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Posts posted by katanamaru
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Y'all can use my backhand animations of you like.
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For sure. I'd release it to the site.
Siegfried likes this -
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.
Siegfried likes this -
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.
Siegfried and Pickles256 like this -
I tweaked the spec a bit, hopefully it's less boring.
@@Lord Of Hate that's going to be the OP's choice, as well as sounds and whatever he wants to customize.
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.
Pickles256 likes this -
Don't forget you can set a custom blade thickness in the .sab file.
Siegfried likes this -
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.
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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.
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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.
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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.
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Someone pushing their saber forward from a forward guard will not have the same power that someone who is cutting from a retracted guard.
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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.
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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.
Daedra likes this -
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?
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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.
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Small update, my lightning stance fixes your issue so long as the saber stance is balanced. It worked fine with the single and dual saber stances since mine use the same leg positions, but it was unbalanced when I used the staff style since it had different leg positions.
Most likely it depends on how the torso is rotated.
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Ok I did fix the animation. I'll message you my email and if you could email me the animation mod you want me to add it to I'll do it.
I don't have internet at home and jkhub is blocked at work, so we'll have to use email.
syainkn likes this -
I think the reference to the lunge in the blue style is the crouch plus forward and attack.
Not an actual lunging thrust tbh.
It's pretty simple to replace that default animation with the pull and stab animation, but the attack is even more powerful!
I brainstormed a one-handed style that would have thrust, but I don't think it'd be too good. Forward attack would be ok, but replacing any of the lateral moving attacks with a thrust would put the player at a disadvantage.
Wasa likes this -
I don't have anything planned for this weekend so I'll look then.
If I have a fix you want me to add it to those animations you linked?
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Yeah it's in JA. It's not playing the lightning looping animation like it's supposed to.
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Katarn or stinger from the base game.
syainkn likes this -
I think it looks unbalanced to you because if you drew a straight line from his right leg to his hand or head the line would be leaning to the left.
The only fix would be to reanimate it. I think I food that with some of the force animations in the past. I'll check them out. I know I changed the saber hand to be compatible with the staff and backhand sabers.
TheWhitePhoenix likes this -
Kyle Katarn doesn't actually use the force. He gives it a sideways glance and the force does what he wants it to do.
dg1995, Ramikad, TheWhitePhoenix and 2 others like this
Animation List
in Mod Requests & Suggestions
Posted
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!