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Everything posted by katanamaru
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I was mostly certain that ALL styles did damage when in transitions. I know I've killed many enemies with transition moves. That was the bases for my idea of doing Makashi with attacks in the transitions.
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Lesser known JA Commands (SP)
katanamaru replied to eezstreet's topic in Jedi Knight General Discussions
I use a key bind for some of my sabers like this: "bind f1 saber gray; setsaberstyle medium; addsaberstyle fast; addsaberstyle strong" That way if I switch between a couple of different sabers I don't a bugged saber cycle. This resets them and gives me the styles I want. -
Jedi Academy and Jedi Outcast source code released!!
katanamaru replied to eezstreet's topic in Coding and Scripts
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 was the original idea of Open Jedi Projet (OJP), which I'd be willing to join again if we start it back up. -
I still use my original disc for the whole jk series. Heck, I bought another copy of JA when I left for the Navy so that I'd have a backup just in case. It's still in its shrink wrap.
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Jedi Academy and Jedi Outcast source code released!!
katanamaru replied to eezstreet's topic in Coding and Scripts
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. -
That's a good question. Will Disney outsource the different series or shelve them all?
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http://www.gameinformer.com/b/news/archive/2013/04/03/disney-closes-game-publisher-lucasarts.aspx Just posted. 4-3-13 so it's not an April Fool's joke.
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how long have you been moding for.
katanamaru replied to brendhanbb's topic in General Modding Discussions
OH GAWD YES!!! That's one o' my favorites! Ksk H20's I mean. There are a couple of others that weren't too great. That model with the shadowtrooper skin looked like a guy in a suit ready to throw down. Default Shadowtroopers just didn't have the right dimensions. -
Endless frustration with the SP saber system...
katanamaru replied to Dusty's topic in General Modding Discussions
So where to I go about getting a view of this code? -
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.
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how long have you been moding for.
katanamaru replied to brendhanbb's topic in General Modding Discussions
If you haven't tried it you can put your shadowtroopers skins on the Greyfox model. The Greyfox model is a mod of the shadowtrooper's mesh so everything but the head lines up. I've done that in order to make a "Super Shadowtrooper." -
Here are the fighting animations I made: http://jediknight3.filefront.com/file/Katanamaru_Backhand_Styles;117204
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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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Not exactly what I want, but you are correct. I could use timescale along with g_saberanimspeed to slow the game and speed up the swings...interesting.
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Thanks much guys! I'll give this a try and get back to you with results.
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Okay so I'm looking for a way to slow the run speed of my character and enemies down a little. Is there a console command that can do this? I know I can adjust npcs individually via their .npc file, but I'll have to adjust all of them. I don't know if this will affect the player character or not. I know there is a console command that lets me slow down the speed of all characters when they swing their saber.
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There is a samurai/ninja model that has scabbards on the back. They are part of the model. So you'd have to make a model with the scabbard and then use a mod like JA+ that could holster the sword on the back/hip.
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MUG's List of Mods EVERYONE should have.
katanamaru replied to MUG's topic in Jedi Knight General Discussions
I'm going to fix them up and submit them to the Hub. The one on filefront is: http://jediknight3.filefront.com/file/Katanamaru_Backhand_Styles;117204 -
MUG's List of Mods EVERYONE should have.
katanamaru replied to MUG's topic in Jedi Knight General Discussions
No love for the fighting styles I made? -
I have two different rifle animations. One is a less recoil one that is good for repeaters and E-11's. The second has more recoil and is better with conc's and flachettes. The pistol sets I have are a) military style (my fav), b.) original JK style, and c) The pose from the poster of Han Solo firing. I like A the most and will use that one. I'll put these in a folder for you to merge and a pre-merged, ready to go mod. You just want the gun animations and no saber stances? Oh yeah, the reload was rough so it won't be included.
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So I'm back and a little bored...
katanamaru replied to katanamaru's topic in General Modding Discussions
The normal run puts the second blade in the ground though. I'll look at pulling out my gun animations and putting them together. I'll see if they have breathing animations too. The cover as a replace to the "use + A/D" dodge sounds neat. I'll ponder that. I have two different rifle animations. One is a less recoil one that is good for repeaters and E-11's. The second has more recoil and is better with conc's and flachettes. Are people interested in new runs and walks for the dual and staffs? Give some suggestions if you are. Otherwise I'll use the ones I like. The staff is based off the one in the JK mod Saber Battle X by ShadowX. I'll get the dl from your link this weekend. Little know fact: I don't have the internet at my apartment. So I get it from friends and family. So uploads and downloads will depend on the weekend. -
Force Unleashed animations for JK2
katanamaru replied to LordDesann's topic in Mod Requests & Suggestions
In the states, Half Price Books usually has JA in the jewel case for $10. Or steam has the entire series for $20 I think. -
So I'm back and a little bored...
katanamaru replied to katanamaru's topic in General Modding Discussions
I've done plenty of walking animations. The default one's only problem for me was the arms are a little too far out. The walk I use is more like the run I did that is based off the original JK. Now the staff and dual's walking animations: *hurl*