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Posts posted by katanamaru
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Dworn
in Development
A slower swoop is a good idea. The physics would probably be better if the ground was flat. I just played the swoop level last night. You can only control the swoop when it is on the ground.
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I made a little weapons.dat mod last weekend or so. I wanted to make guns fun to play with so I've been using that with another playthrough. Mostly upping the ammo count to 999, reducing ammo cost to 1 for most guns, and making the pistol and E11 primary fire not use any ammo. Yeah it's OP, but now I actually am using the guns. I've never done that before!
Circa likes this -
But. How. What.
I checked there multiple times. Really I did. How'd I miss it?
I'll make that one next.
Circa likes this -
I like my dynamic glow sabers, but if boom is better and will yield the same finished product it would be cool.
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I have a new saber off animation. Well the same animation without the saber twirl. I couldn't find the staff saber on animation though. I was going to change that one two since while the saber spins one of the blades goes through the right thigh.
I've put in the BF run and walk for the single saber for now.
Circa likes this -
I agree with DT85. The simpler solution is to use the JA gla. Then just change the things that need to be changed.
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You are better off making a new thread instead of posting in someone elses.
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I'll give it a shot this weekend.
That's a fine way to start learning how to work Dragon.
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For the demo I'd say just grab one of the other droid models for now. 8t88 is cool and all, but he's only in one level/segment.
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The top pic with the eyes; I think what looks 'off' is that the eyes don't touch the skin/model on the outer edges. It looks like there is a gap there.
Definetly great work going on here Chalk!
ChalklYne likes this -
The min heap size error has been resolved in OJK I read. So once a version of that is out it won't be an issue.
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Add brand new animations to JA.
Meaning not replacing anything. Just adding a line in the animation.cfg once you've put a new gla merged with the _humanoid.gla.
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Actually, I don't think you can add animations to the sp game without coding. @@Lord_Newbie how did you do that? Did you add an animation and then call it via a sab file?
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Good to know about the maskless varients. I'd read the backstory once I download the mod.
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Digging the outfits. Not a fan of the face masks. Besides the one on the left will there be anyother unmasked heads?
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^
It could be as simple as that.
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If I can get a stable internet connection I want to fork the sp part of OJK so I can play around in that. It would be great to finally be able to alter animations and see the workings under the hood.
I've been pondering your original question. Do you really need to do anything to encourage close duels? As a sp game why worry about how others want to play the game? You like close duels and so do I. So we play up close. Maybe someone else doesn't.
Though I've kind of come up with a solution for close fighting via animations. I'm thinking of making a one-handed Polish saber style. The basic attacks and parries have all been brainstormed and I have come up with two versions: a basic and an advanced form.
The basic style will behave like a blue style blocking and yellow style attacking statistics. I'd set a two or three combo limit. This reflects what I see in beginner and intermediate level fencers.
The advanced would have yellow statistics in defense, and blue level attack power. The difference would be that I'd put counter attacks into it's parries and attacks into its transtions. That way a combo attacks and repostes would encourage staying in range.
The attack and defense values would be play tested of course. Those are just rough ideas. Until we get the code figured out for adding styles I'm thinking of trying out the advanced style and replacing Tavion or Desann in the meantime.
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I'm still liking it. Sorry I can't give any crits, but if it was uplaoded today I would recognize it was Sam, and I haven't even played TFU 1 or 2 besides the demo.
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Check assests1 for the models/players/_humanoid folder. If there is a folder for cutscenes then that is your problem.
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If we want to add options I'd say do it to the default Jaden characters first.
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Some cutscenes won't work with a hex'd model. It depends if the animations are in the _humanoid.gla or in a seperate .gla that is cutscene specific.
Lord_Newbie is right about keeping _humanoid in the file path. The game demands it. Overwriting the "."s is ok.
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Yep I think that is hella progress. Great job.
ChalklYne likes this -
We can, but do we need to? I'd think most people would have that already.
My vote would be yes if we are not worried about file size.
Gold Pack Discussion
in JK:E Archive
Posted
My animations aren't great, but they are a huge improvement over the defaults. They are in the animations I've put together so far. You'll see soon enough.