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Everything posted by katanamaru
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Can't help with coding, but I believe you could turn the stand1 animation to stand2 in the gla. That would affect the lower body of melee as well as other stances though.
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SP: Escape Taspir [HORDE SURVIVAL GAMEPLAY]
katanamaru replied to therfiles's topic in WIPs, Teasers & Releases
Woah that's cool! -
Base JA has about 24,000 frames of animations. You're going to have to animate and test each of those sequences out. Maybe 26,000 frames. I forget.
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I'm busy with a tournament this weekend, but I'll take a look later to see if I remember them. Good to see you around too!
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Things like TR stand for top right. BL would be bottom left. That refers to the sabers position. Transitions are written like TR__BL. So the animation is transitioning from the end position of the top right and moving tho the bottom left, to start that cut.
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Y'all can use my backhand animations of you like.
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Rapier Lightsaber (REQUEST COMPLETED)
katanamaru replied to Siegfried's topic in Mod Requests & Suggestions
For sure. I'd release it to the site. -
Rapier Lightsaber (REQUEST COMPLETED)
katanamaru replied to Siegfried's topic in Mod Requests & Suggestions
I have one for blue/Tavion, and will make a yellow/Desann, and one for duel wielding. Just stances and leg up positions. Not making attack animations. -
Rapier Lightsaber (REQUEST COMPLETED)
katanamaru replied to Siegfried's topic in Mod Requests & Suggestions
Since I've started rapier fencing I was thinking of making a couple of stances to go with this. Once it's out I'll test them out. One is done. -
Rapier Lightsaber (REQUEST COMPLETED)
katanamaru replied to Siegfried's topic in Mod Requests & Suggestions
Any chance you can scale the model down a bit? It's fairly large for a one-handed. Setting it's styles to Tavion and Dessan's in the .sab file would be fitting. -
Rapier Lightsaber (REQUEST COMPLETED)
katanamaru replied to Siegfried's topic in Mod Requests & Suggestions
Don't forget you can set a custom blade thickness in the .sab file. -
Ideas about the combat in Jedi Academy.
katanamaru replied to Mizore's topic in Jedi Knight General Discussions
D'oh! Then I've been arguing from the perspective that you were talking about real fencing with jo/ja terms. You can make the saber do full damage while idle and use a stance animation mod that brings the saber point forward, and attack by wiggling the mouse. It's fun for a while and effective since the AI doesn't see an idle saber as a threat. -
Ideas about the combat in Jedi Academy.
katanamaru replied to Mizore's topic in Jedi Knight General Discussions
The jo/ja saber styles should not be referenced if we're talking about how sabers should really behave. They are not based off any real sword play and are balanced around the games mechanics. -
Ideas about the combat in Jedi Academy.
katanamaru replied to Mizore's topic in Jedi Knight General Discussions
You absolutely would hit your opponents saber! Yes the goal is to hit the person, so you swing at them, BOOM! they block your saber! Now what? You could start using windings to keep attaching their openings. And those moves will be determined by the amount of pressure they are applying to your saber. If they press hard then you can use schnappen to strike around them. If they press lightly then you go in hard and take the center line with a zwerchau. -
Ideas about the combat in Jedi Academy.
katanamaru replied to Mizore's topic in Jedi Knight General Discussions
No, their edge is based off the temperature. In many of the saber fights you'll see someone overpower their opponent with attacks. That would not be possible if the sabers were providing all the power. -
Ideas about the combat in Jedi Academy.
katanamaru replied to Mizore's topic in Jedi Knight General Discussions
Someone pushing their saber forward from a forward guard will not have the same power that someone who is cutting from a retracted guard. -
Ideas about the combat in Jedi Academy.
katanamaru replied to Mizore's topic in Jedi Knight General Discussions
You would want to use swings against another saberist though. Even if the cut would do maximum damage in touch, you still have to touch the other person. Knowing how to cut to control the center line is very important in fencing. -
I don't have screen shots but here is what I use: 10/10 for voices 8/10 for special effects 4 or 5/10 for music. Tweak as necessary. I want to hear people above all. Then I want to hear special effects since they let me know what is happening in the game. Lastly I want the music to really be in the background seeing the mood.
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Movement/Combat animations only for specific characters?
katanamaru replied to RecklessJames's topic in Modding Assistance
Yes and I like that method. The downside is having to make multiple npcs at different power levels to fit in single player. Edit Though if you set class player then it should be ok. How'd I forget that? -
Movement/Combat animations only for specific characters?
katanamaru replied to RecklessJames's topic in Modding Assistance
If you open the assets you can see they have specific animations in them for cut scenes. These all refer back to the model.glm file. Once you hex edit the model and animations you rename the model.glm file to something like yoda_model.glm. So now the character can no longer reference the cutscene animations.