Jump to content

Noodle

Members
  • Posts

    1,169
  • Joined

  • Last visited

Posts posted by Noodle

  1. I thought there was a request for this? Now I cant find it and had to start a new thread =(

     

    False. I found it... but... it was locked. "What character should DT Make for Jedi Academy" thread... first page... tenth request down. That one. I'd like to quote that post from 2012 please. I's in here at 4 am resurrecting your posts @@MagSul

     

    https://youtu.be/_gKlhAXDn28

     

    At the moment he has all his blocks, locks, bounces, things just kinda smashed into one, but it'll separate nicely when I'm done.

     

    This guy was animated with a full saber system and a couple other goodies not shown here. He will be cool =)

     

    I'd release him now if I could figure out the bending while looking thing. I think it's tag related because I haven't given him any real tags yet. We shall see. For now, Heres what I got. I'll be switching between this and jabba so I can really get a good feel for custom saber sets.

     

    As always I'm sure he could use a better texture and shader... but I never really get those how I like them and it takes forever, theres better texture artists than me here who can purdy her up.

     

    Plus, the refs on this guy were simply abysmal. 

     

    You're quickly reaching the status of based god! This is such a genious idea!

  2. Just spitballing here and have in no way tested this theory, but could this be due to minemonster being given vehicle sounds to default back to when there are no specific sounds in its audio folder for the game call upon?

     

    Similar to how male/female NPCs will default to base grunts for jumps/pain/death etc if they don't have their own sounds, dictated by whether they are classed as male or female in their NPC file.

     

    So if you have sound files (even blank audio) in a named sound folder for the creature using the minemonster class, this will override any others the game may default to?

     

    Or it's just a crazy bug.

     

    It's a crazy bug. Even when I gave the minemonster it's proper sounds (just like I did with the flying thingy), it still kept doing those odd sounds in multiplayer. It's quite odd.

     

    Also @@TheWhitePhoenix @@Delta-573 and anybody else that cares, the animation menu has been updated! Stay tuned for when the moderators approve the new file!

     

    TheWhitePhoenix and Delta-573 like this
  3. The Verkaal works great, but I've had a couple mods over the years to make minemonsters work in Jedi Academy but one side effect has always been random sounds... It's just me having that, right? It makes swoop and saber noises when it's attacking...

     

    It isn't only you. I noticed that in Multiplayer the CLASS_MINEMONSTER is bugged and the NPCs with it make random sounds (like shield/ammo healing and others). It works fine in Singleplayer though. Hopefully the people behind OpenJK can fix it. 

  4. About the animating 12000+ frames.... it's not as bad as it seems. A huge majority of those anims aren't different, just tweaks of animations.cfg. I got into a nice work flow to streamline them also. I've done every saber anim for 1 style in 1 day. What I do... and try to follow me here... I start with Tr_BL. I animate the character going from that particular saber stance to the top right... then animate the swing to the bottom left... then animate a return to the stance. Then go back to about halfway through the swing and animate a lock and a bounce back... then a win and a couple loses for the lock... then I save that as TR_BL_Set. This new set now contains a ton of anims. I'm recalling from memory... but I believe that one set will take care of s1_tr... s1_tr_bl... r1_tr_bl... lk_tr_bl... the lock... the wins and loses of the saber lock... and whatever the bounce was I forget... now... you make a "set" just like you did with Tr _Bl for each of the swing angles... i.e. t_b... tl_br... r_l... l_r... br _ tl and bl_tr... then you have a ton done. Now go through and link your tr _ bl to tl_br... then link tr _ bl to l_r and etc. Then repeat for each swing. Each swing must be animated to swap to a different angle in the beginning. These will be your t_tr _ tl or "transitions". Biggest headache is just the anims used probably once in the game. I.e. cinematic stuff. The force powers are simple.. the navigational anims are self explanitory... so before we go shooting down everyone who wishes to try to reanimate... let's be realistic. You could get a perfectly fine model even without the cinematic stuff in a few days with some knowledge of your programs animation layers or whatever. You would be hand animating like 40-50 or so anims... and breaking them down into a shit load of anims with animations.cfg... not exactly rocket science and it has been working flawlessly for me

     

    I agree. I've been doing some hand-crafted animation recently and the only thing that's really giving me issues are the things that require IK constraints like walking and such. It takes time, but not an eternity like some would believe. 

    Wasa, TheWhitePhoenix and ChalklYne like this
  5. For the 'knock out' mechanic: vanilla JKA has that 'Iknowkungfu' cheat that gives you melee and lets you play fighting animations when you push the right button combo. How about cutting up the strangling-and-throwing animation so that instead of knocking out the enemy npc, your character would actually try to non-lethally strangle them (without throwing). Adding a 'strength' stat would also benefit this, affecting the success of the take-down.

     

    Curiously enough, the non-lethal choke animation has been one of the ideas I was expecting to apply soon! 

     

    More stats, 'strength' stat in particular, as mentioned above.

    A map/ mini-map (see below).

     

    The thing about stats is that whatever I'll try to add must feel like it's a useful investment to the character. It's something I've tried to put a lot of thought into, since I don't want to give the idea that some stats/skills are absolutely useless with exception of a couple instances. 

     

    I don't think I'd be able to do a map though, not yet with my level of skill at least.

     

    Companion reputation - I bet not all companions are saints, especially since they're mercs/ bounty hunters, so it'd make sense that some npc's/ factions would not want to talk to you while you have a particular companion following you, or might even be openly hostile. This would also add more depth to the companions, making them more immersive.

