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minilogoguy18

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Everything posted by minilogoguy18

  1. Yeah next animation vid will probably come once I have a run cycle since this walk sped up doesn't look good for a run. Another thing I need to work on besides the texture is a rider animation, the tauntaun or swoop ones don't work at all.
  2. Looking at the reference pic the shoulder pads and the bicep armor are way off in terms of shape and placement on the body. I think you should have edited the base stormtrooper.
  3. Well I'm glad I'm getting some criticism finally since this thread fell nearly to the bottom of the list. Some people get their feelings hurt from crits but I love it, best way to improve. Keep the ideas coming, texture is far from being critiqued though, it's pretty basic, just enough to throw in game and be able to have some depth. Oh yeah, made it have some weight to the steps, was so easy, don't know how I didn't realize the solution earlier, just moved the key frames closer together on the timeline so that the foot coming down would be faster. Don't know if I'll upload another video just for that though, maybe after I get a nice run/trotting animation done.
  4. Funny thing about the pistons is that they aren't animated at all, just fancy constraints tied to the couple of nulls that the pistons are weighed to.
  5. Suggested changes The weight thing I tried and it didn't work too well, gonna have to play around with that, more concerned atm of finishing the texture and getting a run cycle started since using this animation sped up doesn't look bad but would be much better if it had it's own. Also looks like I may have to make my own rider animation since none of the base animations look good, it'll be a big pk3. I know it's only a small change that took me maybe 10 mins but work has been keeping me busy.
  6. *For this I think I can just keep the main body bone up longer if that makes sense. *I think I may have to add an extra bone for this one, the thing is that this model really doesn't have hips, the head doesn't swivel like the at-st. *It just seems slow there cause it's playing in the viewport, the fps in game is different. *Same as second. I'll consider adding another bone if it doesn't affect the animations that are already made, shouldn't though. Also, this animation may seem slow but it's only going to be used when walking (Shift+W or in reverse), it's standing in now for the regular run but sped up, will make a separate run, was too eager to get it working in game which it actually is having some trouble working the way I want.
  7. Thanks for even considering it, what I really need is for it to work for the VH_WALKER class, no animation is used for that class for some reason so the player just floats above the seat in the jump animation. I did overwrite the BOTH_VT_IDLE with the frames from the BOTH_VS_IDLE via the animation.cfg file but the swoop animation doesn't fit at all so it looks like I'll be making my own but I'd like to be able to choose my rider animation rather than overwrite the BOTH_VT_IDLE so that someone can use the tauntaun and the at-rt at the same time without the one not having a fitting animation. What does that (Anim !=-1) mean? Maybe there's something I can add to my .veh file so that it will let me use whatever animation I want? It's dumb that anyone can change a saber stance via a line in the .sab file to call an animation but I can't do it for my vehicle. Can you find anything about the VH_WALKER class and if it is possible to use ANY animation even a coded one with that class? That class would work best if the character wasn't in the jump pose floating above the vehicle.
  8. I meant the exporter that Scooper was working on, the part about legalities of modifying the game aren't a big deal since there's like a 0.00000000000000000000000000000001% chance they care.
  9. Bump Really need a coder to look into this, really need a way to get the riderAnim line to work, my latest work depends on it.
  10. Was bored with texturing so I decided to throw it in game, hard to figure out how I'm going to do this since if I use the VH_WALKER class the rideranim line in the .veh file doesn't work resulting in just showing the player floating above the walker in the jump-crouch position. Switching it though to the VH_ANIMAL class like a tauntaun let the rideranim work so it would show the animation but it wouldn't show the same one as what the swoop uses, BOTH_VS_IDLE but rather BOTH_VT_IDLE and none of the animations play. EDIT: Changed the walk cycle some per some suggestions on GF Definitely needs an exhaggertaed run cycle since the class is being set as a VH_ANIMAL since the VH_WALKER wont let me have a riderAnim, the player just floats above the walker in the jump animation. The run animation will be like when you hit alt attack with the tauntaun and get a speed boost.
