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katanamaru

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Everything posted by katanamaru

  1. So all the animations I've made in the past are no longer valid?! If that's the case I'll hold off on anymore animations since I can't run xsi on my 2005 laptop.
  2. I like the idea if we can get a dual phase saber. I love using those! Slightly OP with current method.
  3. Force lightning is bugged. If you use it continously with a gun or the saber holstered the loop won't play. Sorry I don't have a animation.cfg to check right now what the proper names are.
  4. It is something others are interested in, but is not high on their lists. You may have to use the key bound version in the mean time.
  5. @@redsaurus and @@eezstreet , I almost love you right now!!!! Awesome for getting that working Redsaurus! The Tavion and Desann stances work well except for a few of their two-handed attacks. So they make good place holders. Eez, I think it would be a great idea to make files to easily add new styles to the game! I may go ahead and get that new pc now so I can use xsi.
  6. So nice! Is there a way to chose where a saber is holstered? So if I'm using a shield in the left hand can I make it go to the back or disappear?
  7. I think you are right, I'm not sure about all the technical details. Attaching a separate animation gla to an npc is done by modifying it's hex address. Doing this makes it so that it can't access the cutscene animation. Default: models/players/_humanoid/_humanoid.gla Into: models/players/_humanoid_trooper/_humanoid_trooper.gla Now the new trooper npc cannot access the cutscene animations since it's hex path is different.
  8. If the cutscene uses an animation in the _humanoid.gla yes they will work. Some stages use specific animations that are not in the _humanoid.gla. Such as the one where you rescue the elders from the rancor. The level starts with Jaden hanging from a pipe. Or the tutorial level with Rosh. Those don't work with the altered animation attachment. If you don't mind skipping cutscenes then it's not really a problem. Also they are ok with player made sp level mods since they just the regular _humanoid.gla.
  9. 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.
  10. I use the one that requires binding. It works fine. That's with the animations that will be in the Jedi Knight: Enhanced mod.
  11. Chandrila. That stage was beautiful. A good mix of saber and gunplay plus the environment as an obstacle. I played the crap out of it with the demo and still like it.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. It seems work had issues with blocking sites. JKhub may be blocked again eventually. I only using it a little at a time so that it doesn't show up as much on the bandwidth.

  17. We've had debates over this. I'm going to try and come up with a good hybrid. Stand 1 is unnaturally erect. Stand 5 is ready for action. We want something in between.
  18. EP I. Dat lightsaber fight! No talking. No emotion. Just people trying to kill each other.
  19. So I'm no longer blocked at work? I wonder when this happened or how long it will last.

  20. On thursdays i come over to my parents for dinner. So that's when I catch up on statuses and ongoings here.
  21. 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.)
  22. 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.
  23. 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!
  24. 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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