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Status Updates posted by katanamaru
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Can someone please copy and paste the most recent sabers.sab file? The one in assests1.pk3 is the old one. I can't get to my older laptop that has the up to date one on it. Or message it to me. Thanks.
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Here you go
Spoiler//Lightsaber configurations, use by name
/*
NOTE: add new sabers by putting their entries in a .sab file in ext_datadefaults and explanations of fields:
//saber type
saberType SABER_NONE - what kind of saber to use ( SABER_SINGLE, SABER_STAFF)//saber hilt
saberModel "models/weapons2/saber_reborn/saber_w.glm" - what saber hilt model to use
A note about saber hilt models: the surface names on saber models should *always* start with "w_", the code expects it.customSkin "" - a .skin file to apply to the saber hilt model, if any (overrides saber hilt model's internal texture mapping)
soundOn "sound/weapons/saber/enemy_saber_on.wav" - turn on sound
soundLoop "sound/weapons/saber/saberhum3.wav" - loop sound (must be a .wav file)
soundOff "sound/weapons/saber/enemy_saber_off.wav" - turn off sound//blades
numBlades 1 - how many blades it has (min of 1, max ofA note about blade tags: each blade will be drawn from it's corresponding tag's position and in the direction (negative X axis in ModView) of that tag.
The naming of the tags must be as follows:
"tag_blade1" for the first blade. I made the code fall back to "tag_flash" if it can't find the tag_blades so that the code will still work pre-JKA sabers, but we you should always use the new name.
All following blades (if applicable) should be "tag_blade2", "tag_blade3", etc., to a maximum of 8 blades ("tag_blade8")//saber length
//NOTE: these should be inputted in order - setting "saberLength" automatically sets all of the others to the same length
saberLength 32 - how long the saber's first blade should be (minimum of 4)
saberLength2 saberLength - how long the saber's second blade should be (minimum of 4)
saberLength3 saberLength - how long the saber's third blade should be (minimum of 4)
saberLength4 saberLength - how long the saber's fourth blade should be (minimum of 4)
saberLength5 saberLength - how long the saber's fifth blade should be (minimum of 4)
saberLength6 saberLength - how long the saber's sixth blade should be (minimum of 4)
saberLength7 saberLength - how long the saber's seventh blade should be (minimum of 4)
saberLength8 saberLength - how long the saber's eigth blade should be (minimum of 4)//saber radius
//NOTE: these should be inputted in order - setting "saberLength" automatically sets all of the others to the same length
saberRadius 3 - how wide the saber's first blade should be (minimum of 0.25)
saberRadius2 saberRadius - how wide the saber's second blade should be (minimum of 0.25)
saberRadius3 saberRadius - how wide the saber's third blade should be (minimum of 0.25)
saberRadius4 saberRadius - how wide the saber's fourth blade should be (minimum of 0.25)
saberRadius5 saberRadius - how wide the saber's fifth blade should be (minimum of 0.25)
saberRadius6 saberRadius - how wide the saber's sixth blade should be (minimum of 0.25)
saberRadius7 saberRadius - how wide the saber's seventh blade should be (minimum of 0.25)
saberRadius8 saberRadius - how wide the saber's eigth blade should be (minimum of 0.25)//saberColor - valid colors: random, red, orange, yellow, green, blue, and purple
//NOTE: these should be inputted in order - setting "saberColor" automatically sets all of the others to the same color
saberColor red - what color the saber's 1st blade should be
