Jump to content

therfiles

Members
  • Posts

    1,521
  • Joined

  • Last visited

Everything posted by therfiles

  1. Hmmm...looks really promising! I think it looks really cool!
  2. Welcome! And like Mag said, please feel free to share your work!
  3. Hey man! Welcome to JKHub!
  4. Sorry for the latish reply...of course!
  5. This, unfortunately, is unfixable. Other than modding the animation files, you really don't have a choice. You could play around more with the .efx files to turn the bullets and line them up, but I remember the emplaced gun being notoriously difficult to use. Not only does it have tons of damage, more than a deka would deal, but it doesn't draw properly. If you can find another gun, that would probably be best. Yeah. There is a certain point where you really can't do anymore with NPCs. Does it handle well at all in combat? Perhaps up the aggression and aim levels? Give it a rocket launcher? Just keep poking it. I think I knew this, but nice job! I don't use efxEd, the proper tool, so all I can really do is just blindly play with it.
  6. Sorry, this is mostly my fault. I've been trying to keep on top of this but I got sidetracked. Sorry about that! Thank you so much Masta for stopping the spammers. If you go to the wiki now, you will find that the "Recent Changes" page is also spammed - with me blocking them all notices.
  7. Wow....I never knew this! Great to know, thanks!
  8. LOL. This is so awesome. Haha! Nice work, man! You seem to be making some great progress! While that would be great, I think he is planning to use the E-11 for a player weapon, so having a huge bulky blaster poking out of the npc's wrist may not be the right way to go. I think you should be able to get him to shoot faster by just upping the firetime in weapons.dat. If that doesn't work, a script can always do it, but it may be too much work. I don't think it will be too big of a problem, my suggestion would be to then up the health of the npc to compensate for his lower fire-rate. As for the bryar pistol problem, replace the bryar's model (md3 and glm) with noweaps. This will make the gun invisible. Or, change some of the model entries in the weapons.dat. I would really like to use this idea, but wouldn't he have to use the blaster pistol? Or can it be any 2 weapons? Because it would be the same problem as before: having two guns jut out of it's cannons. Would it still use force and stuff as well? Keep up the great work!
  9. I think the only way would be to make the gun the npc uses have no model...like the bryar or something. This is what Wector does I think. Poke around there. My suggestion is that you need to tweak the height and width properties. It may take some time, but just play around with it until you get a decentish bounding box. I think there is a command that shows the box...check the wiki. Sure. You just got to find an unused gun in weapons.dat. That's really your only way forward. I think the droideka's gun would need to be different because it shoots 2 projectiles. Look at how Wector did it. And, yes, unfortunately we would need the code.
  10. Well if you decide to do that, than just take the whole package. Take Wector's humanoid_SBD and his SBD model. They will already be linked together. I think. Be sure to credit Wector, though! That goes along with the scale properties. You gotta just tweak around with settings until you find a good bounding box size, which the parameter controls. If you want, go ahead and post the file and I'll play with it. Yes. However, it has no hud display, so you won't be wrecking any guns that the player can use. However, you may want to find another one, because I think the remote npc uses it. Just an example. You will need to change the func of the gun you choose to something else...like another gun that isn't used so you can modify it. Sorry if that sounds confusing... I'll elaborate later... No. You can make the demp look and fire a projectile that looks like a new gun, but it will still just stun the npc and make them have the energy thing on them.
  11. Yeah. I know MB2 made some SBD anims...and so did Movie Duels 2, but I wouldn't suggest using them. Besides, you'd really only need 4 anims = SBD Arm out, SBD Arm out walking, SBD Arm out dead, SBD Arm out dieing. Try playing around with the size of the npc for the Hailfire. Try making it smarter, faster, more viligant, and maybe even start playing around with some of the weapon_ATST's properties in the weapons.dat. I would suggest using a new gun for the droideka, something unused, like weapon_bot, or _bryar... And no, you cannot make a copy of a gun. What you could do is modify the bryar pistol, but unfortunatly it doesn't really work with JKA (bugged hud display)
  12. Yeah, I agree. Dragon is a pretty obsolete tool compared to your rig. However, doesn't softimage cost money....? Anyway, all he would theoretically do is make a couple of anims in dragon, moving the gun tag to the wrist, and all the various animation. Package them all up in a humanoid gla, and then target the model's glm to use that animation set rather than the default humanoid using the method I referenced above. This is only for SP, though.
  13. While it would be awesome to have an archive of the files, wouldn't it technically violate the modder's terms of use? Some didn't give permission for their work to be re-distributed...
  14. I've been playing on KR a little, and I agree with Wind. It is a great server that is excellently run! But still...
  15. This sounds really cool! While it has been attempted before, I believe you can finish it and have an awesome product! Here are some suggestions: This should be quite possible. Do you have any experience using Dragon? The file description has a nice little tutorial. You would then need to make an new custom _humanoid file for the SBD model, something I have tried and failed to do. You can take a stab at it though. I know Dragon may not be the best animator, but it is much easier to use for newcomers to animation. I may need to elaborate on this more... Would you mind posing the .NPC file you are using? That way I can see what you should change. I think the droideka model already has custom animations packaged with it (please correct me if I am wrong). You would then need to just make an npc with a weapon that somehow shoots two projectiles, which may be tricky. I know a little about .efx modding, so I can elaborate if you wish. Another suggestion I have for you is this: change the stormtrooper's CLASS from STORMTROOPER to PROTOCOL (or what ever protocol uses). This is a technique that KOTF uses (please allow me to live) that make the npc explode on death. However, this may be counter productive with other aspects of npcs. Please check it out, though.
  16. lol at kyles hair
  17. Awesome! Can't wait to see where this goes!
  18. Hey there, man! Great to see you here!
  19. Wow! These are pretty good! You have some pretty awesome video editing skills, and the skits really aren't that bad! I agree, maybe tone it down on the language, but other than that a great start!
  20. Hey there! Glad to see you guys back to JKA!
  21. Just had a chance to try this...it looks really good! I love the motion blur, it looks so great! However, cutscenes look a bit odd with motion blur, but I assume there is nothing to do for that.
  22. While I see Akimoto's point, I feel that the need for security may outway it.
  23. Cannot stop playing this. http://www.youtube.com/watch?v=27L2KK1BrB0
  24. Hey there, man! Welcome to the Hub!
  25. Hey there! Welcome to JKHyb! Great to see you here!
×
×
  • Create New...