Jump to content

katanamaru

Members
  • Posts

    615
  • Joined

  • Last visited

Everything posted by katanamaru

  1. 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.
  2. Yay for more force power use!
  3. It's neat for me to read about how much people cared about the music. I have to admit that I don't pay attention to music after 10 seconds. It just becomes background noise. So I thought the music in JO and JA was the same John Williams fair that I tune out after awhile.
  4. Now I just have to figure out how to get the code and edit it. Does notepad work? /sarcasm (unless it does)
  5. There was a cat speceis mod. You can make an npc from that to replace Kyle. Then just record the voice and BOOM! Done.
  6. The table has to be HUGE!!!!
  7. Nah, but that is cool to know. I'm thinking of fiddling with my finances so that I can get a new pc and the internet. Once that happens I'll dedicate time to learning XSI or 3dSM. Which ever is easier to work with for JA.
  8. In regards to your edit you got everything working now, or do you need help with something still?
  9. Are you sure it is written as: both_saberfast_stance and maybe not both_saberfaststance? If that's right I'd say that maybe there was an error in the merging; though I've never gotten one like that. It usually tends to be I made a mistake, but we won't discount it just yet. Double check to make sure it is actually 3 frames. I'd go back and see if I could get just 1 frame to work: both_saberfast_stance 21379 1 -1 20. Also if this is 3 frames because it has breathing you'll want to change it to look like: both_saberfast_stance 21379 3 0 1. The 0 makes the animation loop and the 1 is to make it a slow breathing.
  10. ^ Yep. Here's a question for you peeps regarding gun animations. There are actually two stances for guns. One is a plain stand and the other is a weapon just fired. I can confirm this because I set it up Sunday morning. Right now I have a 'gun held up' for the post shot animation and the default 'by the hip' for the stance. A lot of people like the blaster held across the body in a relaxed position, but there is a small problem with this. See when you shoot the gun the game fires a shot forward toward the crosshair/center of the screen. It doesn't matter where the gun is actually pointing. So if the gun is held across the body and pointed to the left it will still fire forward 90 degrees. I have an idea where the gun will be held at the shoulder, but lowered slightly to seem more relaxed, but still ready. What say everyone?
  11. Yeah use whatever you want. Feel free to modify it if you want too.
  12. Off hand not for certain but I'd look around: s3_b_t_to_b s3_v_t_to_b Mainly anything saber related with a 3 since those are the red's animations. There is another file called anims.h that has all the animations names grouped together and explained. It would be more helpful at finding the correct name. I use it often.
  13. Nope. Not without code. How many ways do you breath?
  14. First pic looks like a Red Top to bottom or a saber bounce. Second pic looks like a saber bounce. I'll be able to tell more if you can post a vid. Which models are you trying to put the animations on?
  15. When the program says Editing frame0 Editing frame1 Editing frame2 Editing frame3 press any key... You count the frame 0 in the total. So you have 4 frames. You can't have an animation in the animation.cfg file with 0 frames. So you'll always have at least a 1 there. I'm getting confused by all the numbers so I'll approach it from a different angle. Let's work on getting one stance in the game first successfully then we can add others. So we're starting with a staff stance it seems. So you made the animation and used gla merge to add it to the _humanoid.gla file? Now we're putting it in the animation.cfg. First find and copy the default staff stance. Now go to the very bottom and find the last animation. I think it is root or something. It should look like 21736 2 0(or -1) 30 Paste the staff style under it and change the frame number to 21738. We get that by taking the 21736 (start frame) and adding 2 (the sequence length) to it to get the next added animation 21738. So it should look something like this: both_saberstaffstance 21738 2 -1 30 I'd say turn the frame length from 2 to 1. and test it in game. If it works come back and we'll work on the next part.
  16. Could you define the terms parry and block for me? I think I know what you are describing, but I want to be sure.
  17. I plan to, but since I don't have the internet at my apartment it is slow trying to learn the program. I've gotten a bit farther, but still have a heck of a ways to go. Until then I'm going to work with Dragon.
  18. Well I'm here, but seems I'm too late. What models are you trying to get the animations attached too? I had problems with one of the sith stalker models for some reason. You have to hex edit both the model.glm and the _humanoid.gla that you want to use. They both need to have the same path like my dbgalen and they both need _humanoid in the path. models/players/_humanoid$$$$$/_humanoid$$$$$ $$$$ being the name you want.
  19. Sorry DT but Dragon's all I got at the moment. All the animations I have done are in Dragon and ready to go in game.
  20. Wait @@Onysfx, I thought you'd be happy to see Jedi die by the dozens?
  21. Breathing is doable. I'll add that to the stances. I like more realistic breathing animations. Not those big exaggerated shoulders heaving, head bobing, back arching breathing animations. So mine will be subtle.
  22. Yeah the weapons are unrealistically large. It bugged me, but I got over it mostly. If better proportions were made that'd be great.
  23. I put my post into the review box below that guide. So now others may find it there.
×
×
  • Create New...