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That's not a bad idea. However, I know nothing about making videos and have another project that I am focusing on right now (the animations are done, I am currently waiting for some input to put the finishing touches on the mod). However, if somebody has free time on their hands and wants to make a video, I'll be more than happy to send them the model.

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HR that looks amazing. Did you change the running and walking animations to match, or are they still the same? Regardless it looks really nice ;)

 

Will it work with SS's Revan's animated robes mod? I'm asking because in the pictures it looks like you are not using the mod.

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How does combat work with this?
The same question I am curious about... how I missed this lately is beyond me, but wow that looks pretty cool! Take DI's Starkiller-inspired sleeveless robe and add those saber animations, and you have a pretty awesome cross-over mod!

 

Really neat, Hunter's Run! Glad to see that your work continues, even if it is behind the scenes :)

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I'm raising this more as a discussion-point than anything, but... in KotOR II's animations.2da, there are rows set aside for 'ready' stances for the Makashi, Soresu, Ataru, Shien, Niman and Juyo forms. There are three rows each; one for single, double, and dual-wielding lightsabers. Now, I don't know if this is possible and people far better-informed than me can probably say, but... is there any way to create animations to match these? Would it be possible to set up separate combat animation sets for each form? They wouldn't need to be all-new, (in this hypothetical magic world where creating new animations isn't a pain in the rear end :p ) as mixing some of the currently existing animation sets in could give each form a more distinctive look.

 

Like I said, I've no idea about the (im)practicalities of this - just raising it out of interest. :)

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I once considered doing that when I heard about it. I even was going to create individual stances for each one. However I soon discovered that it was for some reason hardcoded into the game. At least that's what I read.

 

The version Sithspecter has is an old one. I adjusted the attacks so they flow better. Some attacks are modified a little and some a lot. There was an issue where the twin sabers clipped through the body that has been eliminated and thanks to Sithspecter the robe flows. Also the running and walking animations are the default ones.

 

@VP- Can you take a screen shot of this issue and send it to me? I'll then compare it to the full body model and see what I can do.

 

About the TSL version. To avoid porting issues I will probably be animating them all over again so it may take a while. Unless there is unanimous agreement that it is not porting I can't really do anything about it.

 

About using this with other mods. It is okay with me, However you'll also have to ask Sithspecter as his flowing robe is included. I created the flowing robe for TSL so have a ball when it is done.

 

Sithspecter asked that I add a new line in the 2da so that you can use his mod and mine in conjunction, however I have no idea how to do that. This is one of the last things that needs to be done before the mod is released, so If you do know how to do it, drop me a line.

 

As I was writing the wall o' text I had the thought that I should really get the mod beta tested before I shove it out the door.

 

Requirements for beta testing:

 

1. You must have kotor installed. I don't know why you'll ask if you don't as this mod is only for kotor, but still....

2. I'll try to put this as nicely as possible. If you sign up just to get the mod early don't bother. If 4 out of 5 testers point out glaring issues or constructive criticism, but the the 5'th one comes back with "TEH BEST MODZ EVAH" than rest assured they will never beta test for me again.

3.Have Fun

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@VP- Can you take a screen shot of this issue and send it to me? I'll then compare it to the full body model and see what I can do.

 

 

These pictures demonstrate the issue with the lips

 

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imoX4c.JPG

impiiG.JPG

 

... and this is what the lips should look like.

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imtUwC.JPG
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I can't believe I didn't catch that :p. It just occurred to me that if I fix the full body model than it will eliminate the problems for all the models. However, if there is no problem with the full body model than it would help if I got the name of the specific head model. That way I don't have to filter through all the heads to find the one that is messed up and I can get straight to work.

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I can't believe I didn't catch that :p. It just occurred to me that if I fix the full body model than it will eliminate the problems for all the models. However, if there is no problem with the full body model than it would help if I got the name of the specific head model. That way I don't have to filter through all the heads to find the one that is messed up and I can get straight to work.

 

As far as I know, all of the female heads are like that, which leads me to believe that it indeed the body model animations (the super models).

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I come back with a request and a question. I have finished another animation/stance mod and I think it would be good if a video was taken of it. The catch is that I recently discovered I am no good at taking videos. As such if anyone has the time on their hands or the inclination to make a video please p.m. me.

 

When I made the stance mod I tweaked the animations to flow better. However they are not new attacks. The problem with new attacks is that they will be out of sync with what the opponent does. My question is that how many of you want new attacks and how many want the attacks to be in sync.

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I think that the coolness of new attacks would be absolutely ruined if they weren't synchronized. I've had a few cutscenes in the game run where the attacks were not coordinated. It looked completely ridiculous. Like, a character would "get hit" by the opponent's weapon before they even swung, and other such nonsense. But, if you could figure out the frame that the hits and parries occur on, and time yours so that they match, it could be sweet.

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