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katanamaru

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Posts posted by katanamaru

  1. 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. 

  2. Been a while since I've shown anything:

     

    33bnvhl.png

     

    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.

  3. That fits with the Jedi theme really well. I sometimes like to rp a soldier, merc, cop, or such being trained as a Jedi. I can always just use cheats or npc files to give my character blasters. 

     

    So I'd still like to see an improvement to blasters for the player.

    Circa and Setlec like this
  4. 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!

  5. 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?

  6. 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.

     

  7. 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?

    Circa and Omicron like this
  8. 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.

  9. 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
  10. 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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