  11. I honestly do use the Jaden model online just because I made my own menu thingie to be able to choose the hoth gear and I just like having some options without everyone seeing me as Kyle since I visit multiple servers. I on the other hand do not have the time to mess with this, way too many other things I'd like to make happen.
  12. exile.jk3.in Just a little server I fool around on that I host from my PC, most people seem to get decent ping but I've never had more than a few people on at a time but feel free to drop by if it's up. Usually just use it to test models with others. If you have experience with building in lugormod I'd also would probably let you go nuts and make whatever you want since I don't remember much about how to do it other than the basics.
  13. Having serious troubles with the riderAnim code used for vehicles, if my walker is set to a VH_WALKER class the riderAnim line in the .veh file does not work at all. I tried a work around by setting the AT-RT up as if it were a mount like the tauntaun but even though the riderAnim was set to BOTH_VS_IDLE (swoop rider animation) it used the BOTH_VT_IDLE instead. Does the vehicle/npc class control the riderAnim function? People who may be able to look at the code help plz??? EDIT: After some googling I found that the riderAnim line in the veh file does nothing, seems that the vehicles class controls what rider animation is used. The numHands also does nothing either, I have it set to 2 and it still lets me whip out a lightsaber or blaster rifle while riding the AT-RT.
  14. Yeah I run a lugormod server off my PC and fool around on it for fun, it's all set up so others can join, guess I'll just make that my map for now. I am running a custom resolution, didn't think that would cause it.
  15. Well seems that I have something installed that is preventing the /map or /devmap commands from working, I was originally testing stuff on my server but never realized that something is breaking those commands causing JA to crash when I use them. Wonder if it could be a setting under solo game causing this, never play solo MP. EDIT: Turns out no FFA game works under solo, JA just crashes, dunno what that's about. Well thanks for trying but I don't play solo games enough to care to fix it, I either play online with others or not at all. Guess I'll just keep testing the at-rt on my server though it being spawned prevents anyone from connecting.
  16. I had one some time ago that used tatooine textures and skybox and I thought it was on jk3files.com but after some searching I can't seem to find it. I pretty much want just and empty map with a single spawn point for the player to test things like vehicles mainly so that the load time is quick. Figured it shouldn't be too much trouble for a mapper out there to do, thanks for looking. Some of my super old ship models can even be seen in this old map that I can't find, like the v-wing for instance.
  17. Lugormod is the only way I know of doing what you want which is real time editing of the map in game, everything but the brushes can be changed. Multiplayer only but you can load a sp map if you want but npcs don't behave properly on the jamp engine.
  18. The nose could use some more shape, mainly the nostrils can be a bit wider and rounder.
  19. Well at least RP servers will have a more proper mod to run, none of them seem to run something like this or lugormod even though it fits way better than JA+. Hopefully this brings more servers with this gametype, always loved the leveling and money system of lugormod, gave a very dynamic feel to the game rather than running around mindlessly in a JA+ FFA server. Are you going to implement any object placement like lugormod? Seems to help keep players on servers since you can run base maps without a need to download and heavily modify them so they feel like a new map.
  20. I'd like to see more features, mainly the menus which I don't think would be possible without a clientside download and mods that heavily rely on clientside downloads never stay popular. Right now it looks very similar to Lugormod.
  21. All this talk of tablets makes me wish I had a Cintiq or something equivalent.
  22. I'm both double posting and bumping my own topic... Just finished UV mapping, got some more inspiration, been too busy lately to do any modding but wanna get this one moving along. Also has the above mentinoed animation sequences finished, still really want to make an exhaggerated run cycle rather than speeding up the walk cycle and passing it off as a run. These were light, small and fast so I want to emphasize on that.
  23. I'd join if I didn't have to make an account on a website that I'd never use.
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