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Posts posted by Wytchking

  1. Anyway, about the stumble animations. They're called the "knockback" animations in the engine and are labelled BOTH_KX_XXXXXX. The first X is the saber style being used (1-7) and the other Xs are the saber position where the stumble occurred. There's 8 positions total


    Got them, though there only seem to be ones for K1, K6 and K7 and only 6 positions for each? (Do you also want work on the Vs? V6 18830 - 18910, V7 18910 - 19008 and V1 mixed in with the Ks. They have eight different animations so were you referring to these?)


    BOTH_K1_S1_BL 8146 10 -1 20

    BOTH_K1_S1_BR 8156 10 -1 20

    BOTH_K1_S1_B_ 8166 15 -1 20

    BOTH_K1_S1_TL 8181 13 -1 20

    BOTH_K1_S1_TR 8194 14 -1 20

    BOTH_K1_S1_T_ 8208 13 -1 20

    BOTH_K6_S6_BL 8221 11 -1 20

    BOTH_K6_S6_BR 8232 8 -1 20

    BOTH_K6_S6_B_ 8240 11 -1 20

    BOTH_K6_S6_TL 8251 8 -1 20

    BOTH_K6_S6_TR 8259 15 -1 20

    BOTH_K6_S6_T_ 8274 12 -1 20

    BOTH_K7_S7_BL 8286 14 -1 20

    BOTH_K7_S7_BR 8300 14 -1 20

    BOTH_K7_S7_B_ 8314 11 -1 20

    BOTH_K7_S7_TL 8325 14 -1 20

    BOTH_K7_S7_TR 8339 14 -1 20

    BOTH_K7_S7_T_ 8353 11 -1 20


    These are the Ks in the animation.cfg I could find. I can't believe I missed them when I first looked.


    I'd focus on the stumble animations, adding them in wouldn't require any code work and they'd be much easier to test ingame


    Check. Once this is cleared up I'll start work. Perhaps I'll get a chance to revist my swimming animation in the future.

  2. I wasn't aware that there were maps where swimming was really used


    It is in the Yavin training map but generally they aren't used as they are pathetic. (DarthDie is there a chance you could explain how to code new animations to me as I've always wanted to do it but never got round to it)


    What was your question and where?


    Sorry to hear you were ill. I was wondering what are the names of the current stumble animations (I can't find them) so I can take refrence from them. Then, with a bit of luck, they should fit seamlessly into the game (I asked in the Reacting to Damage thread as part of another post). I also wanted to check that the stumble animations are the ones you get with a high mishap when an opponent blocks you.


    So should I continue with this or focus my efforts on the stumble animations? (I've got alot more spare time over the next two weeks due to half term)

  3. Well after not getting a response on the current stumble animations I searched around the forum for the old animation threads. Swimming Animations came up.




    Here is a new swim forward animation in GIF format. I don't think its great so I would most likely redo it for release, it just a question of whether you want it.


    However to really get this to work new animations will have to be coded such as four transitions (backwards, up, down and forwards) as well as up, down and forward swimming.


    It would also be nice to have surface swimming animations and transitions when running into the water or hitting the water.

  4. Also, I hope everyone on your team has agreed to it


    Its still up in the air but I personally will fight for it. Though the Clone Wars Mod (it use to be the RC mod) is actually quite old no details seem to have ever been confirmed. I only became part of the team recently, and there's actually been quite alot of activity recently


    we could use some better stumble/stunned animations


    I'll give it a go, but first could someone just name a few of the current stumble animations as I can't seem to find them!? (I know there around here somewhere...:headbump) Just so I can get the exact positions to start from so they should (with luck) fit in seamlessly.

  5. I'm willing to animate for you (I did mention it when trying to help Bushido Boy in the Calling Maxstate thread) if you think any animations I make will get added. It would help though if you posted what you want done :) . Hopefuly it will also tie in with my work on the Clone Wars Mod as I believe we are basing our saber system of yours (with your permission of course)

  6. where do i get that?


