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Everything posted by Noodle
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Lovely gallery. I love the aesthethics of Alzoc.
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Vade Parvis's Workshop: yet another neverending WIPs
Noodle replied to Vade Parvis's topic in WIPs, Teasers & Releases
I'd remove the capes since they aren't too functional for a bodyguard -
What are your views on paying for mods?
Noodle replied to Daedra's topic in General Modding Discussions
People spend money asking artists to do fanart, so I don't see how crazy would it be to do the same in the modding scene. -
What are your views on paying for mods?
Noodle replied to Daedra's topic in General Modding Discussions
If I had spare cash I'd certainly commission people to create models for this game. It is a way to incentive people to develop such skills or pursue a career doing stuff like that. -
some kind of role playing gameplay for JKA SP
Noodle replied to Asgarath83's topic in Modding Assistance
This could be done with coding through the same way you can select the lightsaber model. I have no idea how that'd work, but it would certainly be a nice thing to see one day. -
Star Wars: The Clone Wars Fan-Made Animation
Noodle replied to Alvar007's topic in Art, Media & Technology
Looks really cool. Some things could improve regarding animations (mainly fluency of movement) and there needs to be more dramatically lighting, but otherwise it's pretty good for one of your first videos on Maya! Hopefully we'll see more in the future. -
If you know how to manually replace animations, you could do that and it'd save you a lot of problems. Basically you'd need Blender to extract animations and Glamerge to mix them with my .gla
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DarthValeria's Jedi Academy Machinimas
Noodle replied to DarthValeria's topic in Art, Media & Technology
I love the amount of effort you put into your stuff! -
Favorite Clone Wars Memories
Noodle replied to RevanKnight's topic in Star Wars Franchise Discussions
Watching the last seasons with my little bro was a great experience. -
It's in MBII
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Can you use CoD Radiant for JA mapping?
Noodle replied to Lord Grievous's topic in Modding Assistance
If you can, please do test this and share results. I would but I don't have that game! -
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You're quickly reaching the status of based god! This is such a genious idea!
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Nice, thought the lighting is non-existant. Can that be fixed?
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That guy is fucking ripped!
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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!
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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.
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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.
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When to use a model & When to use a brush
Noodle replied to MajesticMadman's topic in Modding Assistance
I'd make all of them models to be honest, given that their forms are highly irregular and some of the details would be missed with simple brushes. -
Curiously enough, the non-lethal choke animation has been one of the ideas I was expecting to apply soon! 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. - 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). 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!
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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.
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I think the ingame name is Verkaal, but I wasn't sure so I didn't state it. I've always been fond of creature models, so if I can properly rig more in the future, I will.