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Everything posted by katanamaru
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Movement/Combat animations only for specific characters?
katanamaru replied to RecklessJames's topic in Modding Assistance
Yes and I like that method. The downside is having to make multiple npcs at different power levels to fit in single player. Edit Though if you set class player then it should be ok. How'd I forget that? -
Movement/Combat animations only for specific characters?
katanamaru replied to RecklessJames's topic in Modding Assistance
If you open the assets you can see they have specific animations in them for cut scenes. These all refer back to the model.glm file. Once you hex edit the model and animations you rename the model.glm file to something like yoda_model.glm. So now the character can no longer reference the cutscene animations. -
I feel strange when I see Jaden's Force Lightning
katanamaru replied to syainkn's topic in Jedi Knight General Discussions
Small update, my lightning stance fixes your issue so long as the saber stance is balanced. It worked fine with the single and dual saber stances since mine use the same leg positions, but it was unbalanced when I used the staff style since it had different leg positions. Most likely it depends on how the torso is rotated. -
I feel strange when I see Jaden's Force Lightning
katanamaru replied to syainkn's topic in Jedi Knight General Discussions
Ok I did fix the animation. I'll message you my email and if you could email me the animation mod you want me to add it to I'll do it. I don't have internet at home and jkhub is blocked at work, so we'll have to use email. -
I think the reference to the lunge in the blue style is the crouch plus forward and attack. Not an actual lunging thrust tbh. It's pretty simple to replace that default animation with the pull and stab animation, but the attack is even more powerful! I brainstormed a one-handed style that would have thrust, but I don't think it'd be too good. Forward attack would be ok, but replacing any of the lateral moving attacks with a thrust would put the player at a disadvantage.
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I feel strange when I see Jaden's Force Lightning
katanamaru replied to syainkn's topic in Jedi Knight General Discussions
I don't have anything planned for this weekend so I'll look then. If I have a fix you want me to add it to those animations you linked? -
Yeah it's in JA. It's not playing the lightning looping animation like it's supposed to.
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What's your favorite hilt in JKA?
katanamaru replied to syainkn's topic in Jedi Knight General Discussions
Katarn or stinger from the base game. -
I feel strange when I see Jaden's Force Lightning
katanamaru replied to syainkn's topic in Jedi Knight General Discussions
I think it looks unbalanced to you because if you drew a straight line from his right leg to his hand or head the line would be leaning to the left. The only fix would be to reanimate it. I think I food that with some of the force animations in the past. I'll check them out. I know I changed the saber hand to be compatible with the staff and backhand sabers. -
Kyle Katarn doesn't actually use the force. He gives it a sideways glance and the force does what he wants it to do.
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[JAEnhanced] Enhanced Development Platform (EDP)
katanamaru replied to eezstreet's topic in Jedi Academy: Enhanced
I still use those gun animations! -
Movement/Combat animations only for specific characters?
katanamaru replied to RecklessJames's topic in Modding Assistance
Yes that is completely doable. You have to use a hex editor to make the animations and player model reference each other. There's a tutorial on the site to do that. The downside is that the modded character will not work in cut scenes. Cut scenes reference specific animations that the newly hexed character can not. I used this with my backhand animations, Link animations, and Toshi did this with his Yoda model. I learned by opening Yoda and seeing how he did it. -
[JAEnhanced] Enhanced Development Platform (EDP)
katanamaru replied to eezstreet's topic in Jedi Academy: Enhanced
I'm glad I started playing JA this winter break. I came back to see if any progress was being made for adding saber styles. I haven't animated in 10 years, but it's something I'd like to do again. -
Yeah sorry about that. I tried to update it this past fall for a winter release, but just couldn't get back into it. I've forgotten quite a bit and just didn't feel like relearning things right now. And I won't be animating until it is possible to add styles to both single and multi player. It stinks to have to decide what characters I'll have to assign what styles to.
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751 downloads
Just a slight edit to the original mod to work in multiplayer. Requested by DuskMoonrunner. Given permission by katanamaru. Edited by Circa. All players in MP will use these styles, not just you. Their sabers will not look right due to the sabers being flipped upside down in the animations. Recommended only for offline use with bots. Playing online with this will most likely lead to you getting your ass beat over and over. -
Feel free to upload it here if you like. I give full permission. I tried to update some of the animations, but just couldn't get back into it.
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Did someone know a mod which change animation for SP ?
katanamaru replied to RJA's topic in Jedi Knight General Discussions
Two new styles. https://jkhub.org/files/file/1641-katanamaru-backhand-styles/ -
SP Rapid Fire and Infinite Ammo
katanamaru replied to LordDesann's topic in Mod Requests & Suggestions
And I'm pretty sure that the 'firetime 400' above is what controls how fast you can shoot another shot. I made something like this a while ago by editing the weapons.dat file. -
Interesting and neat!
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More details please. Do you want the default saber walks? If so you need to edit the animation.cfg file in notepad. Find the animations for the staff walk which is something like: both_saberstaffwalk #then numbers# both_saberstaffwalkback #then numbers# and the default walking animations which look like: both_walk2 #then numbers# both_walk2back #then numbers# Now just copy and past the walk2 numbers over the staff ones. I prefer to use // before the animation line and just add in the new line so that if I make a mistake I can undo it easily. //both_saberstaffwalk #original numbers# both_saberstaffwalk #new values# The // tells the game to ignore that line.
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- 17 comments
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So this is the first one and you are making a follow up? Is this one JA or JO?