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katanamaru

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Everything posted by katanamaru

  1. I was thinking of using Dragon to just pull them out and then put them in a clean .gla.
  2. I voted for original videos. I liked those a lot. I am ok with whichever decision you go with or whichever one would be easier for you to do.
  3. I can't help you with what looks off. It doesn't look like a direct match to Jason, but if I was playing the game with that and then a cutscene with Jason played I could tell that he was the same character. I'm not big on the whole "must look like the actual person at all costs" style of modelling. It's fine when it works, but I'm a-ok with modellers taking some creative liberties. Have you considered using your new skeleton with any of these new models you are doing? It might be a good way of advertising your skeleton to the community.
  4. Someone did make a Wyrlock once. It wasn't very good. I don't remember their name, but I may have it. It was the same arthor who did the Demona model.
  5. I'll look at it tomorrow after work and see what they are like.
  6. Shouldn't. I have the JO Reborns using their sounds in the "Ladder" sp map. They have their sounds and the New Reborn have theirs.
  7. Can you link to the mod or get a screenshot of the stance(s) you want to have breathing?
  8. I'll replay it this week and see what I can find.
  9. 3. What do you mean "more chance to get out"? Like, you wouldn't want to stay in range as much because you can't hack away for as long at a time? I could see that. Also, as far as .sab files go, I can't limit the max chain of a specific style per se. It'd have to be for all styles. Or else I need code edits. Red already has a max chain of 3 though so I don't think it's too bad. Exactly like in your first sentence. If the player can only make 2 attacks they will plan on a strategy that is only for 2 attacks. A higher number of swings allows the player to get in there and go for more attacks. Thus staying in the krieg (war.) 4. Well a 125% saber damage isn't too bad. G_sabermorerealistic 1 makes it closer to around 175% or 200% I'd say. Also, a 25 % boost means I can make vibrosword enemies do 100% damage so it still feels like a good amount but sabers still do more. I like the default damage. I mainly use the OJP mod with increased damage because it gives me much more dismemberment. 5. Yeah ideally I'd change saber locks to be more like JK2, where you don't have super breaks (where if you win/lose it's a 1-hit KO). I'd rather that be something you can only do if the saber lock ends very quickly or you have a higher/lower saber offense level than the opponent. In JK2 saber locks were less annoying because they only led to staggers or disarms I think. I agree completly here. 6. The problem with alwaysBlock is it makes it so you can block mid-swing and when you're knocked over. The main problem with this is the game makes no differentiation between blocks during those times and when you're actually guarding. It gets extremely annoying when hitting the saber of a downed enemy causes you to be staggered, or else I would use it. And that is the reason I like it so much! A sword is always capeable of blocking. It is even better at doing so if it is moving. At my fencing sometimes people do get knocked down or tripped and can still use their sword to attack, defend, or flail about graciously to avoid getting hit. The way I sped things up was just changing animation speeds in the animations.cfg: - BOTH_K# anims are parry anims (where you knockaway/stagger an attacker, which is a saber defense 3 thing). The number says which style. 1 is all single saber styles (they all use the same anims), 6 and 7 are duals and staff. - BOTH_R# anims are the retract/recovery animation you have to do after a block of any kind. 1 is fast style. 2 is medium. 3 is strong. 4 is tavion? 5 is desann? 6 is duals, 7 is staff. - BOTH_V# anims are stagger anims when you attack and are parried. 1 is all single-saber styles and 6 and 7 are staff and duals. - BOTH_D# anims are the "you've been blocked" anims where your swing bounces off IIRC. I figured it was by speeding up the animations. How did you do the standing counter though?
  10. 1. I turned my movement speed down a little with g_speed 200 or g_move 200 (I can't remember exactly right now since I have it bound to a button.) This only affects the pc and not the npcs so they can catch up and makes entering combat and fighting in distance a tighter fight. Npc's speed can be adjusted in their .npc file. The nice thing is that the command doesn't affect the roll speed so that becomes a better dodge mechanic. 2. Try and see if you like it without throw. 3. Decreasing attack chain/combos would mean less attacks and more chance to get out. Now reducing the red's number of swings isn't a bad idea because of how powerful it is. 4. A saber that is too powerful leads to tense, fast fights. I tweaked the old OJP Basic mod to use the saber damage values and have mixed views. 5. I like this. Saber locks are annoying. I normally just push out of them. 6. I use the command alwaysBlock 1 in my custom .sab files. It makes blocking more likely so I feel like I can depend on it. I did want to ask how you both sped up blocking and got a counter move in your mod?
  11. If DT85 wants I can make some run and jump animations that will make maw look like he is floating. You can scale npcs within thier .npc file with the scale command. So no problems with the dark jedi.
  12. I like it. Also, that is what this Mod Project Forum is for.
  13. 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.
  14. If anybody ever goes back and wants to make a whip weapon with code I'll make the attack styles. I'd love to have a working whip weapon.
  15. 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.
  16. 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.
  17. Can you be a bit more descriptive? What playermodel and hilts?
  18. I like this model/skin combo. I used it to test my shield style.
  19. I agree with the video idea. This sounds like an extensive mod.
  20. I agree that the one in the sig is better.
  21. Ah. Now I follow. Side effect would be that we'd get the base animations in XSI. That'd be useful for animation modding.
  22. Upper arms look good. The forearms could use some beefing up.
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