Notices

Go Back   FileFront Forums > The Games! > Star Wars: Jedi Knight Series > Jedi Knight III: Jedi Academy > SW:JK3 Modding, Mapping and Editing

Remember Me?

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!

Closed Thread
 
LinkBack Thread Tools Display Modes
Old October 16th, 2007   #151
I like Pikachu
 
Manganiac's Avatar
 
Join Date: September 15th, 2005
Location: Brazil
Status: Available
389 posts, 2 likes.
Rep Power: 22
Manganiac should make some friends
Default

do Animations have to follow an order?
something like "root" has to come in last, walk has to come after runing, that has to come after whatever...?
almost seens that both animations' names and the frames have to come in some order.
can anyone confirm that? I'm having trouble with my animation.cfg file now =.= (it's actually doing only one animation, but since I have so few...)

Manganiac is offline  
Old October 16th, 2007   #152
lol, I have my own Status
 
CrashmanX's Avatar
 
Join Date: March 4th, 2007
Location: The better question is where do u live?
Status: As tired as Crash
959 posts, 0 likes.
Rep Power: 0
CrashmanX needs to reconsider alot of things
Default

can i have a scaled down version of that model cause i want to be normal size with it plz?
CrashmanX is offline  
Old October 16th, 2007   #153
I like Pikachu
 
Manganiac's Avatar
 
Join Date: September 15th, 2005
Location: Brazil
Status: Available
389 posts, 2 likes.
Rep Power: 22
Manganiac should make some friends
Default

Quote:
Originally Posted by LightNinja View Post
Good stuff, I'm pretty interested in how you got the tags working though I've never looked if the tags of my animated models worked properly. The saber tag working makes me wanna do a cavern troll ..

Good job
eh, I wanted to wait for the model to come out, but this is still gonna take so loooong...
okey xP it's not a big deal, really, but I would never figure it out if I had not looked at the code, I didn't really get it, but many times it calls for the string "models/players/_humanoid" in other to check if the model is a humanoid, so all you have to do is put that in your path, you add something to the folder's name, or just slap a sub-folder: models/players/_humanoid/troll or models/players/_humanoidTroll (whatever, you pick, as long as you have "models/players/_humanoid" inside your folder's path)

Quote:
Originally Posted by {L.O.W}Light{Rank} View Post
can i have a scaled down version of that model cause i want to be normal size with it plz?
sorry, by the time I finish (if I get there, animating is giving me more pain) the model is meant to be a npc ONLY (and as far as I know Multiplayer wont let you play with npcs), other than that, it doesn't use the human(oid) skeleton(gla) anyways, so engine has 2 reasons for not let it be used in multiplayer (wont let you play with npcs, and wont let you play with non humanoid skeletons), I'm still gonna have to check on how to make it work on multiplayer, yet as a npc =.=

Manganiac is offline  
Old October 16th, 2007   #154
duck season!
 
Tobe_One's Avatar
 
Join Date: March 29th, 2006
Location: in my dream
Status: Available
243 posts, 3 likes.
Rep Power: 0
Tobe_One has disabled reputation
Default

wow very cool piccoro and beast! awesome work Manganiac
I am looking forward the Laguna model, he looks cool too keep it up!
Tobe_One is offline  
Old October 16th, 2007   #155
I like Pikachu
 
Manganiac's Avatar
 
Join Date: September 15th, 2005
Location: Brazil
Status: Available
389 posts, 2 likes.
Rep Power: 22
Manganiac should make some friends
Default

Quote:
Originally Posted by Manganiac View Post
do Animations have to follow an order?
something like "root" has to come in last, walk has to come after runing, that has to come after whatever...?
almost seens that both animations' names and the frames have to come in some order.
can anyone confirm that? I'm having trouble with my animation.cfg file now =.= (it's actually doing only one animation, but since I have so few...)
okey, sorry, my mistake, Psyko's modeling tutorial says you have to remove mesh_root from your scene if you're goin to animate (I had no idea why, so I removed while tryng to figure out the tag thing, saw no diference than put it back, now I see (my model got stuck in only one animation), doesn't make much sense but it's a fact, no mesh root for animations

Manganiac is offline  
Old October 16th, 2007   #156
Ninjonator
Purple Dragon
 
LightNinja's Avatar
 
Join Date: March 22nd, 2003
Location: Madrid, Spain
Status: Away
905 posts, 1 likes.
Rep Power: 27
LightNinja should make some friends
Send a message via ICQ to LightNinja
Default

Manganiac, if it isn't much to ask , it'd be sweet if once you've finished this project you make some kind of document with the points you've concluded, for example:

キHow I made the tags work:
(...)
キThe importance about mesh root:
(...)

Just to put everything together since you're discovering things that at least I wouldn't have the willpower to discover. Really man, pretty good job.

also you could do a model for neo dark ages ^^



- JKA MP Total Conversion -
LightNinja is offline  
Old October 16th, 2007   #157
I'm too Post to cool.
 