saberColor2 saberColor - what color the saber's 2nd blade should be
saberColor3 saberColor - what color the saber's 3rd blade should be
saberColor4 saberColor - what color the saber's 4th blade should be
saberColor5 saberColor - what color the saber's 5th blade should be
saberColor6 saberColor - what color the saber's 6th blade should be
saberColor7 saberColor - what color the saber's 7th blade should be
saberColor8 saberColor - what color the saber's 8th blade should be//locked style
saberStyle none - what one style it's limited to, if any (fast, medium, strong, desann, tavion)//maxChain
maxChain 0 - how many moves can be chained in a row with this weapon (-1 is infinite, 0 is use default behavior)//throwable
lockable 1 - whether or not it can be stuck in a saber lock//throwable
throwable 1 - whether or not it can be thrown//disarmable
disarmable 1 - whether or not it can be disarmed (dropped)
//blocking
blocking 1 - whether or not user will try to block incoming shots (shots always bounce off it, this just determines if the user *tries* to block with it)
//twoHanded
twoHanded 0 - whether or not it requires 2 hands (makes it restrict force powers but makes it stronger in locks or parries)//force power restrictions
forceRestrict 0 - what force powers it restricts, use these keys, a seperate entry per power:
FP_HEAL
FP_LEVITATION
FP_SPEED
FP_PUSH
FP_PULL
FP_TELEPATHY
FP_GRIP
FP_LIGHTNING
FP_SABERTHROW
FP_SABER_DEFENSE
FP_SABER_OFFENSE
//new Jedi Academy powers
FP_RAGE
FP_PROTECT
FP_ABSORB
FP_DRAIN
FP_SEE//lockBonus
lockBonus 0 - this pushes harder/weaker in saberlocks//parryBonus
parryBonus 0 - this is stronger/weaker in a parry (harder to break, more likely to knockaway)//breakParryBonus
breakParryBonus 0 - this is more/less likely to break a parry//disarmBonus
disarmBonus 0 - this is more/less likely to disarm another saber in a saberlock or knockawaysingleBladeStyle none - makes it so that you use a different style if you only have the first blade active
singleBladeThrowable 0 - makes it so that you can throw this saber if only the first blade is on
brokenSaber1 none - if saber is actually hit by another saber, it can be cut in half/broken and will be replaced with this saber in your right hand
brokenSaber2 none - if saber is actually hit by another saber, it can be cut in half/broken and will be replaced with this saber in your left handreturnDamage 0 - when returning from a saber throw, it keeps spinning and doing damage
*/Kyle
{
name "Katarn"
saberType SABER_SINGLE
saberModel "models/weapons2/saber/saber_w.glm"
soundOn "sound/weapons/saber/saberon.wav"
soundLoop "sound/weapons/saber/saberhum4.wav"
soundOff "sound/weapons/saber/saberoff.wav"
saberLength 40
saberColor blue
}Kyle_boss
{
name "Katarn"
saberType SABER_SINGLE
saberModel "models/weapons2/saber/saber_w.glm"
soundOn "sound/weapons/saber/saberon.wav"
soundLoop "sound/weapons/saber/saberhum4.wav"
soundOff "sound/weapons/saber/saberoff.wav"
saberLength 40
saberColor blue
lockBonus 2
parryBonus 2
disarmBonus 2
notInMP 1
}Luke
{
name "Skywalker"
saberType SABER_SINGLE
saberModel "models/weapons2/saber_luke/saber_w.glm"
soundOn "sound/weapons/saber/saberon.wav"
soundLoop "sound/weapons/saber/saberhum5.wav"
soundOff "sound/weapons/saber/saberoff.wav"
saberLength 40
saberColor green
notInMP 1
}Desann
{
name "Retribution"
saberType SABER_SINGLE
saberModel "models/weapons2/saber_desann/saber_w.glm"
soundLoop "sound/weapons/saber/saberhum2.wav"
// saberLength 48
saberLength 64
saberRadius 6
saberColor red
notInMP 1
}RebornMaster
{
name "RebornMaster"
saberType SABER_SINGLE
saberModel "models/weapons2/saber_desann/saber_w.glm"
soundLoop "sound/weapons/saber/saberhum2.wav"
saberLength 48
saberColor red
