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SW:JK3 Modding, Mapping and Editing
Want more info about a Mod? Making a Mod? Looking for Modders, Mappers, Skinners, etc.? This is your Spot!

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Old February 8th, 2008   #331
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Default Re: Project Zero

Yes and no, actually I could put them in same download but separate them in their own pk3 files so you could delete those you dont want

blah this hud making is boring

Stop playing with yourself
Play with others
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Old February 8th, 2008   #332
lol, I have my own Status
 
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yea lol sry that its annoying

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Old February 17th, 2008   #333
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Default Re: Project Zero

So what's the status on our little endevour? I think our thread is dying.

"Well =_= BEHOLD! A PACK OF AMPHIBIOUS WARLORDS OF DARKNESS, LED BY A JABBERING IMBECILE. Anyone who dares use that phrase against me shall be met with a severed spine =_,=."

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Old April 8th, 2008   #334
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This project dead or machines still keeping it alive?
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Old April 8th, 2008   #335
Mapper and concept artist
 
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not good to bump, when the time comes, once i learn some more, x and Zero from the megaman X series will make their appearance, as for now i think the thread is dead and further bumping well we'll let the moderator take care of that if it keeps happening

Projects: GoldenEye MP, Rainbow Road N64, The Death Egg, Project Pegasus
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Old June 17th, 2008   #336
i hope you enjoy reading this
 
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ugh trying to rig the models omegasigma sent me tis a tedious task indeed

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Old June 17th, 2008   #337
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Default Re: Project Zero

Are you using 3ds to rig, or XSI Mod Tool?
(I just learned how to rig in XSI Mod Tool today).

In case of a fire, this door will be locked and cameras will be switched on for an impromptu reality show.
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Old June 17th, 2008   #338
lol, I have my own Status
 
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Default Re: Project Zero

I would like to help with this mod i just need some links for XSI and 3ds (I have GMax and some tutorials just need some help)

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Old June 18th, 2008   #339
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using XSI

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Old June 22nd, 2008   #340
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Default Re: Project Zero

I noticed that you wanted some animations to replace the current rolling ones. There is actually a much easier way to go by besides making completely new ones. That is, if you've found an anim that was already in JA that you thought was a likely candidate. I'll write it up in a step-by-step explanation:

1. Open the animation.cfg
2. Open ModView and click the extension for "Sequences"
3. Now find the animation you'd like to overwrite the default roll with.
4. Once you find it, pause the animation run and take note of the name for that animation. (i.e. BOTH_RUN1)
5. Now go back to your animation.cfg, and find the name of your anim. Now next to the name of the anim, you'll see a whole bunch of numbers (the numbers for BOTH_RUN1 are 12305 26 0 40). Copy all the numbers on the line for your anim.
6. Now find the rolling animations. They're called BOTH_ROLL_B, BOTH_ROLL_F, BOTH_ROLL_R and BOTH_ROLL_L, depending on which way the roll goes (BOTH_ROLL_F does a front roll, BOTH_ROLL_B does a backroll etc).
7. Now all you gotta do is replace the numbers of the roll, with the the ones your animation has. (i.e. if I wanted the running animation for the front roll, I'd copy 12305 26 0 40 and paste that where the numbers for the front roll was.
8. Save that, pack it all up in a .pk3 and there you have it!

Hope this will be of help. I probably made all that sound a lot harder than it really is, but I can't really see a way to simplify it any further. With that said, good luck on your project!
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