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Posts posted by katanamaru
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Which ones? The swoop itself or the rider?
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Here at Mini's request.
So I installed Mod Tool 7.5. Which of the recommended files from your sig link do I need?
Obviously the rig. Pretty sure about the Raven animation files, but what about all the others?
I won't bug you about tutorials (yet!) since I'll go around youtube and watch some there.
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If that's what he wants he'll have to wait a bit. Once all the code is done being fiddled with I plan on making a saber style with a pistol in the left hand and a saber in the right.
Circa likes this -
What about adding a system in like Demon's Souls and Dark Soul's? That way people could invade other peoples games and try to hunt down the players and kill them.
Too hard, reasonable, or just plain not possible?
D'oh! This probably goes in a different forum.
Sorry.
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Yeah Kyle is fine. I'd probably turn off his shoulder pad just to make sure I could see any errors under it.
The decompiler would really only benefit me and Hirman if he came back. So I don't see a massive use for it. I'd still like that so I wouldn't have to redo all the style animations I did...
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You are correct. I was thinking along the lines that OpenJK will become the main force of coding for JA. So if things are not compatible with it, it will be unlikely that other mods will be able to compete.
All that hard work you and the other coders are putting in is great! If someone came up with a way to do this that was seperate and uncompatible with OpenJK I think people would stick with OpenJK.
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So no real way of doing this?
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@@Corto, quick question, can Mod Tool load the JA animations and the ones I've already made in Dragon?
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That stinks.
Is there away to make OpenJk only read these files if they were present? That way if none were there then the game would boot up like normal. But if new files were introduced then the game would load them.
Kind of like how .pk3's are read in a certain order.
Asgarath83 likes this -
Also, the animations I make are "open" for anybody to use. For personal use or within a mod.
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Yeah I figured it would be a major undertaking. I was wondering if coders would think it was worth that time and effort to get a system up and working in order to not have every weapon modeller, force effect, and animator breathing down their neck to get our stuff in game.
Think of all the good mods that have come from being able to make .npc and .sab file manipulations. I think it is a very worthy undertaking, but it is ultimately up to the people who will have to do the coding work.
Another pro! If this was done it would help with compatibility! I wouldn't have to worry if CoderA put one of my styles in game and CoderB put another in and as a result of two different methods they became uncompatible. I imagine this would also help with performance. If the game ran multiple new styles from the same structure that would be more efficient than running different code branches, right?
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Yeah I like the fields to be optional. That way if a person doesn't know exactly what to chance in the .sty file they can let it balance out with a default style.
The easier it is to read and manipulate will allow for more people to use it. That's the real beauty of the .sab files to me. Most everything in there is easy to understand and written clearly. Some definitions need a little expanding, but that's in the acceptable realm.
The code you posted for the gun is nice and I would gladly take it if that was the only way people wanted to make it. But if it could be "cleaned" up it would let lots of other people use it seamlessly.
Think of all the gun models on jk3files that could be given their own space!
If this idea is taken up I'll help with coming up with more fields for the styles. Those were some of the ones I could come up with off the top of my head.
Ah heck, I'll just go back and add them to the original post.
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Sure. I'm going to put them together and release them here.
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How difficult would it be to implement new features in a way similar to the .sab files?
Things like '.gun' for guns, '.sty' for saber styles, and '.for' for force abilities?
The reason I'm asking is that people are going to start making things like those 3 I listed and then go about bugging coders to implement them into JA. If these type of file extensions could be made that would cut down on the request that people (like me) that are going to need help from coders.
.sty files
An option to set the new style to behave like a JA default. This would include all the damage values, transition animations, block values, etc.
SaberStyleValues blue, yellow, red, desann, tavion, dual, staff
A way to set the number of swings in a style. Pretty much the same as the .sab value.
An option to determine how transitions were handled.
SetTransition spin, or arc
This Could also be used to set individual transitions.
SetTransition Both_t4_br_to_tr spin
Away to set damage values for the transitions like in the red stance.
TransitionDamage 0-999999999
Setting input commands for special moves and what animations to play as the special moves.
Setting individual movement animations for the weapon.
SetWalkForward Both_walkforward_katanamaru
SetWalkBack
SetRunForward
SetRunBack
SetCrouch
SetJump
Rolls or flips for kung-fu-y styles
Setting custom force animations.
SetForceChoke Both_forcechokeVader
SetForceLightning Both_focerlightning_Apprentice
.gun files
Set things like rate of fire, projectile speed, splash damage.
Is the weapon able to be dual-wielded?
DualWieldAble 1 0
Or is it a larger two-handed weapon that should be harder to pull?
TwoHanded 1 0
Setting custom animations would be handy for things like pistols, rilfes, and bazookas!
If a cover system is installed then a way to make cover included here too.
SetFire
SetIdle
SetRunForward
SetCoverStand
SetCoverCrouch
.for files
Setting alignment.
ForceAlignment light, dark, neutral
Including other 'alignments' could be useful for magic: earth, fire, wind, water,
HEART!lightning, cold, etcOnce again setting custom animations would be really good here.
SetForceAnim Both_forcepush_fart
Range, cone of effect, beam, continuous, blast, etc would be good.
