NickR Posted November 29, 2003 Share Posted November 29, 2003 Well just looking through the WP_SaberParseParm function in the source code most of it should work or has support to work. The only thing that has been removed is the BrokenSaber1/2 option. The saber info is collected from the .sab file into a struct which is defined in the q_shared.h file (the unmodifiable file!) and both the BrokenSaber1 and BrokenSaber2 vars have been commented out. So if we need this option we'd have to find a custom way of doing it. Link to comment Share on other sites More sharing options...
razorace Posted November 29, 2003 Author Share Posted November 29, 2003 Uh, dispite claims, I'm pretty sure you can change the q_shared.h without problems. Link to comment Share on other sites More sharing options...
71M Posted November 30, 2003 Share Posted November 30, 2003 I tried posting this before, but there were some internet problems and I don't think it got through. But I was wondering, would it be possible to make a multi-colored saber staff? Ie, on one end a green blade, and on the other yellow? I tried modifying the menu scripts to do that, but methinks more than that may be required. -TiM Link to comment Share on other sites More sharing options...
razorace Posted November 30, 2003 Author Share Posted November 30, 2003 Yeah, I don't think it would be hard to do. Link to comment Share on other sites More sharing options...
NickR Posted December 2, 2003 Share Posted December 2, 2003 Yes I've added that functionality to my RGB Saber Color code. If only there was some suitable place to position the rgb sliders in the main saber menu, and we could adjust the length of the sliders themselves. Link to comment Share on other sites More sharing options...
razorace Posted December 2, 2003 Author Share Posted December 2, 2003 Well, you can free up a lot of menu space by toggling off the default blade colors area of the menu when doing RGB colors. Link to comment Share on other sites More sharing options...
Azymn Posted December 2, 2003 Share Posted December 2, 2003 And by just making the menu a bit bigger. Link to comment Share on other sites More sharing options...
razorace Posted December 2, 2003 Author Share Posted December 2, 2003 Yeah, but that would be obvious! Link to comment Share on other sites More sharing options...
Azymn Posted December 2, 2003 Share Posted December 2, 2003 Hehe, indeed...but strangely not the first idea presented. =] Link to comment Share on other sites More sharing options...
razorace Posted December 2, 2003 Author Share Posted December 2, 2003 Well, I prefer to not physically change the size of menus if I don't have to. It can cause issues with making it look right. Link to comment Share on other sites More sharing options...
keshire Posted February 12, 2004 Share Posted February 12, 2004 Let's bump this back up to the top now that the discussion is in full swing concerning it. Link to comment Share on other sites More sharing options...
Admiral Chemix Posted February 12, 2004 Share Posted February 12, 2004 I don't know much about coding or advanced scripting but I think this idea is doable possibly easy to accomplish, options in the sab file for each blade, like which show up as saber blades and which do not. Link to comment Share on other sites More sharing options...
keshire Posted February 26, 2004 Share Posted February 26, 2004 I just had an idea occur to me. Can we create a new tag to be added to new models to that we can bolt weapons and hilts onto? Like bolt_holster? Then model makers could set where the holster is themselves. It's possible that we could make this retroactive with older models. Going in and adding the tags our selves and re-weighting the model. *edit* Testing purposes, not in-game as of yet. I need to rotate the tag set for the guns though. Because they point straight out. Also ignor ethe weighting on this model I literally did it in 5 minutes. (Just ask Razor) Link to comment Share on other sites More sharing options...
Lei Hng Wei Posted February 26, 2004 Share Posted February 26, 2004 Bolting huh? Something needed when switching from two saber style to one. I'm put off when I see the left saber attached to the wrist when I grip cannon fodder. Kinda kills the screenshot moment. Link to comment Share on other sites More sharing options...
keshire Posted February 26, 2004 Share Posted February 26, 2004 Yep this method has a lot of plusses and functionality. saber/gun on each side of hip, leg, etc staff/rocket launcher draped across back. We just need a standard right now. So far Razor suggested holster_saber holster_blaster I think we need a holster_saber2, holster_staff and a holster_launcher to account for the bigger weapons and dual saber. Link to comment Share on other sites More sharing options...
keshire Posted February 27, 2004 Share Posted February 27, 2004 Link to comment Share on other sites More sharing options...
Lei Hng Wei Posted February 28, 2004 Share Posted February 28, 2004 Lookin' good. People using sword packs will love this. As for a standard, I'm right handed so for me drawing/holstering a weapon from the back would be opposite of what you have pictured. Of course I'm not the one doing the coding, so I'll let ya get back to what you're doing. Link to comment Share on other sites More sharing options...
Pnut_Man Posted February 28, 2004 Share Posted February 28, 2004 I'm thinking the holstering/'placing saber on hip' should be done through a command--emote, whatever you'd call it. You'd have some emote to place the saber on your belt, then perhaps you'd do the same command again and the saber would be back in your hand. It just seems clumsy taking your saber off and then trying to ignite it in time to parry a coming attack. Link to comment Share on other sites More sharing options...
keshire Posted February 28, 2004 Share Posted February 28, 2004 Currently we have no animation for the holstering/unholstering. BUT...You can experiment by trying different animation entries in the saber definition files under the Draw and put away entries. Link to comment Share on other sites More sharing options...
keshire Posted February 28, 2004 Share Posted February 28, 2004 As for a standard, I'm right handed so for me drawing/holstering a weapon from the back would be opposite of what you have pictured. Razor just added the code to place the saber on the tag. The tag has to be manually added to the model. SO...it's up to the model maker where the holster tags are located. I'm ambi so it didn't matter for me. Unfortunately you can't have it both ways because you can't flip models around the tag. Link to comment Share on other sites More sharing options...
Lei Hng Wei Posted February 28, 2004 Share Posted February 28, 2004 You're ambidextrous? Curse you! <shakes right fist in air> At least I didn't say something really stupid like, having both staff and rifle or more bolted to the back. "I can't see my character due to all these damn guns. First person POV it is!" Link to comment Share on other sites More sharing options...
keshire Posted February 28, 2004 Share Posted February 28, 2004 I think there was a plan to base it on the most damaging weapon not in use. But honestly I didn't think that far ahead when I came up with the idea. Link to comment Share on other sites More sharing options...
razorace Posted February 28, 2004 Author Share Posted February 28, 2004 It just occurred to me that shared tags probably won't look right because the rocket launcher's model is bigger than the others. I suggest that we maybe just have a tag for each weapon and then let the modellers decide which ones to set up for the model. Link to comment Share on other sites More sharing options...
keshire Posted February 28, 2004 Share Posted February 28, 2004 Thats a lot of tags. I guess they can choose to support certain weapons or not. Hopefully we can get around this by offsetting them from current tags. Its a lot less inconvinient that way. Link to comment Share on other sites More sharing options...
keshire Posted February 28, 2004 Share Posted February 28, 2004 Some screenshots taken of the in-game code. Lookin good. next up will be the rest of the weapons. Added in. If I'm quick enough with some models hopefully this is in by next enhanced release. We'll see though. Link to comment Share on other sites More sharing options...
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