    As I said in my post it is in the 0.7 version of Dragon and I think it is also somewhere in Wudan's forum.


    As for merging animations from the different mods you could just use the merger however you will merge every animation in both glas e.g. if you merged MB2 and Chaos Force's gla's you'd get two copys of each of the basic animations as well as a gla with around 40,000 frames.


    If you follow my post and the dragon tuitorial you should be able to extract seperate parts of the gla's and merge them, reducing you file size considerably. What do you plan to do anyway?

  7. Taking out animations and editing them is easy. First go here and get Dragon (Wudan's Forum). 0.89 is the most ecent though I prefer 0.7. Extract Dragon, put the _humanoid.gla in the folder then point the avatar file to it. Then ,when in Dragon, bring down the console (~ key) and type "impframe <frame number> <number of frames>" replacing the <> with your details then edit away.


    As for putting them back again or into another GLA I think it would be best if you looked at this manual as it explains it quite well (its how I learnt). The section on it is at the bottom. GLA Merge comes with 0.7 or there is a link in the forum.


    This is the only way I know of 'switching' animations between GLA files.


    I haven't kept myself busy with .gla's (yet) but I think if you want to use them the easiest is to use the GLA merger thingy and then just level out the anim.cfg additions with each other.[/Quote]

    I'm not sure what you meant by this Maxstate but if it works please tell me because it sounds alot easier


    If you need some tips on the basics of Dragon look in the manual, around the forum or post again here and I'll help if I can.


    BTW if there are any specific animations that this mod needs doing that will actually get implemented (not redoing the whole saber system style thing but more death animations etc.) I'll have a go. I can't promise anything as I'm currently animating for the Clone Wars Mod (any coders, modelers etc. would be appreciated) but I'll try.

  8. Jump:

    Less forward momentum and more height.


    I have always felt that there should be two types of jump, one forward (momentum) and one up (height), up when standing still and forward when running forward.



    Maximum ammo pool of 300 bullets, divided by 6 clips of 50 bullets. Regeneration is non-existant, player starts with 100 for level 1, 200 for level 2, 300 for level 3 and can buy additional ammo with a seperate skill. I mean, if one clip can hold 300 bullets, then another can as well right? rolleyes


    I personaly agree with this and feel like this is the most "realistic" if that word applies in Star Wars


    Pistol stun:

    Should be a level 3 power, considering this thing has infinite ammo and allows you to floor jedi by spending only a single point...


    I feel this should be given to the E-11 to tie in with A New Hope, and the pistol should do a burstfire of three shot's



    Should be slowed down a bit(abused a lot) - I can take care of this.


    I don't agree with this as kick is hard enough to land as it is (hitboxes?)

  9. Animations are played with a saber block is broken


    Interesting... What does the animation look like? I may have just missed it. What seems to happen is that one of the people in the lock does the saber lock finishing move thing and the other is suddenly a few feet away and is allowed total freedom of movement.

  10. I to like Kyle's fatigue ideas (though I think something similar has been suggested before) and I don't mind the idea of Ironsights but I believe that Ironsights would be too much work for too little gain as none of the current gun models have particularily good sights. One thing here is if this is implemented should force still be a kind of stamina bar as this does not make much sense for gunners or should a true stamina bar be added?

  11. What kind of improvements?


    Currently the bots constantly attack fake (I think thats right) and never kick

    Never use guns or force powers (as I have already said in a different thread)

    and their bot routing is fairly pathetic and very predictable with with the bots using only a few of the many routes through even the basic maps (though I was going to try and help correct that over my half term in a couple of days if my laptop holds together long enough)


    As for futher ideas for the NPCs perhaps make some of the bounty hunter NPCs, for example, have a chance of running wjen you draw your lightsaber (alluding back to Kyle's comments in your initial force training)

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