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katanamaru

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Everything posted by katanamaru

  1. I don't know how it worked, but OJP basic got dismemberment to work in sp. Only downside is that you had to turn it on in the options menu every time you started the game and if the player died. Maybe even when you started a new map. If MP isn't there a command called broadsword that can be used?
  2. Animations! New fighting moves bring so much more gameplay changes to the combat.
  3. Well, you can, that's your choice. Maybe try working on something else for a while first though? You can work on his preportions first, or even a different model.
  4. I'm excited by all the work done to make animations easier and better with more professional software. I'm hopping that we get even more saber styles to play with now. I was just wondering if some coder might be willing to make a converter for XSI or 3DS Max that will load animations I've and other people have made with Dragon. I've made a heck of a lot of animations that I'd be willing to clean up but I read in another thread (don't remember which) that I won't be able to import things I've done in Dragon. Or is there a walk around which will let me load my animations that are already merged and in game into XSI/3DMax?
  5. Funny, it still looks like Starkiller from the ps3 demo I played. Different strokes for different folks.
  6. I think the head is fine at this point. The shoulders look a little too wide though. I say test it next to a base JA model like the saboteur or jaden_hm since those models are kinda beefy. Or Luke and Kyle if you want him to be slim.
  7. So I broke my pinkie in a sword fight. Hit smashed my finger even through the gloves. Sucks using a mouse now.

    1. Show previous comments  1 more
    2. Barricade24

      Barricade24

      That stinks. I wish you a speedy recovery.

    3. KDR_3XILE

      KDR_3XILE

      That sounds bloody painful...

       

    4. katanamaru

      katanamaru

      Yeah it hurt but it wasn't a 'finger bent backwards' type of break, more 'bone split under pressure.'

  8. <-- Not a mapper. What about even faking it with smaller maps that linked together someway? Or any other way to simulate an open world? I don't know any mapping techniques, so when I talk about open world I mainly mean from the players point of view. Any technical trickery is allowed to make it work behind the scenes.
  9. How possible would it be to do an open world/sandbox type map for sp and mp? I know everythng is possible with the code, but how practical would it be?
  10. That part about importing a hand to set orientation was very informative. I need to know that for a weapon I want to make later.
  11. As the project moves along you may want to consider sp coding for force powers. Though JA did have decently powerful force powers against non-jedi characters.
  12. Yay mirrored floors! I love those!
  13. I was planning on making it like the poleaxe movements, but maybe I could make two variations if XSI is easier to work with. One for a real world weapon/person and one for a jedi. Hmm.
  14. You already know I'll help out with a few things, but fyi I don't do cutscenes. Moving and fighting I get, but acting I do not.
  15. I'm still interested in making the saber pike style. I have Ashura's that he worked up for Dragon for me still. I won't get to it anytime soon though. Just letting you know that I still like it.
  16. If you want more swings per input here's an idea I've been toying with. For a couple of styles I planned on putting attacks in the transitions. So a 2 input combo would make 3 swings. Not perfect for the button presses, but it is something new. For parries I also planned to make a soresu style that had a block followed by an attack animation. So that when form 3 blocked they could counter-attack right away based on where they just parried and attacking where the opponent was open. For Juyo I planned to combine both those ideas. Feel free to try them out if that will help you. I'm looking forward to seeing the dash! Once I get XSI figured out I'll still and try to make a repulse. Then you can use which ever you like.
  17. All right so with the help you got me I got the program up and running, I got a JA project created, and I got the rig to show up and even found how to turn on the sabers...and that's it. I tried clicking, selecting with click and drag, the arrow keys and couldn't get anything to bend, rotate or twist. Any thing you can tell me to get me started? I'll be at my folks place this week taking care of the pets while they are on vacation so I'll be checking tutorials out this week. I'm really wanting to start learning XSI so I can get some animations ready to go. Also how would I load the Raven animations into XSI?
  18. I'd say to make a new thread for the tie.
  19. Nope. If you wanted to you could change the animations names around to replace the fast and yellow with Tavion and Desann styles. That's easy, but a lot of work. The breakdown in the animation.cfg is this: #1 is blue #2 is yellow #3 is red #4 is Tavion #5 is Desann #6 is duals #7 is staff So find all the animations that look like both_a1_tl_br and replace the 1 with a 4. Then you'll have to go through and chance the 4's into 1s. Same with 2>5 and 5>2. Second thing is that stance mods are not compatible with each other. Taking my stance and styles and combing them with other peoples stances will not work. You'd have to do some work to combine the two together.
  20. katanamaru

    Road Map

    When ya'll talk about making it 'free of errors' for the player what do you mean? When I start the game up it works just fine. Unless I mess something up with a mod. I've read how you are cleaning up the code, but what is so wrong with how the game runs?
  21. The arms seem too short and skinny. Is there a way to load a JA model in the program you are using to compare yours to at the same time? That could help adjust the scale. I don't know about geometry, but your texture on his head is looking really nice.
  22. I'm not sure wheather the arms are too short, or the shoulders are too high.
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