     

    For npc commands:

    • 'Go scout the area' - triggers companion into stealth (no shooting + crouching), and they would return after spotting an enemy, telling you where they saw them (mini-map), or something like that.
    • 'Use the terminal' - could be used to have the companion control some ceiling turret, giving you cover; or maybe to keep a door/ forcefield open that would otherwise close every time no one uses the terminal. You know, like in those extra secure areas.
    • 'Control the droid' - when the companion controls the droid, they basically stand in place (working the terminal - animation) while the droid becomes your companion instead, until destroyed. This can be used if your companion has a bad reputation with a certain group (see above) and you need to bypass some checkpoint, or in case you want to send the droid on a scouting/ data retrieval mission without having them in stealth or otherwise rousing suspicion.

    You're talking about adding a store system. Will it feature clothing? If so, what can be expected in this regard, aside from goggles and the leg (ammo?) belt (as seen on the Twi'lek companion)? Will there be the vanilla clothes choices like in character creation, or will there also be Stormtrooper armour available for purchase? Will there be a player home/ base where all those clothes are stored?

     

     

    - Yes! I've thought a lot about different factions and the player's relation to them. It wouldn't make sense for the player to have an imperial companion if he's doing missions for the rebellion, nor would it make sense for a goodish character to help a murderer.

     

    - I hadn't thought about that 'Use the terminal' idea, it's definitely going to happen now.

     

    - About controlling the droid, it's something that I could do, but I'm not sure if it'd make sense in the Star Wars universe. Have we ever seen in canon that droid characters can be hacked and controlled by a third person? They're sentient beings after all. 

     

    - I've thought a lot about the store system. It's definitely something above my skills, but maybe a good coder will be willing to help after I release the first demo. I've thought about it conceptually though, and one of the things that concerns me is that if the player is free to create his own character (choose sex/species/etc), then it'd be way harder to implement different sets of armors/items (basically, it wouldn't make sense for a rodian/human/ithorian to have the same helmet). If I created a specific model for the player, though, that would be a different story (but it'd limit your choice to create your own thing for the game). 

     

    I'm not sure what makes the class different, but what if the rockettrooper class? Hey, at least it'd fly :D

    Seriously though, maybe the howler class would work better? Shyracks do have a sonic attack, if I remember correctly, and the 'howler jump' could be a substitute for flying, or something like that. :ph34r:

     

    As it is, the creature is indeed flying, so the rockettrooper/howler class would be irrelevant. The only thing that I'd need now is a class that approaches you and attacks you at close range with a different range of attack animations. Maybe more recent versions of OpenJK have fixed this bug though! 

  6. I've updated the Shyrack model to now have attack and death animations. I'm still an amateur at this, so don't expect it to look good, however it's working much better ingame than the previous version! 

     

    Now it works as an enemy NPC with the minemonster class, which means it'll be a bit buggy (wil approach but won't attack unless you get close to it). If anyone knows what class could suit it better, please let me know. Also, if anyone could get me some Shyrack sounds, that'd be pretty neat. 

  7. - Bad Batch arc is in, based on the tracking shot in the trailer which is identical to one in the released animatics for that arc.

    - Utapau is assumed to be the second arc on the basis that it was at the same level of completion as Bad Batch at the time of cancellation however we don't know for certain at this stage.

    - I don't think we will see Ventress. I think the Dark Disciple novel and Son of Dathomir comic will remain the definitive versions of those stories. Since they only have 12 episodes to work with there's no sense in going over old ground - and Dark Disciple alone was planned to be an 8-part arc across two seasons.

     

    I hope we get the last Boba Fett arc in which he teams up with Cad Bane.

    Kualan likes this
  8. I'm surprised you guys haven't won the lottery with your apparent ability to predict the future. Instead of jumping to baseless speculation, you should wait for it to be released so you can actually state a fact-based opinion. 

     

    I'm interested in seeing how they will end the series and if they'll take it as an opportunity to connect with other SW-related projects, like Battlefront II. 

    Pickles256, Wasa and the_raven like this
  9. Yeah, exactly. Personally, I think the same. But with YouTubers uploading footage of our work and what we've been doing, for their subscribers and in general.. There's still people out there that're questioning our methods (Probably those that are just looking for unnecessary conflict and to try and cause unrest), but this is to hopefully shut-down all the negativity and put it to rest. 

     

    Modding is a hobby. Unless people have the power to shut down what you're doing, ignore whatever drama they might spout because their opinion is meaningless. You don't seem like one of those sensitive people that stop doing stuff because an autist on the web threw a fit, so don't empower them by paying attention to them. 

     

    So thats enough for me. I can't fight with windmills. 

     

    Fame and acknowledgement on a JK modding forum is as relevant as the first prize in Mongolia's national throat singing contest. 

     

    If I may @ & @@Tompa9, this entire statement the guy made comes off as projection IMO cause he didn't get the notoriety that you guys are getting. The thing is you guys don't let it get to your heads. He obviously would have. Too bad for him.

     

    Are we talking about a youtuber or something? 

     

    Also, whenever there's Internet Drama, remember the wise words of Tyler the creator:

     

    JH65NB3.png

  10. The female Nautolan is dope as hell. Leesha from SWTOR, correct? :D

     

    Indeed friend, I've never played SWTOR but I saw the model Jeff ported and loved the head mesh. I love adding diversity to the aliens we can play as in this game, so I thought it was a perfect experience to try head rigging. 

×
×
  • Create New...