Dest Posted September 16, 2003 Author Posted September 16, 2003 well it's usually done by having a mesh of verticies and moving the individual verticies around.
razorace Posted September 16, 2003 Posted September 16, 2003 and why does that require access to the render? So it can be done very quickly? Well, there's a downside to simply using verticies, they can result in clipping errors. With my proposed system, the clothing models would use ghoul2 collision detection and not clip very often.
Wudan Posted September 16, 2003 Posted September 16, 2003 It can be done quickly, and as Dest said - you can attach two of the vertices (or more) to some Ghoul2 tags, just like you've done in the past Razor, so I think you could do it pretty fast. I know you can draw the triangle mesh using trap_R_AddPoly (well, the function LOOKs like that ... i think), my only concern is that it is vertex lit, like the models. Dest, I've used quaternions before in my model rendering/animation playback program, just hop over to #jkacoding and we can talk 'bout stuff.
Andy867 Posted September 17, 2003 Posted September 17, 2003 Originally posted by Dest Wudan won a prize! Kudos to Wudan for winning the vote and win contest for voting:) He has won a free copy of Jedi Academy:)
Commodus Posted September 17, 2003 Posted September 17, 2003 Originally posted by razorace Lucky bastard. My thoughts exactly j/k
Wudan Posted September 17, 2003 Posted September 17, 2003 Ok ok, nuff OT posts about how great I am. Next mod contest I'll win because I'll have a mod to win it with
rut-wa jodar Posted September 17, 2003 Posted September 17, 2003 Originally posted by Dest Dest has returned. JediAcademy seems very similiar to JediOutcast... doesn't seem like they even added many new animations. I guess moding it will be the same as modding JediOutcast though. I have such an awesome mod planned for it if raven added the ability to move bones around in code. If they didn't then I have nothing. If I get the game I'd like to get in on the OpenJedi thing. Also is it just me or does JediAcademy just seem like a polished single player version of JediMod? I get the impression that they took elements from the best mods from JO, i.e Jedimod + ForceMod and slapped a price tag on it. Their are claims that Raven had come up with these ideas along time ago but the similarities between JA and the JO mods are more than coincidental IMO !
razorace Posted September 18, 2003 Posted September 18, 2003 Well, I beleive they had similar ideas because they were good ideas and was what the public wanted. It's kind of like putting windshield wipers on a car. It was the obvious next step. Now, if say, someone had invented a three bladed lightsaber and then Raven used in JKA, then you'd have something to complain about.
Matthewd Posted September 18, 2003 Posted September 18, 2003 speaking of three bladed sabers, I wonder what they'll look like, when looking at the .sab files you see that there can be up to 8 blades. I think you need to have more emitter tags on the hilt model, but I only have the demo.
razorace Posted September 18, 2003 Posted September 18, 2003 I imagine a triple bladed saber would either have a "Y" or a "T" shape to it with equally/small (one handed) or unequally/large emitters (staff/halberd). Was that vague enough?
Matthewd Posted September 20, 2003 Posted September 20, 2003 Ok I can picture the three, but how about the eight, that'd be about like a circle, saber defense would be really good.
razorace Posted September 20, 2003 Posted September 20, 2003 Imagine trying to hold that without cutting yourself
Matthewd Posted September 21, 2003 Posted September 21, 2003 Not that it would matter in the game, when doing the long jump with dual sabers your neck gets impaled.
razorace Posted September 21, 2003 Posted September 21, 2003 Well, a LOT of the animations do that. Some due to someone not testing the animation with the saber blades on and some due to the way the model "deforms" to look up and down.
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