, so there shouldn't have to be a difference between the SP and MP versions (no need for an R2 skeleton in theory), but the issue you're having with binding animation types is something that clearly needs to be sorted out. Hopefully, though, this would be the case for both 'versions' and thus won't result in more work. If I'm understanding right the only thing to make the leap from SP to MP is the vehicle shell. I'm so sorry to have complicated things, but I think with the input from everyone we're cruising towards something that will benefit everyone in very awesome ways! Thank you everyone for your input!
  6. That is exactly what I wanted in the first place, lol. That's how I use all my droids... as vehicles. That's what Chalk is doing, he's saving my hope and desire. I've been waiting eight years to see if this would be made. Inyri started and stopped, another artist started and stopped. Chalk blasted past both of them in how far the project went and even started working on ways to have it in single player. The only change is that I wasn't clear about my needs up front so now he has to work twice as hard, releasing both his amazing SP version and then the more simplistic MP vehicle mode. tl;dr: SP: full animations, custom skeleton because it supports it. MP: Made into a vehicle Fun for all!
  7. Mine too, haha. Inertial dampners and everything.
  8. I am not asking you based on past remarks I 'neglected' to read, I am asking based on the hope of future inclusion. You still answered my question though. I was just hoping to use your experience rather than exasperation. I'm sorry about the confusion. The mental image of the twitchy saber swing on an at-rt is quite wonky, lol. So class-type, regardless of skeleton, ties into specific animations? Hence setting the class as droid inhibited jump animations in Chalk's attempts. Well, that and a potential lack of a movement bone... That does seem like it could make things quite a bit more challenging.
  9. The droid vehicles I use, like the video up above, are walker class. The third foot is retracted when the vehicle is not in use and extends when the vehicle is occupied... Chalk already went to the effort of making so many specific animations though. Would a vehicle only reference specific ones?
  10. That's my hope, but the question is if it will work with the custom skeleton and animations tied to a vehicle so he doesn't have to re-do anything. I hate knowing so little about the topic... Do vehicles as a whole work on a similar principle? The star viper fighters for instance have custom animations. It's such a fuzzy area though, the droid vehicles I use rely on the droid animations present in the base game.
  11. Well, my need for T3 still exists. I realize how complete my failure was in the first place in not specifying that it was for MP, though 'nipping it in the bud' wouldn't have been any help either. I truly respect what you've done so far. It's revolutionary and amazing and I know it will be magnificent when complete. Hopefully my next questions won't be too confusing though... MP supports alternate player skeletons as NPC's, yes? @minilogoguy18 , does MP only support the base asset skeletons? We bypassed not being able to 'play as' unconventional character types by turning them into vehicles so far.
  12. Ah, I see... If there's no MP support at all, I won't be able to use it... so I guess I'll have to start my search over again. We rely on MP to film with as (hopefully) demonstrated below.
  13. And here we enter very difficult territory. I have so many different opinions about this... I support Chalk's desire to get custom skeletons into MP. I don't know if it is possible or not, or if OpenJK opens doors that have been closed until recent years. Allowing alternative skeletons would open a wide variety of mods and allow more seamless interconnectivity between some of the mind blowing single player adventures that are out there and online efforts like movie duels.This is an ambitious, amazing prospect that could help the community as a whole. An R2 replacement would be interesting, especially for mods that are doing Kotor era. It could inspire replacements of protocol droids and various other entities and some really fun stuff. The request I made was based off of my own experience using droids in filming. There are C3PO skins and various droid skins out there, of course, but they move... like humans. The head tilt, the way they hold their arms, it's all just a bit organic. The only way to avoid that was to use vehicles. Droid vehicles utilized the NPC animations for movement and maintained the authentic feel. I used the R2 vehicle, 3PO vehicle, gonk and a few others. Eventually I needed more so I made more including the most delightful accident of wrapping an R5 unit around an R2 skeleton, creating the character R5-SM (for smashy head) But that is where my ability ends... Just moving assets around and playing with some of the most basic spawn coding in the game. So I suppose my question boils down to the animations. I'd love if we can get a player model out of this, the animations are perfect for a droid. The custom skeleton escapes the organic look/feel problem. If we can't, though, are the animations being bound to the classic droid skeleton? Would it be a separate spawn entity, or would it affect all droids?
  14. We have a fantastic array of chroma key maps (white,black,green,red,cyan,yellow) that are huge. I've tried blending some JA models into backgrounds from force unleashed, but it isn't up to my standards. Plus the problem is having the source in the first place. I still need a Rogue Shadow to spawn into maps, lol. Speeder bikes is an interesting option...
  15. Hahaha, that's so true. I can't count the times we knew that the ship would explode half a second after take off, but that's all we needed to make it LOOK like they successfully took off.
  16. That's true... I think in ten years the only good flight maps were battle over Coruscant and about three different Bespin ones. That being said, though, the ability to spawn a vehicle in whatever orientation is needed is a VERY important tool for continuity in film making, regardless of if they fly at all, lol.
  17. @Zappa_0 I am pretty sure I've been using some of your droid vehicles for years. I owe you eternal thanks for how many options you opened up for my film group.
  18. That video is astonishing... Absolutely fantastic. I am blown away. The way he sort of bumps over that ditch, lol. So exciting after so many years to see it come this far!
  19. The way we got around the skeleton limitation for filming was by making the droids into vehicles. They were walker class. Their middle foot retracted when not in use and extended when occupied. The head seemed to rotate around and do its own thing. But yeah, that's what we had done so far. Having it as its own player model would be interesting. Probably less explosive when destroyed.
  20. Hahaha. I've been making Jedi Academy movies with my friends since 2005... Trust me, anyone still active in this community making mods is a HUGE hero in my books, and you're very active my friend.
  21. Ohhh, vintage! Very nice period piece. Excellent work.
  22. Oh no, I've missed out on your blackbeard thread. I need to go find that and learn all about it. It's so amazing to see T3 come to life!!! You are amazing...
  23. LOL when you work on something you sure make huge progress! I am content to let you do your fine work and I'm excited that things are coming into place so very well. I hadn't thought about that with the loping/lunging roll though, that would be weird to have the legs go into the ground. And yeah, lol, no need for a video when you're cruising in towards the finish line itself, haha.
  24. I think his streamlined inactive version looks amazing as well, so if this is the case I would only be concerned by the extra work required.
  25. Non-existant what so ever. The most I ever did was re-color skins using hue shifting tools in paintshop pro and adding an occasional logo... Making one from scratch is well beyond me. Even inverting the colors on the interrogator droids had unexpected problems as it made part of their eyes transparent so the game crashed when their innerspace leaked out, lol.
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