TheLiberator34 Posted May 3, 2004 Share Posted May 3, 2004 Two questions: 1) What programs do you use to put in new animations? 2) How hard is it to learn how to create new stuff like that? Other than that it looks like some awesome stuff. I'd love to be able to alter and modify the current saber styles. I really think they need some work to make it look more like real fighting and less like saber twirling. But that's just me. Link to comment Share on other sites More sharing options...
N3G1@ Posted May 4, 2004 Share Posted May 4, 2004 For animating you need at least 3dsmax R4 (R5 or R6 are a bit better and work fine too, I think...), or the more expensive Softimage XSI 3.0. Then you need the JK2 SDK (for the XSI importer-exporter plugin for 3dsmax) and the JA SDK (for carcass compiler). And at last you need both GLAmerge and Keshire's OJP skeleton to use in 3dsmax. I've never used tutorials. Just the user reference in 3dsmax. There are few things to learn. All you need is just time... Link to comment Share on other sites More sharing options...
keshire Posted May 5, 2004 Author Share Posted May 5, 2004 Needs some tweaking here and there but its progress... Link to comment Share on other sites More sharing options...
acdcfanbill Posted May 5, 2004 Share Posted May 5, 2004 nice Link to comment Share on other sites More sharing options...
Prime Posted May 5, 2004 Share Posted May 5, 2004 Originally posted by acdcfanbill nice That's for sure. This looks awesome! Link to comment Share on other sites More sharing options...
N3G1@ Posted May 5, 2004 Share Posted May 5, 2004 Incredible!! Really cool!! I think I have to make more practice... Link to comment Share on other sites More sharing options...
keshire Posted May 8, 2004 Author Share Posted May 8, 2004 Finalized.... This is for a Scripted saber lock. Instead of a saber lock occuring This will randomly replace it. Obviously this won't be the only one that would be silly. I'll be working on these and a few other combat additions for awhile. I will be doing these. Adding in melee and grab attacks into the saber attack chains/combo's And adding counter attacks after parries and blocks. Any suggestions for the mentioned additions? This should significantly round out combat. I hope to work on gun combat too eventually. Link to comment Share on other sites More sharing options...
N3G1@ Posted May 8, 2004 Share Posted May 8, 2004 Cool, COOL! KEWL! But one thing: I've replaced ages ago one of the original saber locks, with an animation, and you must watch out, because for every shot stoormtroopers will shoot, the animation will start playing, so if the stormtrooper has an imperial repeater, the animation will be always starting (making the player looking like he's trembling), and only once the stormtrooper stops firing the animation will fully play. It's the same for Saber fights, so I think you should modify some small things in the code first... Link to comment Share on other sites More sharing options...
keshire Posted May 19, 2004 Author Share Posted May 19, 2004 Something I'm working on. I still need to tweak the hands and fingers. 360 degree force push. Link to comment Share on other sites More sharing options...
Tyler_Durden Posted May 20, 2004 Share Posted May 20, 2004 I guess the animations are a good thing but for the uninitiated like me, what exactly does this mean for JA? Link to comment Share on other sites More sharing options...
keshire Posted May 20, 2004 Author Share Posted May 20, 2004 It means a wider variety of options when it comes to moves. And hopefully expanding on ideas that were not possible before. Link to comment Share on other sites More sharing options...
Tyler_Durden Posted May 20, 2004 Share Posted May 20, 2004 so basically, you could add new styles such as a fencing style or make totally new moves? That could really enhance the replayability. Whoa. Link to comment Share on other sites More sharing options...
keshire Posted May 20, 2004 Author Share Posted May 20, 2004 Yes, but thats a lot of work to add in a new style. You'd need to animate moves in eight directions. as well as transitions between them and the chained attacks, and then there's blocks, and parries, and knockaways. Basically you'd need a strong team to do something like that in a decent amount of time. In the mean time I'll stick to simple things. Link to comment Share on other sites More sharing options...
Archonon Posted May 20, 2004 Share Posted May 20, 2004 These look really good. Are you working on these animations as part of a specific mod/TC? Or will these animations be released as some kind of anim mod by themselves? Also will these replace some of the current animations or coexist aside them as some kind of special moves? Great work keshire. Link to comment Share on other sites More sharing options...
keshire Posted May 20, 2004 Author Share Posted May 20, 2004 Their work for OJP. And I haven't done any replacements yet. But I may do something with the jumps eventually though. Check out the Open Jedi Project Forum and Website Link to comment Share on other sites More sharing options...
razorace Posted May 20, 2004 Share Posted May 20, 2004 Originally posted by keshire Basically you'd need a strong team to do something like that in a decent amount of time. Basically, we'd need about one more coder and three more Keshires. These look really good. Are you working on these animations as part of a specific mod/TC? Or will these animations be released as some kind of anim mod by themselves? Also will these replace some of the current animations or coexist aside them as some kind of special moves? Yeah, we're debating how we should handle that. The problem is that with truely new animations you gotta do some code additions to be able to support them. Plus, the download will be a big one, so we gotta do stuff that will make the download worth it. Link to comment Share on other sites More sharing options...
PR-0927 Posted May 20, 2004 Share Posted May 20, 2004 Originally posted by keshire Yes my skeleton really works. Here's the ledge grab I was working on. Hopefully Razor or Renegade can do the neccessary code work to get it working correctly in game. But if I need something really different to prove my point I can always make them do the little teapot dance. Darth Malak is French?!?! Link to comment Share on other sites More sharing options...
Tyler_Durden Posted May 20, 2004 Share Posted May 20, 2004 As i am totally inept when it comes to this stuff, i was wondering, would you then be able to use the animations in the SP campaign to maybe spice up the gameplay a bit or is it strictly for MP? Link to comment Share on other sites More sharing options...
razorace Posted May 20, 2004 Share Posted May 20, 2004 It's strictly MP, unless you're willing to replace animation. Link to comment Share on other sites More sharing options...
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