ChalklYne, Delta_135 and Master Ridley like this -
Nah. If you want to just start with something you like. We all started at the same point.
Some people say texture and recolors are good starting places. I haven't done them because I have the artistic talent of a blind, dead fish.
I have a strong sense of kinesology so animations were the best fit for me.
Just find something you've wanted to change and give it a shot. The modding assistance forum has plenty of people from each area to help you out.
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I follow the instruction here : http://jkhub.org/tutorials/article/105-creating-an-original-humanoid-file-unique-to-one-or-more-characters/
When choosing a skin game crashes
Please tell me what I'm doing wrong?
My actions :
1) I make a new "_humanoid" folder in the same folder where my skin are.
2) Name it _humanoid_sith
3) Paste _humanoid.gla , animations.cfg, animevents.cfg into that folder.
4)Using notepad, open the _Humanoid.gla and change the file path to models/players/_humanoid_sith/_humanoid.
5)Using notepad, open the model.glm and change the file path to models/players/_humanoid_sith/_humanoid.
6)Place my skin + the new humanoid folder into a .pk3 file
7)Put.pk3 into base
It should be:
3. _humanoid_sith.gla , animation.cfg and animevents.cfg
4 and 5. models/players/_humanoid_sith/_humanoid_sith in both the .gla and .glm
Here are tutorials I wrote on it: http://forums.filefront.com/sw-jk3-modding-mapping-editing/432075-animating-dragon.html
post 8
therfiles and Kriskopreved like this -
I have a key bound to my favorite commands. This way whenever I start a map all I do is push the - key and everything is good to go.
Circa likes this -
JA.
The addition of a staff saber in sp sealed the deal. The 'playermodel' and 'saber' commands just made it that much better! Custom characters and more saber fights!
therfiles likes this -
the tfu style force push will work animating wise very easily...but if u wanna add the efx file to it you will see that he orients the effects all screwy are u saying u fixed that kata? i thought it was just orienting the saber tag a little differently... but could never get it right
I was talking about the animation and not the effects. I don't have any efx file/mod to test my animations with. Since there is only 1 push animation I made it the one-handed version so it works with the saber out. If a two-handed push is coded I'll gladly make it.
It could be up to others to make the effects though. I'll help where I can though.
Well, it's very picky when it comes to loading videos as reference, but still, you can use multiple pictures to match the multiple steps of the animation, I can teach how to prepare the setup. Then you have Minilogo's amazing rig which will not only make your life easier, the quality of your animations will be much better. Once you have the basic animations blocks in place you can adjust the fcurves which control the animations and transitions to achieve the perfect feeling. You can modify the interpolation curve between keyframes until you get it perfect. There's a lot of stuff to it. Let me know when you have Mod Tool installed.
I'll be making a post once I get MT up with the questions I have. I may be able to figure some stuff out on my own, but I figure if I start asking questions, even if they are easy, then we'll have a thread that other potential animators can read up on.
I want other animators to show up so that large projects and be taken up by more people.
I felt a little bad for Hirman when he was the only animator for JKG...
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Is that possible with Mod Tool 7.5? That's very cool!
I've downloaded it along with Mini's rig, but I didn't get to try it out yet.
So far I'm using Dragon until I get MT set up.
Normally I preform the movements infront of a mirror a few times to see what looks good while being realistic. I have really good feel for kinesiology so I understand the angles at which my joints need to bend and be placed.
ChalklYne likes this -
I'd love to see the TFU animation for force push and force lightning. There was one for push but as I remember none of my friends could get it to work, and neither could I.
Well my backhand styles mod had new push and lightning animations. Mainly to correct where the left hand saber was pointed.
What did you have in mind?
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@@Mandalorian: You have a cover animation that moves the character to the side replacing the crouch animation?
@@eezstreet: You are correct. I never use the lean function, but Mandalorian gave me the idea so I decided to try it. I never used lean in FPS because it is easy to step out and back into cover.
Mandalorian likes this -
Right now 'lean right' is 'take cover on the right.' Like in the picture.
I'm thinking what if 'lean right' was take cover to the left. That way if the player starts shooting they will strafe out the correct direction to hit their target.
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Here is my roughdraft of the dodge:
Standing in place
Now to take cover
It is buggy so don't worry about that (like the gun position.)
I'm going to go ahead and work on this. I'll make the player move about two more body lengths to the side, or more if people want.
It isn't perfect for cover because of the way JA handles the dodge. Mechanically you MUST stand still. Then you can hold 'use' and A and D to cover. If you shoot while in cover the character will start strafing in the direction you are holding. So you MUST let go of the A or D, make your shots, and then go back into cover.
There is only one dodge animation so pistols and rifles will all be held the same way. I've got a more neutral cover stance planned now.
Interesting idea popped in my head right now! What if instead of D being cover right it is cover left? That seems backward, but if you press shoot you will move out of cover firing. And A would be cover right.
Ponder this. I'll do it either way.
Mandalorian and Circa like this
JK series _humanoid Character Animation Rig
in WIPs, Teasers & Releases
Posted
I thought there was a way to shoot sideways. If so could you combine that with a code like the head tracking code? Or would you need new animations too?