Lathain Valtiel Posted June 6, 2007 Posted June 6, 2007 If we do have models, I request that one condition above all be fufilled: There better not be a dual saber bug. It utterly destroyed my enjoyment of KMan's Samus model, that bug.
razorace Posted June 6, 2007 Author Posted June 6, 2007 I assume you mean the JKO backwards compatibility issue? I agree, models with that problem shouldn't be included.
Lathain Valtiel Posted June 6, 2007 Posted June 6, 2007 It pisses me off when they release 'JA compatible' models with that bug. False labeling, that.
Johnpp Posted June 6, 2007 Posted June 6, 2007 What can they do? If a model is made for JKO, it will work in JA but with issues to the dual and staff stances. I think it is because the JO models don't have the right tags in them. Or they use the JO skeleton, which would not have the Ja animations. Either way, you could just edit them to work with Ja.
Lathain Valtiel Posted June 6, 2007 Posted June 6, 2007 Except that they weren't edited, so the point is moot. Regardless such models are retarded and should be immediately disqualified from inclusion. I'm looking at, say, Quinlan Vos.
TheShaman Posted June 7, 2007 Posted June 7, 2007 I agree. No buggy models, that totally ruins a good mod.
Johnpp Posted June 8, 2007 Posted June 8, 2007 Yeah, I do agree with you guys. Buggy models ruined MB2, for example. Of course, it may just have been me, but was the SBD, kinda, bugged? Is he meant to hold his arm over his head?
thrillhouse222 Posted June 8, 2007 Posted June 8, 2007 i'm all up for making new models and player models and hilts and all that jazz.. but who is the mapper? so far i've only heard of one...
Maxstate Posted June 8, 2007 Posted June 8, 2007 i'm all up for making new models and player models and hilts and all that jazz.. but who is the mapper? so far i've only heard of one... I might have something for you... hang on...: *real time search* http://starwars.wikia.com/wiki/Blaster Scroll down and you can select blasters by type and you have a shi'ite load of reference pics and info to go on if you're interested in that
thrillhouse222 Posted June 8, 2007 Posted June 8, 2007 you guys want those blasters made? alright... lol! blasters are easy... the hard part is getting them weighted and in game.
Maxstate Posted June 8, 2007 Posted June 8, 2007 You don't HAVE to make those, just trying to uhh get you inspired if you're not quite sure on what to do next
thrillhouse222 Posted June 8, 2007 Posted June 8, 2007 I like direction though... anything you guys give me i'll try to come up with something that will work. so if you guys have any ideas for something new to put in game... i'll work something up in max for it. hint.... new player models anybody? oops did I say that out loud?
Maxstate Posted June 8, 2007 Posted June 8, 2007 Hahaha I think playermodels are plenty... personally I feel like when we fix balance we should load the profile screen with some more usable skills for jedi, and more guns and gadgets for gunners. That blaster list that I gave you has a lot of cool stuff in it, like the arc trooper rifle, looks cool and I already have sort of an idea of what kind of effect I could make it shoot Also, we have permission to use War_Shark's DE-10 blaster pistol but Ace hasn't gotten around to implementing it, please don't forget this gun guys I went to great trouble for it
razorace Posted June 8, 2007 Author Posted June 8, 2007 I'd focus on that Y Backpack that we previously suggested for now.
Lathain Valtiel Posted June 8, 2007 Posted June 8, 2007 If I may make a suggestion, if you're gonna mount something on a back, can you make it that the holster file determines if it appears?
razorace Posted June 8, 2007 Author Posted June 8, 2007 My plan was to have it attach just like the jetpack to the player's back. If the character is configured properly to have the jetpack, they will be able to wear the backpack as well.
razorace Posted June 8, 2007 Author Posted June 8, 2007 I was planning on making it so that you couldn't have both but maybe that's too rash. What do you guys think? Would it make sense to be able to carry a Y cage and a jetpack at the same time?
Maxstate Posted June 8, 2007 Posted June 8, 2007 I'm going to stay out of this one incase I undeliberately advance my agenda
thrillhouse222 Posted June 11, 2007 Posted June 11, 2007 Hey guys... I finished the y model over the weekend. I have a pic for you at my home comp. but forgot to upload it this morning... i'll post one tomorrow for you to see.
LightNinja Posted June 11, 2007 Posted June 11, 2007 Buggy models ruined MB2, for example. Of course, it may just have been me, but was the SBD, kinda, bugged? Is he meant to hold his arm over his head? The SBD is actually a vehicle in wich you're forced to spawn in. So it has a different skeleton which mean custom animations made by the author. And the JO models have that bug because there's a bone missing on the right hand of the skeleton, or it has a different name in the JA skelleton (if i remember correctly it's the "l_hang_tag_bone"). Anyway if you wanna fix it you'll have to weight it to the JA skeleton.
razorace Posted June 11, 2007 Author Posted June 11, 2007 As I recall, the problem was a typo made in the JKA engine code. They misspelled the name of the left hand tag so it didn't convert from JKO properly.
Lathain Valtiel Posted June 11, 2007 Posted June 11, 2007 ...You're joking, right? The whole issue is a single typo they didn't fix in the patch? Wow... an you can't do anything because it's engine code, right? Wow, that SUCKS. There's really no other words for it. Wouldn't it be technically possible to take a resource editor and edit the jamp executable with it, thus fixing it? I mean it's just one string...
razorace Posted June 12, 2007 Author Posted June 12, 2007 Yeah, probably, but hex editing freaks me out.
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