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Everything posted by katanamaru
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Proper Blaster Aiming Animation
katanamaru replied to CommanderAkio's topic in Jedi Knight General Discussions
Sure. It'll take me some time since I don't have internet access at home. -
Hands down best saber animations
katanamaru replied to InMyPants13x's topic in General Modding Discussions
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Hands down best saber animations
katanamaru replied to InMyPants13x's topic in General Modding Discussions
Well some dashing, stronger, and powerful animator made single and double backhand saber styles, as well as a sword and shield style. They're both on this site. -
About blasters deflection system.
katanamaru replied to Mizore's topic in Jedi Knight General Discussions
Neat idea, but multiple buttons isn't the solution. We have one hand on the keyboard and one on the mouse. I personally have force powers hotkeyed to the buttons around wasd, so using them isn't viable. Plus if I'm being mobile I won't be able to hit all the required keys. Taking my hand off the mouse for the insert, home, etc keys is also not a good idea. I'll lose my ability to turn and attack. I always thought tying the higher tiers of blaster deflection to force sense, and require the player to aim. This way it's a force power, and that requires force point management, as well as player skill to first aim at the incoming blast, and aiming at your chosen target. No more 180 degree deflection. -
Proper Blaster Aiming Animation
katanamaru replied to CommanderAkio's topic in Jedi Knight General Discussions
I made one. I gave a copy of it to Circa for the JKEnhanced mod. I use a version of it in my game. -
Single Player with Mulitplayer combat and movement
katanamaru replied to Waco's topic in Jedi Knight General Discussions
I like the slower movement speed of sp. Heck I slowed it down with g_speed 200. Makes the duels feel tighter and more confrontational. I dislike the running around while skirting outside of attack distance in mp. From what I've seen in vids. It just doesn't look like a fight, it looks more like kids running around and occasionally getting close to each other to take a swing. It might help that you can use the command g_speed # to change the running speed. The default is 250 and I use 200 to slow the combat down. I also have a key bound to switch to 400 for when I want to run across a large map with Jedi Speed. So I have: bind n g_speed 200 bind m g_speed 400 I also have a key bound already to enable cheats and such so I start at 200. bind - "helpusobi 1; g_speed 200; g_saberanimspeed 1.1" There are a couple of more commands too, but I forget what they are -
Are you using a standard keyboard? I know non English keyboards had issues with the console.
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**OFFICIAL** Dark Forces Mod revival topic
katanamaru replied to Teancum's topic in WIPs, Teasers & Releases
Once ya'll get a final version of the model done let me know. I'll try and get you some new idle, movements, shooting, and such for ya. -
Starkiller's Backhand Saber Style
katanamaru replied to ChalklYne's topic in WIPs, Teasers & Releases
Nah. That's a lot of work for some belts and such that is only on one outfit. -
JK2 JK2Enhanced Alpha 2: Upcoming
katanamaru replied to eezstreet's topic in WIPs, Teasers & Releases
If it's optional then I'm for the different ignition speeds. I'll try them, but I don't like the idea too much. -
Starkiller's Backhand Saber Style
katanamaru replied to ChalklYne's topic in WIPs, Teasers & Releases
I'm in Dragon until I get a new computer. I have no clue on cloth animations. Are they handled by the engine or by animating bones? -
Farewell jk2files.com. This was an amazing site that I used to check everyday for years. The joy of seeing some new great singleplayer level, and the eye-rolling of another jawa, reborn, or Rosh reskin. I'm really sad now.
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Make sure you don't have any other animation mods in your base (or whatever Steam uses) folder. If you're not sure if you have an animation mod already in the base folder just rename the .pk3 file by putting a few z's in the beginning of the name. The it should load last. This will cause conflicts with the animation mod in question.
- 16 comments
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- Staff
- Non Lightsaber Based Weapon
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- 16 comments
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- Staff
- Non Lightsaber Based Weapon
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(and 1 more)
Tagged with:
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I don't remember off hand where I got it. It would have been from jk2files originally. I think it is also in a large Kyle species mod here. You're right. Thing is that this is supposed to be used with melee weapons and not sabers really. The staff stance is based on how the character in Dark Souls two-hands a polearm.
- 16 comments
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- Staff
- Non Lightsaber Based Weapon
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Thanks. Though the clone wars animations were made by someone else. I can't remember his name right now.
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Indeed. I'd also like to get a new pc to use the better mod tools than Dragon. Though I've been saying that for literally years...
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I was thinking E-Web first if I make anything. That'd be easier and a good way for me to get back into it. I imagine any repulse I did right now would be pretty terrible. Though downside is when I last tried Redsaur's mod it didn't work right for me. So before anything gets made I'd have to get it working.
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Infinity Blade's Website
katanamaru replied to KyleKatarn1995's topic in Jedi Knight General Discussions
That Kyle model is still one of my favorite models. I used it for a personal skin for years. Just deactivated the collar, remove the blaster, and use the blue skin. -
Looks like the regular force push to me. Got any better pics?
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For the saber locks you can make a .sab file with a command line to make them more likely I believe. I can't remember what it is off hand. Since this is a SP mod I'm highly interested in helping with animations. I'm rusty to be sure, and I'm only interested in gameplay animations not cut scenes. Though I'm only interested in coming back if adding saber styles to SP becomes possible in practice, and not just theory. That being said, new walking and such animations are easy for me to do. I modded the basic walking and running animations to be easy to make. Less than 30 mins of work.
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Version v1
2,474 downloads
These are some stances I made for one of the Christmas White Elephant gift exchanges. I meant to upload it all those years ago and forgot. It wasn't until Ashura released the Solaire player model that I remembered these. It contains new stances for the weapons, new runs, new walks, and most importantly my sword and shield style that I made for Link from the Legend of Zelda! Sword and shield style overwrites the dual style. Have fun and don't forget to Praise the Sun! \[+]/- 16 comments
- 9 reviews
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- Staff
- Non Lightsaber Based Weapon
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Sorry, I can't help with ragdoll.
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Okay here I am. Here's a guide I wrote up on the file front forums: ___ Here is how I did it for my Galen backhand animations. 1a. Have the _humanoid.gla and animation.cfg that you want to use 1b. Have the playermodel you want to use. 2. make a new set of folders in the playermodels folders following this path models/players/_humanoid_dbgalen 3. Put the _humanoid.gla, animation.cfg, and animevents.cfg in the new _humanoid_dbgalen folder. 4. Use the hex editor HxD and open the _humanoid.gla. 5. Find the path that reads: models/players/_humanoid/_humanoid 6. Change it to: models/players/_humanoid_dbgalen/_humanoid_dbgalen 7. Save as _humanoid_dbgalen.gla 8. Using the hex editor HxD open the playermodels model.glm 9. Find the path: models/players/_humanoid/_humanoid and change it to models/players/_humanoid_dbgalen/_humanoid_dbgalen and save it (don't rename this one, make sure it stays model.glm. 10. Delete the original _humanoid.gla. Zip, pk3, and test it out. Doing this will allow you to set multiple characters to have their own animations. The only down side is that this will mess up most of the sp cutscenes. That is because the cutscenes reference the _humanoid.gla and since we just changed it to _humanoid_dbgalen.gla they will not work. It could be fixed by changing the path of all the cutscene animations but really it is not worth the effort. ___