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Darth Malak


ksk h2o

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Update Guys,

 

Most of the issues brought forth by beta testers have been fixed.

 

I've gotten the sounds for Malak out of the game. I alse modified some of the choke sounds with goldwave to add them the mechanic timber of malaks voice.

 

Some problems still remain.

 

I'm having some problems weighing the face bones in. They don't align very well with where the actual eyes/mouth are.

 

All the freaky bone weighing has not helped out. Next thing I'll be trying it to displace the face bones entirely to align them to the actual model surfaces... this would be the first time I would displace bone locations, so I don't know if or how well it will work.

 

Once the face bones are weighed, I think malak will be ready for a final round of betas and if no problems are found, ready for release.

 

 

I'd like to point out one thing in the OJP hilts to keshire... I was going to do it in the OJP hilts thread but there are just so many of those threads that I don't quie know which one is the right one... I'll put it in the one in showcase or modelling I guess.

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Gah...

 

repositioning bones leads nowhere. The bone positions are apparently hard coded in the gla. I can have fun putting the jaw bone next to his foot for all the game cares, the positions are ignored.

 

This means I either re-model the faces to re-position them around the facial bones or forgo facial animations.... grrrrr.

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Yep the bone positions are a part of the gla. Of course thats my main problem with doing animations. The current skeleton isn't accurate so when animations are merged with the gla there is some severe warping. But its being worked on. But this is off topic so ignore it. :)

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Well... all issues fixed to the best of my abilities and facial animations added... they're so so, but there are not that many facial animations anyway.

 

 

I'll probably have the final beta version up tomorrow for testing and if nothing else comes up, there should be a release soon.

 

cheers,

ksk

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The Pre-Release Beta is up for beta testers.

 

If they find nothing wrong with the model, it will be out tomorrow (well, it will be sent to the file sites tomorrow and will be out whenever they post it).

 

The Beta testers should try to ignore the cape clipping problems. I fixed them to the best of my ability. The Jedi Academy/Outcast skeleton was not built for characters weargin loose garments and capes and clipping is inevitable given the acrobatic moves they put in the animation.

 

Lots of sounds in game, and all from Malak himself, lots of taunts, pain chats, victory and death sounds.

 

=)

 

hare are screenies of the latest and hopefully final version:

bluex.jpg

redx.jpg

default.jpg

nomask.jpg

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I wonder what celebrities would think of this model hmmmmm

 

 

Adam West: "Diabolical...."

 

William Shatner: "My...god...this...thing...owns!"

 

Harrison Ford: "I got a bad feeling about this..."

 

Sir Wilhelm: "Aaahhhhhhhhhh!!!!"

 

Anyway, keep up the good work, we all owe you one. (Plus another for each model you make)

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here's the npc file that will be in the final release.

 

you'll be able to use "playermodel malak" to play as malak and use "npc spawn darth_malak" to summon up an evil and powerful enemy.

 

malak
{
playerModel		malak
saber			kyle
sabercolor		red
rank			captain
health			100
weapon			WP_SABER
saberstyle		1
saberstyle		2
saberstyle		3
saberstyle		4
saberstyle		5
saberstyle		7

FP_HEAL			0
FP_LEVITATION		3
FP_SPEED		2
FP_PUSH			3
FP_PULL			3
FP_TELEPATHY		3
FP_GRIP			3
FP_LIGHTNING		3
FP_SABERTHROW		3
FP_RAGE			0
FP_PROTECT		0
FP_ABSORB		0
FP_DRAIN		3
FP_SEE			1
FP_SABER_DEFENSE	3
FP_SABER_OFFENSE	3
forcepowermax		100
forceregenrate		50

playerTeam		TEAM_PLAYER
enemyTeam		TEAM_ENEMY
class			CLASS_DESANN
snd			malak
sndcombat		malak
sndjedi			malak
dismemberProbHead	55
dismemberProbArms	40
dismemberProbLegs	40
dismemberProbHands	55
dismemberProbWaist	0

reactions		4
aim			5
move			4
agression		5
evasion			5
intelligence		3

hfov			160
vfov			160
scale			110

}

darth_malak
{
playerModel		malak
saber			kyle
sabercolor		red
rank			captain
health			300
weapon			WP_SABER
saberstyle		1
saberstyle		2
saberstyle		3
saberstyle		4
saberstyle		5
saberstyle		7

