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katanamaru

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Posts posted by katanamaru

  1. When I finish a style it is free for anybody to use. I'd like some credit or to be contacted just as a fyi, but that is not mandatory.

    The only thing I don't want is someone to take a complete style and change one thing, like the stance, and call the whole thing their own.

     

    I'm thinking of a few of these, or at least making it possible to add guns to Tavion and Desann style. So my style would be a 'yellow' style.

  2. Here are some screenshots of some styles I'm interested in making.

    I've wanted a saber and gun ever since the Quinlan model came out.

    Saber pointed out. Better for looks, but less tactically sound:

    shot0149.png

     

    shot0148.png

     

    shot0150.png

     

     

    Saber pointed in:

    shot0151.png

     

    shot0152.png

     

    Just teasers for now. I'll post some more next weekend.

    Hint: <<<<<<<<<<<<}+++++{>>>>>>>>>>>>

    Mandalorian and Bek like this
  3. Also: styles have been possible for a long time, see JKG's .stance file system.

     

    I've known about mp being able to get styles. I refer to SP for my enthusism! I'm willing to work with mp and others, but when it comes to what I play I stick to sp only.

     

     

    ^This brings up an interesting point. I'd suggest (though I don't see this happening) that the entirey community maintain ONE code branch for the core game. Individual mods can fork off as necessary, but this way all benefit from having everything at their disposal.

     

    This was the original idea of Open Jedi Projet (OJP), which I'd be willing to join again if we start it back up.

  4. Okay time to start thinking up things I want to get done.

     

    Reanimate both backhand styles transitions, reanimate shield style's transitions.

    Fix bug in JA SP where if you have a gun or holstered weapon and use two-handed lighting it doesn't play the loop animation.

     

    Things I'll need:

    Ability to add saber styles to the game for single, dual, and staff.

    Ability to use a saber in one hand and a gun in the left.

     

    Things I want:

    Working sp vehicles.

    Ability to make vehicles npcs so I can "transform" into one via playermodel command and key binding.

    See my avatar :)

     

     

    Did I mention the styles I'd like to make?

    2 new staff styles; blue (like Maul in Ep 1) and red (like Exar Kun)

    Form 2 Makashi with attacks in the transitions. This will be based off my experience in fencing with sabers and arming swords.

    A style based off my German longsword system.

    One more dual style. Probably blue so you'll attack with one and cover yourself with another.

    2 saber and gun styles.

  5. SP yes.

    All the weapons share the same both_runback_2 animation.

    All the weapons have different walk_back_# animations.

     

    So I was thinking of making the run animations into "hauling-ass-like-a-mofo-jedi." And the walk animations into the run animations.  

    Then I'd make new walk back animations for the single, dual, and staff sabers.

    Use the g_speed 200 in an auto exec or bind it to a key.

     

    All that would work, but I'd lose the ability to roll while walking.

     

    This would be very similar to the original JK and MotS games.

  6. I tested out g_speed and it works!

    Changing speed only affects the player, and not the npcs.

    Changing the speed affects jump speed and walk speed, but not the roll speed.

     

    I had a neat idea while doing this: I thought about increasing the speed so that walk was the run speed, and run was very fast. This would be more like the original JK and MotS which had the play running superfast.

    This would also allow me to have custom run back animations for single, dual, and staff movement.

    The only downside is that the player cannot roll while walking. Regardless of the speed.

     

    Unless anybody knows a way to fix that?

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