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Posts posted by katanamaru
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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...
TheWhitePhoenix likes this -
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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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.
KyleKatarn1995, TheWhitePhoenix and Merek like this -
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.
TheWhitePhoenix and swegmaster like this -
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:
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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.___
Ramikad, swegmaster, Langerd and 1 other like this -
What ^they all said.
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These are what I made. Single player only. Single and dual backhand styles
http://jkhub.org/files/file/1641-katanamaru-backhand-styles/
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That's what I think he means. It would go a long way to make adding things like saber styles easier.
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Only way I know how to is with hex editing. Dusty's method would allow more things to be added that could be used by all characters.
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I finally got it and played it!!!
So cool!!!
I got a number of bugs though.
Force powers names didn't show up in the game. Menus, data pad, or anywhere else.
Saber throw didn't work. I think it had to be rebound, but nothing worked since the name never popped up (see above). Then it would randomly throw my saber at different times.
SFX sabers didn't work.
Saber always went to first person by default. Guns would randomly go to 1st or 3rd when switching to and from sabers.
New HM Jaden conflicted with custom skins I have in the HM menu.
Couldn't get full wide screen to work.
Don't sweat these too much since I didn't test with a clean base folder. I thought I removed all potential conflicts, but I could have easily missed a few.
Katarn style was awesome!!! Let me play with it some more and I might get in touch with you about making some shooting animations. We'll also have to give it a new run sequence since it uses the default run2, which if it is modded looks odd. Should be easy for you.
Once again very awesome and don't sweat the bugs till I get better test done.
Circa likes this -
And here I am without a memory stick to download this too
I have soooo much hype for this!
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Excellent and well done!
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I really meant more for people out of the US and Europe. Some people can't get on the site because of their location.
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Hey there.
If you followed it correctly like you said you did then it should have worked. Though I couldn't get it to work for one of the Starkiller models before.
Try doing it with another model, and if it doesn't work still then try doing it with different animations.
If the process is correct then it will work. If not then it is likely the steps.
Try undoing my backhand animations and then redoing it. Or changing that model to your animations.
Could you link to my original post too please? I can't seem to find it anymore.
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There are quite a bit on jk2files.com If you can access the site that is.
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Sure. Just change the correct values and they'll all use the same animation. You can also do this in .sab files. Readyanim or something similar.
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Don't forget Deadly Sight! That was one of the coolest powers in JK and MotS.
Angel Soul likes this -
Please keep up the great work! Especially with the Let's Map idea. I've always wanted to make sp maps, but never could run the program or find specific tutorials to help.
GPChannel and Angel Soul like this -
I started in 1999 with Jedi Knight and MotS bundled together. I didn't like them at the time because the saber combat was so clunky. I was playing Tenchu on Playstation and thought it was far superior.
Went looking for cheats one night and found a grappling hook mod. Never heard of a mod before so I followed the link to Massassi.net.
0.0
There was soooo many files. They made the games so much better. My first mod I "made" was taking Saber Battle X, by ShadowX, and changing some animations and force values around.
I preorderd both JO and JA after that and have been a fan since.
Fun fact: I hated JO's saber system when I first played it. I went into MP to try it out and hated the collision system, and went back to JK after that. It wasn't until I downloaded the sp level The Ladder that I learned the SP and MP saber systems were different.
Smoo likes this -
So far as I know it is still not possible to add an animation to the game. You'd have to replace one.
I don't remember everything sab files can do off hand anymore. I do remember lots of people trying this back in TFU's hay-day. I don't think anyone got it to work.
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I'm not into animating anymore at the moment. I'm not going to pick it up again until some coders make it possible to add saber styles to single player.
These would be fairly easy to do. So if you want to learn I'll help you. Though I can only run the animating program Dragon at the moment. (Well past 9 years...) Holy smokes has it been that long!?!?
We'll start with a saber stance. I can give you a run file that is easy to manipulate in Dragon once you get that far.
Cerez likes this
JK2/3files kick the bucket
in Jedi Knight General Discussions
Posted
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.