FP_HEAL			0
FP_LEVITATION		3
FP_SPEED		2
FP_PUSH			3
FP_PULL			3
FP_TELEPATHY		3
FP_GRIP			3
FP_LIGHTNING		3
FP_SABERTHROW		3
FP_RAGE			0
FP_PROTECT		0
FP_ABSORB		0
FP_DRAIN		3
FP_SEE			1
FP_SABER_DEFENSE	3
FP_SABER_OFFENSE	3
forcepowermax		250
forceregenrate		50

playerTeam		TEAM_ENEMY
enemyTeam		TEAM_PLAYER
class			CLASS_DESANN
snd			malak
sndcombat		malak
sndjedi			malak
dismemberProbHead	55
dismemberProbArms	40
dismemberProbLegs	40
dismemberProbHands	55
dismemberProbWaist	0

reactions		4
aim			5
move			4
agression		5
evasion			5
intelligence		3

hfov			160
vfov			160
scale			120
yawpeed			200
walkspeed		55
runspeed		200

}

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Originally posted by ksk h2o

here's the npc file that will be in the final release.

 

you'll be able to use "playermodel malak" to play as malak and use "npc spawn darth_malak" to summon up an evil and powerful enemy.

 

malak
{
playerModel		malak
saber			kyle
sabercolor		red
rank			captain
health			100
weapon			WP_SABER
saberstyle		1
saberstyle		2
saberstyle		3
saberstyle		4
saberstyle		5
saberstyle		7

FP_HEAL			0
FP_LEVITATION		3
FP_SPEED		2
FP_PUSH			3
FP_PULL			3
FP_TELEPATHY		3
FP_GRIP			3
FP_LIGHTNING		3
FP_SABERTHROW		3
FP_RAGE			0
FP_PROTECT		0
FP_ABSORB		0
FP_DRAIN		3
FP_SEE			1
FP_SABER_DEFENSE	3
FP_SABER_OFFENSE	3
forcepowermax		100
forceregenrate		50

playerTeam		TEAM_PLAYER
enemyTeam		TEAM_ENEMY
class			CLASS_DESANN
snd			malak
sndcombat		malak
sndjedi			malak
dismemberProbHead	55
dismemberProbArms	40
dismemberProbLegs	40
dismemberProbHands	55
dismemberProbWaist	0

reactions		4
aim			5
move			4
agression		5
evasion			5
intelligence		3

hfov			160
vfov			160
scale			110

}

darth_malak
{
playerModel		malak
saber			kyle
sabercolor		red
rank			captain
health			300
weapon			WP_SABER
saberstyle		1
saberstyle		2
saberstyle		3
saberstyle		4
saberstyle		5
saberstyle		7

FP_HEAL			0
FP_LEVITATION		3
FP_SPEED		2
FP_PUSH			3
FP_PULL			3
FP_TELEPATHY		3
FP_GRIP			3
FP_LIGHTNING		3
FP_SABERTHROW		3
FP_RAGE			0
FP_PROTECT		0
FP_ABSORB		0
FP_DRAIN		3
FP_SEE			1
FP_SABER_DEFENSE	3
FP_SABER_OFFENSE	3
forcepowermax		250
forceregenrate		50

playerTeam		TEAM_ENEMY
enemyTeam		TEAM_PLAYER
class			CLASS_DESANN
snd			malak
sndcombat		malak
sndjedi			malak
dismemberProbHead	55
dismemberProbArms	40
dismemberProbLegs	40
dismemberProbHands	55
dismemberProbWaist	0

reactions		4
aim			5
move			4
agression		5
evasion			5
intelligence		3

hfov			160
vfov			160
scale			120
yawpeed			200
walkspeed		55
runspeed		200

}

I'd put malaks at 300 and darht malaks at 700... makes it more true to him ;) but then again, that's me. maybe other people wouldn't be able to kill him at that level. maybe make a hard variant for the people who play at "jedi master" difficulty? like "darth_malak_uberstrong" but catchier... or else i could just do my own and this post become pointless. eitherway, can't wait. :)
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Remember, 'malak' is the player's character and 'darth_malak' is the spawnable enemy.

 

I didn't give the player model much force or health just so that people that just wanted to play as him didn't feel like they were cheating much (it already gives them almost all saber stances).

 

As for giving darth malak 700 health... well... kyle_boss is at 300 health and posessed tavion at 400 so I was staying with what the game gave bosses as health... 700 would be wayyy wayyy too much. I could give him as much health as posessed tavion, 400, but keep in mind that he has a LOT of force power and is a very agressive dark side force user, plus he varies the four stances and throws you his saber like bat out of hell.

 

Oh and he really speaks a LOT when fighting with you in single player... I have to say I like his provocative personality. >=)

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