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Posts posted by katanamaru
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Also not a bad idea.
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I figured the whip would have to be animated for each animation. Make it something like 5-7 segments/bones.
What about a new saber trail intead? I thought about taking a one-handed saber and removing the blade and replace it with an invisible blade plus the sword saber trail. That plus the tavion and desann style would be a good temp holder.
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So a Boss Nass head on Tavion's body won't look right?
Aww man.
I remeber you doing this a few years back for mp and was wondering if you'd try it for sp eventually. It's really kickass!
Though I'll wait for a finished version because I suck at testing mods out.
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Dang man that is nice!
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There was another Castlevania mod way back when that wanted me to add my shield style to the skeleton and an Alucard model. I did and sent it to them, but nothing ever came of that mod. Thing is I still have the skeleton and Alucard already to go with the shield style if ya'll want them.
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Can you be a bit more descriptive?
What playermodel and hilts?
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I agree that the one in the sig is better.
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Ah. Now I follow.
Side effect would be that we'd get the base animations in XSI. That'd be useful for animation modding.
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Upper arms look good. The forearms could use some beefing up.
ChalklYne likes this -
Is it possible to change the cloths wieght? So it will be possible to make light or heavy cloth?
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Maybe the next time you want to take a break from the head you can work on the body?
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The only thing I can say would be to compare dimensions with a JA model.
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I read about him in the bool Crosscurrent. He was a putz.
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So she wears a pair of shoulder straps over her bodysuit for no reason?
She's one crazy Mara.
TheWhitePhoenix likes this -
He may be talking about sp.
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What is that thing on her back? It may or may not be part of her outfit but what does it do?
It can't be a back pack attachment since the straps would hurt like hell if they had to support any weight.
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I like your choice since big, bulky blasters look ridiculous.
Tempust85 likes this -
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Ok. I haven't done it in a while so I yield to you.
HAVE MERCY!!
Circa likes this -
You turn parts off by finding the line in the .skin file that looks similar to this:
models/players/mara/belt/belt.jpg
and change it to:
models/players/mara/belt/*off
Some people use *clear instead of *off, but that isn't as good. With *clear the texture is invisible, but the object will show up with force powers active or saber slash marks. *off is better since the object won't show up at all.
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Yeah I'd consider that the 'best' solution.
I'd say three on the back for left shoulder, right shoulder, and straight up the spine: \ I /
Three on each hip: front belt area, back belt area, and sword sheath.
One on each thigh for blasters.
But I believe in 'beggers can't be choosers.' So if someone simply made the left model go away that'd work for me. I don't feel that it would really break the imersion since the character is carrying over 10 guns and bombs plus thier saber(s).
The main thing is to be able to cycle multiple styles while dual or staff wielding and then being able to switch to the single style(s).
Circa likes this -
One could argue that if someone becomes good at a computer game, the response to block becomes automatic, similar to your muscle memory. After all, you don't manually think to press space bar to jump in JA, but you do so. It's not a mechanical process really.
On the other hand, autoblock would be the equivalent of you sword fighting and just magically parrying everything. It doesn't work like that.
I see the point you are making and agree with what you stated. I didn't go into great detail with my blocking example and it hurt my point.
The downside to parrying in a match is that even if I choose the correct parry, like left pflug, I may execute it incorrectly, or my opponent may wind around it. Either way I still get hit.
A block button makes the character block attacks gauranteed (not taking specific games or systems into account.) Imagine if both these were combined: the player sees an attack coming and pushes block, but still gets hit. People would rightly hate that.
And my parrying is magical!
I've always had the idea of having a button to toggle between offense/defense "styles" where the defense style would let you autoblock everything except very strong hits that count against a block "pool". I think it could still take skill because I'd imagine there being a certain amount of time for you to switch bake to defense after making an offensive move, but something like that would need more discussion, testing, etc. I'm certain that it would be a pain for the last animators/coders we have even if they did develop a system similar to this.
Raz0r thought about doing this before in a mod of his. Something like the character is in medium stance by default. If you hold the right mouse button you'd go into the blue stance. So if you wanted to be defensive you could switch to blue and attack or let go of the button and go more offensive.
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