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Wytchking

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Posts posted by Wytchking

  1. Wow I haven't been here for ages, work for MB really has got on top of me.

     

    Right BushidoBoy I wrote this http://www.moviebattles.com/forums/showthread.php?t=20526 a while ago. It goes through merging your animation with the game. If you want to implement new animations (as in completely new, never before in JA) then you'll need a coder to help you as well.

     

     

     

    Secondly JRHockney, single handed blocking anims:

     

    http://img139.imageshack.us/my.php?image=shot0203ua0.png

    http://img362.imageshack.us/my.php?image=shot0201fj6.png

    http://img398.imageshack.us/my.php?image=shot0197jz5.png

    http://img184.imageshack.us/my.php?image=shot0199yi8.png

    http://img237.imageshack.us/my.php?image=shot0195hg7.png

     

    I made a full set for MB that I can merge and give you full permission to use

  2. So, how close is it to the prototyping stage? Have you tried to replace the default ledge pull-up animation yet?

     

    I could merge it now however I'm confused as to how someone has managed to double the size of the normal _humanoid.gla (from around 20000 to 40000). I doubt you've made 20000 frames of new animations and nothing in the 30000s is referred to in the .cfg.

     

    Oh and the preblocks still trigger when close to a corpse.

  3. Haven't had much time recently so before I get swept away again

     

     

    Most recent version looks good btw (glad to see my backblocks, JackBaldy did you make a new knocked backwards animation?). Please can someone upload a fixed install, Maxstate you one has a saber glitch and there doesn't seem to be any darkside force powers (and only absorb for lightside) unless this is intended?

     

    Oh and why are there three blade mods in the stuff .pk3 and why is the humanoid.gla 40000 frames long?

  4. Yes, though I think this might just be me. I've always had a problem with OJP's bots; with issues like the bots not attacking, only going along one route etc. They seem to correct themselves after extended time. This is just the first issue that has stayed after reloading the level or proceeding to the next round. I'm currently using the latest revision, and have made no changes of my own.

  5. Siege works but its fairly pitiful currently. It doesn't seem to update with the rest of the code meaning the saber system and gunnery system is quite an old version. The bots as already posted are also unbelivably stupid (e.g. in the Hoth map they never attack the Turbolaser turrets, only ever use one tech and don't try to go through the Wampa cave) and sveral classes seem useless (e.g. classes with the concussion rifle, which is now very underpowered).

  6. It can create blend frames betwen key frames but thats it for its animation tools. 0.89 was meant to add an IPO curve editor (broken) and allow single bones to be blended (also broken).

     

    Do you think its worth me learning to animate in XSI? It has much more advanced animation tools but the method for getting animations working ingame seems extremely difficult.

  7. In my opinion the animation is good enough, but the sound needs some work. I got a sound file somewhere that modifies push and pull sound effect to the one heard in Phantom Menace. During the duel of the fates, Darth Maul uses pull to open the gate to the generator room. Later he uses push on Kenobi that throws him off the generator pit. Especially the push, it really has a BANG! quality to it. You can watch in Youtube and see and hear that sequence of the movie. I do not have the link.

     

    I personally feel the current animation isn't violent enough for what it is mean't to be but each to his own. I agree with the fact that the sound needs work, it again needs to feel like it has more power behind it.

     

    As I've said on MSN, your animations are very good. The only real comment I have is about the getting pushed anim you showed me and it's the same comment I gave you on msn; at the ends his hands and arms should slam into the floor.

     

    For the time being I'm going to leave it as is and come back to it later, once I've finished off more of the mishaps.

     

    Rock on Wytchking! Your work is appreciated.

     

    Happy to be of service :)

  8. Next week onwards I've got alot more free time. So I wanted to create a thread of animation issues that need to be looked at, whether they are creating new animations, or replacing old. Here are some of my own:

     

     

    Blocking Positions

    Already in the works is a back block animation however really one thing that lets the look of saber duels in OJP down is the fact the blocks often aren't that near to the attack. The positions themselves are quite simple to create, they're really no more than a stance. This is more a coding issue, I have no idea how hard it is to add extra positions and transitions. If someone can code in new positions I can create animations for them.

     

    Mishap Animations

    This is my main focus at the moment so I don't really need to go into much detail. Currently the animations are multi-purpose and not designed for their use. One thing I would like to ask is if it would be possible to code seperate mishap animations, in that way allowing for more than one mishap adding to the overall look.

     

    Swimming Animations

    A fairly low priority at the moment seen as they are mostly unused however anyone who has seen the swimming animations will know they are rubbish (and thats being generous). To make these look better further transitions will need to be made.

     

    Saber Transitions

    Though Maxstate has done a very good job on the transitions he is only working with what he's got. Certain transitions are not perfect, with jumps between positions and attacks for example.

     

    Ledge Grab

    The current ledge grab animations are very static, and feel very unfinished. It would also be nice to add different get up animations i.e. Obi Wan Ep1 and new drop down animations (actually letting go of the ledge on purpose)

     

    Kick

    The current kick forward animation ha a strange hop in its otion that needs to be changed in the future

     

    Force Effects

    Currently being pushed, pulled or lightninged (if thats a word) looks alrigt at best. Push and pull just don't strike me as powerful or violent enough. In the films and books the charaters are flung across rooms however the current animation makes it look more like they tripped.

    Lightninged characters seem very static for their plight. In Ep6 Luke writhes in agony. Ideally in the future I'd like to see this changed.

     

     

    Anything else? As it stands the list is quite daunting by itself, especially as I and perhaps JackBaldy (though Maxstate, it wouldn't be that much of a step up for you to learn) are currently the only ones creating totally new animations. However little by little I hope to tick off at least the first two, and if the community is not dead by then, the rest.

  9. I've finally had some more time to do these, and as suggested by Razorace I've recorded one. However whenever I try to upload a video to youtube it asks me to confirm my email, which I do, says its confirmed then asks me to do it again :mad: . Instead I've uploaded it to filefront

     

    http://files.filefront.com/dragon+2007+11+18+19+55+51avi/;9072283;/fileinfo.html

     

    Its alright but currently the way he originally spins back needs work.

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