ブl*」ruM's Avatar
 
Join Date: November 24th, 2006
Location: Yes
Status: Yes
429 posts, 0 likes.
Rep Power: 20
ブl*」ruM has disabled reputation
Send a message via Yahoo to ブl*」ruM
Default

Pretty Interesting. Can't wait to D/L
ブl*」ruM is offline  
Old October 18th, 2007   #158
I like Pikachu
 
Manganiac's Avatar
 
Join Date: September 15th, 2005
Location: Brazil
Status: Available
389 posts, 2 likes.
Rep Power: 22
Manganiac should make some friends
Default

this one I'm having a hard time figuring it out:
tryng to make the model work it's own melee with saber animations, but he aint starting the simple attacks (actually it's the same animation slaped on all animation labels for dual stances).
Seens every animation requires an intro animation, such as, swing attack left to right ( BOTH_A6__L__R ) requires a start animation for it (BOTH_S6_S6__L), but that's not enough, cuz the model still wont perform it, so far only perform animations that do not require a previows start animation, such as: katas (BOTH_A6_SABERPROTECT).

not sure what am I missing, I gave him the stance animation BOTH_SABERDUAL_STANCE, the starting frames BOTH_S6_S6__L (thansictin from stance to attack animation), the attack animation itself ( BOTH_A6__L__R ) and the return to stance animation (BOTH_R6__R_S6).

that's happening to all simple animations, (bottom left to top right (BOTH_A6_BL_TR), top to bottom (BOTH_A6_T__B_), etc..., except the special ones (attack enemies on "both left and right" and "katas"), since it works special ones, I guess it's safe to assume I'm missing something on the animation.cfg file alone.
if anyone has a clue, plz say something... T_T

Manganiac is offline  
Old October 18th, 2007   #159
Ninjonator
Purple Dragon
 
LightNinja's Avatar
 
Join Date: March 22nd, 2003
Location: Madrid, Spain
Status: Away
905 posts, 1 likes.
Rep Power: 27
LightNinja should make some friends
Send a message via ICQ to LightNinja
Default

I've done a dummie to test this stuff, so far i've only managed to get the dummie ingame with a saber but, the saber isn't tagged at bolt_r_hand it seems it's tagged at bolt_torso_caps_hips and I don't know why.

Not only that, ingame it doesn't perfom any animation though I think it's because i'll have to put the exact name for each animation, I'm gonna try right now that BOTH_SABERDUAL_STANCE and see if it works, also I've been thinking that it'd be possible to let the npc block your saber with the animations BOTH_LK_S_S_S_L_2, BOTH_LK_S_S_T_L_1 and BOTH_LK_S_S_T_L_2. I have to take a look to the code because I want to take a look at the CLASSes.. but I don't know where to get it, if its in the SDK tell me plz ^^.

This is interesting .



- JKA MP Total Conversion -
LightNinja is offline  
Old October 18th, 2007   #160
Ninjonator
Purple Dragon
 
LightNinja's Avatar
 
Join Date: March 22nd, 2003
Location: Madrid, Spain
Status: Away
905 posts, 1 likes.
Rep Power: 27
LightNinja should make some friends
Send a message via ICQ to LightNinja
Default

Ok sorry for the double post but this is what I got. It doesn't work (only the death animation), the hilt rotates with the body but the laser blade don't... I don't know why the saber isn't at the hand because there isn't any kind of tag in the body, if you can tell me how did you make it work I'd go ahead and get to your point, form there I'd be more helpful
Spoiler:





Edit: Ok I thought that it was a liking problem since the whole body is a mesh so I took the r_hand mesh out of the body mesh and linked it to the body one, and linked the bolt_r_hand to the r_hand, but it's still the same.. well i'll work on it later I gtg good luck



- JKA MP Total Conversion -

Last edited by LightNinja; October 18th, 2007 at 07:20 AM.
LightNinja is offline  
Closed Thread

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
someone need a machine gun? F/\}{Iエ3$ ST:A2 Modding, Mapping and Editing 2 April 2nd, 2006 11:21 AM


All times are GMT -7.







   
 





This site is part of the Defy Media Gaming network

The best serving of video game culture, since 2001. Whether you're looking for news, reviews, walkthroughs, or the biggest collection of PC gaming files on the planet, Game Front has you covered. We also make no illusions about gaming: it's supposed to be fun. Browse gaming galleries, humor lists, and honest, short-form reporting. Game on!

FileFront Forums - Terms of Service - Top
Theme Selection
Copyright ゥ 2002-2016 Game Front. All rights reserved. Powered by vBulletin®
Copyright ©2000 - 2016, vBulletin Solutions, Inc.
Forum Theme by Danny King (FileTrekker), Sheepeep & Graeme(rs)
RSS Feed Widget by FeedWind