keshire Posted February 27, 2004 Share Posted February 27, 2004 The OJP is currently placing in some code to make non-active weapons show. To do this we're adding in new tags to the models. bolt_holster_saber saber2 blaster launcher, and staff If you want your models to incorporate this new feature your going to want to add these tags in. This is an example of what I mean. It should be pretty obvious where I put the tags and how there orientated but if there's any doubt I'll put submitting an xsi with the new tags already placed to the OJP repository. Also as this is the request forum, is there anyone willing to re-rig some of the standard JKA models? I can't do it all myself. Link to comment Share on other sites More sharing options...
Lightning Posted February 27, 2004 Share Posted February 27, 2004 If only you could make it so that you could see the player getting the weapon out of the holster. Link to comment Share on other sites More sharing options...
keshire Posted February 27, 2004 Author Share Posted February 27, 2004 Well if Corto gets me his new animatable skeleton I could make that possible. Until then we just have to settle. Link to comment Share on other sites More sharing options...
El Sitherino Posted February 27, 2004 Share Posted February 27, 2004 I'm guessing this is why you haven't released your twilike This is pretty cool. what about the sword mods? would the swords attach vertical like that or would they be somewhat tilted? >_> just curious. If I had a program that could weight the JA skeleton I'd help but, alas I don't Link to comment Share on other sites More sharing options...
Azymn Posted February 28, 2004 Share Posted February 28, 2004 Yeah, it's a cool idea keshire. I wonder if we couldn't just make offsets from existing bones, so that all models are immediately compatible? Link to comment Share on other sites More sharing options...
keshire Posted February 28, 2004 Author Share Posted February 28, 2004 Yeah, it's a cool idea keshire. I wonder if we couldn't just make offsets from existing bones, so that all models are immediately compatible? You've got me at a loss, Azymn. I recall some one mentioning that you can open up an edit glm files as ASCII. But lord knows I don't know how to do it. Or do you mean code-wise? Link to comment Share on other sites More sharing options...
TK-8252 Posted February 28, 2004 Share Posted February 28, 2004 Hmm... does this work in multiplayer, single player, or both? It'd be nice if Imperial Officers could holster their pistol in single player. (HapSlash's Imperial Officer model will have a holster!) Link to comment Share on other sites More sharing options...
keshire Posted February 28, 2004 Author Share Posted February 28, 2004 Well if the source code is ever released then yes This could be for single. Otherwise multi only. Link to comment Share on other sites More sharing options...
keshire Posted February 28, 2004 Author Share Posted February 28, 2004 Code-wise it looks like model compatibility is out. But hey, hopefully we can get model makers out there to help. Oh, and we're in-game now. RazorAce had the easy part. Link to comment Share on other sites More sharing options...
Azymn Posted February 28, 2004 Share Posted February 28, 2004 Originally posted by keshire Code-wise it looks like model compatibility is out. I was speaking about doing it through the code, i'll have to check and see if there's someway to do it after i get my main stuff done. Link to comment Share on other sites More sharing options...
TPM_Montross Posted March 1, 2004 Share Posted March 1, 2004 um, wut happens when u carry 2 sabes and a pistol? Link to comment Share on other sites More sharing options...
keshire Posted March 2, 2004 Author Share Posted March 2, 2004 We're going to try and have it so higher damage weapons take precedence. Link to comment Share on other sites More sharing options...
keshire Posted March 6, 2004 Author Share Posted March 6, 2004 MMM, next model...Perfectly weighted. Luckily I learned some tricks from an old artist friend who got me into Multimedia. The fingers aren't done and I may need to tweak the tags. But here are the pics. Link to comment Share on other sites More sharing options...
keshire Posted March 9, 2004 Author Share Posted March 9, 2004 I have the Max4.2 file, xsi, and model zipped up for any that want it to help with their own models. I also gave it too Razor Ace to up to the OJP repository. Uses: bolt_holster saber saber2 staff blaster blaster2 (for dual blaster mods) launcher Golan (because its so big and would clip if attached to the launcher tag) Link to comment Share on other sites More sharing options...
razorace Posted March 9, 2004 Share Posted March 9, 2004 Originally posted by Azymn I was speaking about doing it through the code, i'll have to check and see if there's someway to do it after i get my main stuff done. It's very doable. All you'd have to do it create some ref entities for the weapons, grap some of the bone bolts and then offset them mathmatically on a per frame basis. The only reason why I don't do it myself is because I'm tired of working on it. Visual effects coding isn't my cup of tea. If you do do it, please submit the code to OJP so that we can all use it. Link to comment Share on other sites More sharing options...
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