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Everything posted by Wytchking

  1. I posted them for JRHockney's use mainly as he is in the process of coding a back block. You can view them through the program I used to create them (Dragon) or XSI. If your really interested then I'll go into more detail but really they're just slightly more polished versions of whats already been posted in .gifs
  2. http://files.filefront.com/GLAs+for+OJPzip/;8972335;/fileinfo.html I've uploaded the three back blocks I've made (single, dual and staff) as well as the mishap to filefront in a .zip. They are each seperate gla's and are labelled fairly obviously. I'm continuing work on other mishaps but am suffering from a bad case of real life syndrome at the moment that my doctors have told me should clear up by next week. Hopefully by then the coursework virus will have been beaten back and I should have short term immunity ( no coursework till near christmas).
  3. It is impossible to edit the single player engine, that is why most mods will break the single player if you try and run them simultaneously
  4. Depends on your opinion. I thought you weren't meant to resurrect old threads...?
  5. You sometimes get things like that due to movement differences in the model root bone. When blending it often jumps unexpectedly for no reason. You might want to have a look there.
  6. (Just re-used the single back block seen as the legs will be playing walking animations etc. Will change if you want this one) or another one (please post pictures for reference)?
  7. Look at the date before you post. The threads you've posted in are several years old.
  8. Look at the date before you post. The threads you've posted in are several years old.
  9. Look at the date before you post. The threads you've posted in are several years old.
  10. Look at the date before you post. The threads you've posted in are several years old.
  11. Look at the date before you post. The threads you've posted in are several years old.
  12. Look at the date before you post. The threads you've posted in are several years old.
  13. Any chance of another one anytime soon? I'd like to join in. I haven't ever really played against other humans since 0.9b (even then I didn't do it much).
  14. It doesn't take that long for a single position. It does. No worries (though it would help if you used the edit button, your cluttering the thread ) Its starting position (and therefore the legs) is taken from ingame. It would mean replacing the entire set of attack animations, which is tedious and unbelivably long work which is probably beyond my level and beyond the tool (Dragon is basic, though usable). Thanks for your comments though. Anymore?
  15. Quickly done, easy to edit. Tell me if it needs any changes. It will need coding in though. (If the GIF's too fast I'll upload another one) edit: New finishing postions (not a GIF)
  16. Its half term. At the moment I have alot of it. For the time being I'm going to try some others as I can't quite work out whats wrong with the footwork (other than it is wrong, swords people?). Oh and while browsing the animation.cfg I've noticed there's no block left or right e.g. BOTH_P1_S1_L for any stance. Anyone know why Raven didn't make one?
  17. I hope so to. Currently my animation is anything but. BTW Just edited my last post (now shows current animation).
  18. Is there a faster way of showing you animations than a GIF (I'm converting .PNGs to .GIFs using paint), especially as I managed to muck it up last time (thanks maxstate for telling people how to fix the problem, I'm unavailable most weekends so couldn't help). I've made progress and would rather not have to spend half an hour making a GIF. This has been added before several times and it never seems to look right, perhaps because it tries to emulate anime, perhaps because they create a very static position, pehaps because the animations were not designed around it. You never know, though, OJP could become famous as the first mod to have a realistic overhead stance . I also may as well put up my MSN (stephenbrown63@tiscali.co.uk) but be patient with me if I get it wrong; I only just got it and am slightly unsure of how to use it properly. edit: Here is another GIF of it Currently the animation is mediocre at best. The second step backwards is just wrong, and the footwork, generally, isn't right. I'm going to have to edit each frame seperately to get it perfect. Its something to do with the rotation. Any help here would be good .
  19. I thought I may as well start a thread about this, partly to ask for comments and suggestions (), partly to show progress This is the start of the overhead mishap. I'm going to add a step backwards to show the loss of balance. I may have to add a parry animation for it to make sense as it is meant that the opponent pushes the saber back. (BTW I'm not pleased with this animation at the moment so I may rehash it completely) Should I add another step? Do you want the animation to be as long as the current one or shorter?
  20. Ahh that explains alot. Okay I'll get to work then. Sorry for all the confusion caused. It would be good to rework all the blocking animations but I don't think I have enough time or enough patience. It could get extremely frustrating with all the tweaking needed . Perhaps in the future when I've worked alot more with the saber system and know which animation is used for what if JA hasn't died by then.
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