lockBonus 1
parryBonus 1
breakParryBonus 1
disarmBonus 2
notInMP 1
}Tavion
{
name "Stinger"
saberType SABER_SINGLE
saberModel "models/weapons2/saber_reborn/saber_w.glm"
saberLength 40
saberColor red
notInMP 1
}reborn_new
{
name "reborn_new"
saberType SABER_SINGLE
saberModel "models/weapons2/saber_reborn/saber_w.glm"
saberLength 40
saberColor red
lockBonus 1
parryBonus 1
breakParryBonus 1
disarmBonus 1
notInMP 1
}Shadowtrooper
{
name "Shadowtrooper"
saberType SABER_SINGLE
saberModel "models/weapons2/saber_reborn/saber_w.glm"
saberLength 40
saberColor red
notInMP 1
}Reborn
{
name "Reborn"
saberType SABER_SINGLE
saberModel "models/weapons2/saber_reborn/saber_w.glm"
saberLength 32
saberColor red
notInMP 1
}Training
{
name "Training"
saberType SABER_SINGLE
saberModel "models/weapons2/saber_reborn/saber_w.glm"
soundOn "sound/weapons/saber/saberon.wav"
soundLoop "sound/weapons/saber/saberhum4.wav"
soundOff "sound/weapons/saber/saberoff.wav"
saberLength 32
saberColor yellow
notInMP 1
}Jedi
{
name "Apprentice"
saberType SABER_SINGLE
saberModel "models/weapons2/saber_reborn/saber_w.glm"
soundOn "sound/weapons/saber/saberon.wav"
soundLoop "sound/weapons/saber/saberhum1.wav"
soundOff "sound/weapons/saber/saberoff.wav"
saberLength 40
saberColor random
notInMP 1
}Yoda
{
name "Eternal"
saberType SABER_SINGLE
saberModel "models/weapons2/saber_yoda/saber_w.glm"
customSkin "models/weapons2/saber_yoda/saber_w.skin"
soundOn "sound/weapons/saber/saberon.wav"
soundLoop "sound/weapons/saber/saberhum1.wav"
soundOff "sound/weapons/saber/saberoff.wav"
saberLength 32
saberColor green
saberStyle tavion
maxChain -1
disarmable 0
lockBonus 2
parryBonus 5
breakParryBonus 1
disarmBonus 3
notInMP 1
}brokenStaff
{
saberType SABER_SINGLE
//FIXME: need actual broken staff model
saberModel "models/weapons2/saber_reborn/saber_w.glm"
numBlades 1
saberLength 32
throwable 1
twoHanded 0
notInMP 1
}droid
{
saberType SABER_SINGLE
saberModel "models/weapons2/saber_reborn/saber_w.glm"
soundOn "sound/weapons/saber/saberon.wav"
soundLoop "sound/weapons/saber/saberhum4.wav"
soundOff "sound/weapons/saber/saberoff.wav"
saberLength 40
saberColor yellow
notInMP 1
}
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What's the best sp code mod/fix right now? Just got JA off steam so my base folder is clean for installing.
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Any interest or updates on adding saber styles to the game? SP and MP. I'm still willing to come back once that is possible.
- Show previous comments 1 more
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I actually made all the dark jedi stances from DF2. I didn't want to remake all those saber animations because I feel that would be a step backwards in the saber combat. I worked on and made an alpha of the heavy swing. It was early on and I realized it would be easier to just use two of Desann's swings together to get the attack. Sadly the MotS mod stopped making progress so I never made more.
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Has there been any updates on getting new animations into JA sp yet? I'm waiting on that before I animate again.
- Show previous comments 9 more
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I don't have any of the powerful software. My computer is way too old for it. I'll by a new pc when we get this figured out.
The seperate .gla's is the best solution. Saber styles are over 72 (if I remember correctly) sequences. Recompiling a jedi.gla every time could get to be too big or cumbersome.
I agree with general powers too, but I'd like to animate more force and guns too. Which would also be easier to add with seperate gla's.
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