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Archangel35757

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Posts posted by Archangel35757

  1. I heard they really used the Chinese replica for Han Solo's gun. Even back then, I doubt they could get a hold on an original Mauser gun to play around with. At any rate, the E-11 is coming along just the way I want. I've modified, added and polished more details. I'm currently modeling some arms and hands for the first person view model. I'll cut down the polygonal detail for the world view.

    You should make an animation for 3rd-person where the buttstock is unfolded for a more accurate, single-shot shoulder-fire position.

  2. I wouldn't replace "heal" (just because it doesn't have a physics related affect); it should remain a force power. You should be able to heal others as well. Dtain is the darkside to heal. It should remain too... You should keep force saber throw... and a new alternative "javelin" throwing style shoukd be added (like Yoda used at the Jedi Temple).

     

    I wouldn't replace speed... I would just add your new force Levitate-- but Levitate Level 2 should be Level 1, and 3 as Level 2. Then for Level 3 you should be able to propel the object as a projectile towards an enemy.

     

    Also, if there isn't... there should be a darkside force freeze like Palpatine used when they came to arrest him.

  3. This feature can be implemented in a mod, hence not really an OpenJK goal.

     

    Loading "head-torso-legs" type md3 models requires a fair amount of extra work. And I'm not sure you could get it working easily for a map entity.

     

    Mind you, when I attempted to bring ETF over to JKA, I was able to get the md3 player models working, however it uses some extra stuff besides animation.cfg , plus you have to do some funky shit with player model entities so that the game doesn't boom on missing a ghoul2 reference. I no longer have the code so I can't check.

     

    Maybe if the models used ROFs & scripting for locomotion (if they are not a static animated assembly) and not anything like the player movement code.

  4. I admit I have been on a break lately, but have felt the want to update this ent.

     

    Atm, I've tidied up the code and:

     

    - added a LOOP flag for animation. Useful for 1-frame models

    - added USE_SKIN flag when wanting to use skin files. If not set, will use internal texture path.

    - removed startframe & endframe. added ability to set the animation to play via its number in the animation table. Default 0. (experimental)

     

    I'd like to add animation.cfg anim name reading, but not too sure how yet.

     

    I'd like to help with that... where can I get the latest DF2 code base?

  5. It would be a task of modifying misc_model_breakable to load animation.cfg.

     

    Animevents on a map ent? That may be more difficult, dunno.

     

    Loading the cfgs for md3's weren't disabled, it's the fact that ghoul2 models were set to load instead of md3 as player models. Also, Jka uses a slightly different animation.cfg than q3. Jka uses anim names, q3 uses anim numbers.

     

    If I were to attempt this... I would make them use the same style animation.cfg file as STEF and Jedi Knight.  When I renamed all of the "Grand_Pappy" root nodes to "model_root" in the Klingon dotXSI 1.1 root.xsi and animations and compiled them to GLM/GLA, I created an animation.cfg file from Assimilate and that cfg file loads the animations perfectly into MD3View with the original STEF lower.mdr and upper.mdr files.  However, this is not a top priority for me and I would be open to collaboration.  :winkthumb:

    ChalklYne likes this
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