well this is a whole mess of pointless debate
anyway on topic:
Model looks greta nice idea with the cape animations should be intresting to see to say the least
Of course, probably a few of those aren't actually used and maybe some are missing, but there's only so much you can do by analyzing the source code.
Also, there are a few animations that would have to be added for NPC support, and others that would be nice to have even though they are not used by the base game (but could be added via the animation features of sab files; e.g. BOTH_CARTWHEEL_LEFT/RIGHT, BOTH_ALORA_SPIN_SLASH, BOTH_PULL_IMPALE_STAB). If you want a list of those, just say so.
MUCH LOVE o/!!!!
now, i need to figure out what the abbreviations mean. i'm aware that BOTH = legs and torso together. and i'm sure i can assume that the BOTH_A1 animations are attack set 1 (light stance?) and A2 are attack set 2 (medium?) etc.
don't get me wrong fellas, this is probably going to take a while...
to make statements on past issues/questions: the model i FIRST posted, was a high poly (talking 2.5 million) sculpt in z-brush. to get as much detail as i could without textures.
i then made a low poly (around 7k) mesh, and baked the details down first to a normal, and then to an AO map which i could use for the basis of the textures.
NOW, in jka, you won't be able to get the dynamic shading from the normalmap, but the specular highlights and diffuse will be just as detailed. so while it won't look as good as it does rendered in Marmoset, it will still be a cut above the standard.
as for me having a heart? i have several, i collect them, you see...
Last edited by Almighty_who?; September 1st, 2009 at 02:01 AM.
You can use ModView to see what the animation for a certain label looks like - just use the "Sequences" branch in the right hand tree view to select one and press the play button (if you do, I'd recommend The Modview Saber - most of the animations are best viewed with an ignited saber attached to one or both hands).
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