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Posts posted by katanamaru
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I really like the Luke v Vader of 5, but it was DotF that got me really into Star Wars. Sure I liked the OT, but if it was on tv I could change the channel if something better was on. After DotF I was sold on the whole saga.
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I don't have a specific character request, but what about adding more stuff to your Jaden Jedi model? For instance add the default Kyle/jedi body so all the existing reskins would work. Adding Luke, Kyle, and Qui-Gon's head to it would also cut down on work necessary. Through in you Maul and Stormie and the customization would be staggering.
That would pretty much take care of most human male request with what could be done.
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Been a while since I've shown anything:
No normal maps.
The distance between his shoulder, traps, and head looks a bit too long. Mainly looks like his traps are very low or his neck is very long. This is also apparent when you look at his unzipped robe. The hood and such should be much closer to his head.
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Instead of using Mar's torso you could use the Kyle body and legs. This would let existing Reborn-into-Maul textures work. Plus Someone could reskin that into a vest like @@Dumah 11523 wants.
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EP I. Dat lightsaber fight!
No talking. No emotion. Just people trying to kill each other.
Bane_Ross likes this -
On thursdays i come over to my parents for dinner. So that's when I catch up on statuses and ongoings here.
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I have 512 ram on my laptop. It's the only computer I have too. It hasn't been online in ~5 years. Takes literally 8 minutes to turn on (I've clocked it more than once.)
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No.
I tried to install it when it when I learned about the builds, but it was too difficult for me. Now I'm waiting for a version 1 when there will be a proper readme.
I am really looking forward to using it though! All the sp fixes I read about are fantastic! Good job to all those involved!
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Let's not go so far as to remove the blasters.
I'm against the whole idea of limited weapon pickups that modern games use. I like having a full arsenal to play with. Picking up new guns/blasters and more ammo was the equivalent of leveling up in fps for years. I don't really want to see it go.
I also don't think we should remove blasters for 2 reasons:
1. Some maps (and user made maps) require blasters. Removing them could/would cause issues.
2. It would conflict with how some of use want to play. Mandalorian says he uses them with his base game, and I like to rp a character who uses guns and such on occasion. Why mod a feature out when people that don't like them just don't have to use them?
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Guns only need to be used in speedruns for blowing up trip mines.
Same for base. It's possible to go through the whole game without using a gun at all. And that makes me a little sad because that means I have options, but they suck.
Setlec likes this -
That's one of my points I planned on making. I'm not personally too hung up on guns not working on the saber enemies. Sure it'd be nice if they had to play by the same rules.
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1. What does this mean?: [sP] + gamecode: Added cg_smoothCamera (default 1)
2. What does this mean?: [sP] + gamecode: Added cg_dynamicCrosshair (default 1)
3. There is a bug in SP when using force lightning with the saber holstered or with a gun where the BOTH_LIGHTNING_HOLD animation/loop will not play. Is this fixed? I didn't see it in the change log.
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So when I play JA I have a hard time justifying the use of guns. The saber even at defense 1 can block most shots. So I thought this idea up some time ago.
Make saber defense tied only to saber vs saber combat.
Make force sense tied to saber vs guns/blasters.
There's plenty of other tweaks I could post and we could discuss, but they all are based off this idea being accepted. So what says everyone?
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I've noticed that the fingers are gripping too tight on the sabers, so you may want to check that out also.
That's fixed in all my stances within reason. Some hilts are thicker/thinner than others.
Yeah, why the r_hang_tag_bone is floating way above the right hand is beyond stupid, I feel like fixing it now though would mess up so many custom sabers though.
Yeah, damned if I do, damned if I don't. I think I will fix it though. Since it's a small adjustment and it seems people also make their sabers look good in the dual style.
@@katanamaru thanks man, it would be great to see some progress! You could also potentially be making some animations to work with the holster code as well, but we can figure that out when we come to it.
Also, if @@eezstreet wants to chime in here with what he wants done as far as the JK2 side for animations goes, that would be good.
Let me know about what is necessary for holsters. I'll work on some of the things that are still on my to do list.
Any chance we'll be getting dual pistols? Long time ago Eez asked me about those.
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The feet turning are not used with player models in sp. I'm not sure what enabling would do to the new animations, but I think everything from the waist would be ok. Just like how it is with the legup positions.
I've been bad and haven't even booted up my laptop in months. First training for the tournament and then Dark Souls 2 have kept me away.
I may have to give myself a goal of at least one animation a week. Most of these are easy so if I get in the groove I should crank them out.
Here's another question: should I correct the hand tag positions? For whatever reason the default stances have messed up hand tags. Some authors took this into account when they tagged their saber models. I adjusted for this in my custom stances, but that seems like a lazy fix.
If you want to easily see what I mean give yourself two of the default single sabers. Then look at the right saber. Take notice of where it is gripped and then switch to the single style. The character grips it stupidly at the bottom. Also noticeable in the default run position when compared to a single stance.
Circa likes this -
The only downside to modifying the .sab files it this isn't going to mesh with some of the user made sabers. I've known this for a while and was trying to think up a solution to this before posting, but I haven't been able to.
All the mission stuff and force power bonuses sound good.
I've made some npc changes to my own game. I gave most of the saber users heal 3 so they could heal like I could. I make sure none of the main saber wielding opponents have rage 1 since that leaves them with 1 hp.
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For some reason I don't really want to see any of those. They could all make sense depending on your mod though.
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I'd probably donate to help out. If I ever do get a new pc I'd donate for sure to play with you peeps!
Circa likes this -
A server for files or for mp games?
Or both?
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The armor on the shoulders looks like it would hit the torso armor and restrict movement.
Not a huge issue for the game really, but just thought I'd point it out.
The belt comments are also good.
Great work all around!
Realistic Stormtrooper Stances
in Mod Requests & Suggestions
Posted
I can attach seperate animations to all the characters (some custom models don't work for some reason).
The downside is that if there are any cutscenes with with troopers that use unique animations they will just stand there in the root pose.