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Posts posted by katanamaru
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I have a fail safe, 100% effective, anti-hate, and anti-cheat method of avoiding these types of players.
I play single player games exclusively.
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Did you get it to work?
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No they are done in Dragon. I think -37 is the default position for standing on the ground. So they'll be lower than that.
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@@Aidor this is your complete instructions. Good luck!
Hey Katanamaru, long time past since we make first animations for JA. Too bad the JK3 site (filefront) is a mess now. I never ask you how do you fix the legs animation problem on the edge of cliff.
I don't have any of the actual values hands so if I same some value just realize it is a guess.
First you have to make your stance that you want. Keep in mind that the 3/5 single saber styles use the same legs so keep them the same.
Next you'll need make a sequence that is 5 frames long. set the middle 3 animations to blend.
Now using the made up values 0, 2, 4, 6, 8 you'll need to unbind the root bone.
Move it to those positions in each frame.
From there you adjust the leg in first and last frame to be on the floor mesh.
That should be it.
I don't have my notes in front of me so I'm doing this from memory. If I get online this weekend I'll try and bring my notes.
Xeby likes this -
I always thought the 'use' key would be a good way to power up a force power. Since I can't think of a time when holding use and using a force power was ever done.
Like hold use and press force push for a super push.
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It is simple once you do it once. It uses a hex editor to change the file path.
I typed it out in detail here:
http://forums.filefront.com/sw-jk3-modding-mapping-editing/429333-sp-animations.htmlOnce you do this the cutscenes won't work in sp anymore. They play but the model will not move from where it starts in the cutscene. This also only works in sp.
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My backhand animations have the proper hand tag location. I remember doing that since I had to reset the arms for the animations and that puts them in the correct position.
I know some custom animations have different issues. The most common is the animator not making proper "legup" animations. Those are the animation that play when the character is on a slope or has a leg off a platform.
I hope they do to.
Aidor likes this -
I know what you mean about the hands. The issue is mostly JA's fault. The hand tags are off in the default stances. So when someone makes a saber held correctly in the base stances it is too low in all the other stances. But if someone makes a hilt that is held correctly in a custom stance then it is too high in the base animations.
When I did my stances, runs, and walks I'd lower the hilt in the hand. It's a cheap fix, but it works.
I plan to get back into animating if:
1. I get a better computer and a better animating program
2. someone to make it possible to add styles to both sp and mp with codes
I'm not making anymore until that becomes reality and not just possible but not implemented.
I still have a dozen or so styles I'd like to make. But I don't want to do that in Dragon anymore.
Aidor likes this -
Jaden Korr in robes. You could put all the male heads on one and the females on another. Add it to the species menu and you're set.
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Yes! The Sith deal in absolutes!
Arma3Adict, therfiles and Futuza like this -
Yeah, but it wasn't good. When I play the Dash Rendar sp level mod I'll use a Kyle or the IB Merc Kyle instead.
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That Bane is terrible! I reject it and everything TCW stands for now! There is nothing that the new movies will do that will be as bad as that!
Darth Reborn, Jolly, Arma3Adict and 2 others like this -
I'd start with Skullomania. You could use KsK H2O's Grayfox model and just reskin that. If that is fun/easy/rewarding then you could consider moving onto modelling. If it is hard/impossible then that lets you know your talents lay elsewhere.
I'm terrible at textures and drawing, but I have a good kinesology sense so I'm better at animations. Just how it is. -
Yep. JO only model.
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Between jk3 files and this site that's it basically. You could try following the saber tutorial and flipping the sabers yourself.
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There is a turtorial section on the site. That's a good place to start if you want to learn.
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Maybe if the special is blocked it could send the opponent flying backward and knock them down. That way they are a little vulnerable, but able to roll to avoid attacks.
Or set it that if the first couple of hits land this happens, but if the last few hits have more breakthrough defense power.
The idea being that if you special an opponent they have to do a hail-mary dodge to avoid it, but if they run into it they are in big trouble.
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I've added breathing to the stances before. You make a stance or take one of the default ones and make it three frames. Next you go to the middle frame and 1.raise the thoraic one unit, 2. lower the head one unit, 3. open the clavicals one unit. Then set the animation to loop and play at 1 fps in the animation.cfg. Now the character will breath while standing still. Adding it to other animations isn't possible or practical.
As for the feet floating I've noticed that the animations for running are slower in JA than in JO. So you can speed up their animations in the animation.cfg. I was going to do this, but when I set my character to use g_speed 200 the animations linked up for the slower movement.
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That all sounds fantastic! I really need to get back into JA soon.
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Sorry I haven't played any JA in a while. I kind of got bummed out when I learned the change in skeleton would make my animations no longer valid. Once the animations have been worked out I'll try and get back into it.
I'm still looking forward to your mod though!
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I like the melee idea. Be careful if you have them knock the player back. It would be a bad idea tactically to be close enough to punch a Jedi only to knock him out of attacking ranch, but have them able to be in range with their saber.
On the flip side you don't want to knock the player down every time. So a variable or random number might be a good idea here.
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Bloody dismemberment.
A sound mod with more bass.
I've seen those animations in the past, but I didn't like them so I don't remember them anymore. jk2files.com is where they'd be.
The Reborn species is Mag's mod. On this site.
TFU hud mod. Lots to chose from.
Misc .sab file edits.
Angel Soul likes this -
I like it. I'm not a fan of the saber style bar overlapping the character though.
Angel Soul likes this -
I bind my sabers and styles to one key.
bind f5 "saber kyle; setsaberstyle medium; addsaberstyle fast; addsaberstyle strong"
Now I push f5 and get Kyle's saber with the three stances I want. Style names are:
fast
medium
strong
tavion
desann
staff (I think)
dual (I think)
I don't normally add staff or dual so I'm not certain on those. Also staff and dual can't be used together.
360° rotating Staff?
in Jedi Knight General Discussions
Posted
WAT?!?!?
Are they serious? That's super silly!
I can't even think of a real way to fight with that.