-
Posts
615 -
Joined
-
Last visited
Everything posted by katanamaru
-
The "best" animation and stances mod?
katanamaru replied to Aidor's topic in Mod Requests & Suggestions
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. -
Actually it is because the three single saber stances have the hand tag too high. If you check the sabers in the dual stance or staff stance you'll see they are held lower. You can also use timescale commands and different camera angles to see that the sabers are held lower during all the other animations. Such as the attacks, runs, walks, force, etc. When I made my animations I moved the hand tag in each frame to be correct.
- 35 comments
-
- star wars
- lightsaber based weapon
- (and 3 more)
-
The "best" animation and stances mod?
katanamaru replied to Aidor's topic in Mod Requests & Suggestions
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. -
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.
-
Yes! The Sith deal in absolutes!
-
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!
-
[Request] Majin Buuu and Skullomania Skins
katanamaru replied to a topic in Mod Requests & Suggestions
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. -
[Request] Certain Backhand Lightsabers?
katanamaru replied to Bishwhe's topic in Mod Requests & Suggestions
Between jk3 files and this site that's it basically. You could try following the saber tutorial and flipping the sabers yourself. -
[Request] Majin Buuu and Skullomania Skins
katanamaru replied to a topic in Mod Requests & Suggestions
There is a turtorial section on the site. That's a good place to start if you want to learn. -
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.
-
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.
-
That all sounds fantastic! I really need to get back into JA soon.
-
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!
-
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.
-
Anyone recognizes these MODS for JKA?
katanamaru replied to Angel Soul's topic in General Modding Discussions
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. -
[WIP] Castlevania: Lords of Shadow HUD (JKA)
katanamaru replied to Angel Soul's topic in WIPs, Teasers & Releases
I like it. I'm not a fan of the saber style bar overlapping the character though. -
[Bug fix] Lightsaber style gets stuck
katanamaru replied to Lancelot's topic in Mod Requests & Suggestions
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. -
There is a reborn staff saber somewhere. That would be good for them. I'd say just use some of the RevanDark hilts for named npc's. They are high quality and well done.
-
How many SP players are there here?
katanamaru replied to katanamaru's topic in Jedi Knight General Discussions
So after all this time it seems SP is still enjoyed by a large part of our community! Rock on peeps! \m/ \m/ -
How many SP players are there here?
katanamaru replied to katanamaru's topic in Jedi Knight General Discussions
I believe it was corrected in the OJK mod. -
I did some reload animations way back when. We'd need individual animations for each weapon (not a big deal.) I can't contribute anything for awhile if we can no longer animate with Dragon. XSI just doesn't work well on my laptop.
- 7 replies
-
- Discussion
- JK2
-
(and 1 more)
Tagged with:
-
I'm for the idea, but I don't have anything to contribute that you two can't do already.
-
It may be. I know for sure that when you use the right to left cut the game won't play the wind up part of the animation. Easiest way to see this is use a saber with unlimited chainning and just hold left/'A' and tap the attack button. The game will skip the beginning part of the swing most of the time. I meant to bring this up in the OJK board, but forgot.
-
I also bump up rage to level 2 except for the weakest yellow JO reborn. That way they don't use rage 1 and set themselves up to die. I like to bump their hp just a tad as well because I use the mod OJP Basic v.10 with more damage and dismemberment. This way they don't die in one hit, and if I'm being harried by more than one they can get a chance to heal a bit.
-
Sp for me too. Sp has gotten a lot of love!