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SW:JK3 Modding, Mapping and Editing
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Old July 11th, 2011   #1
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Default Floating Lightsabers

You know how in KOTOR 2 Darth Traya uses floating lightsabers to fight? How could I make a floating lightsaber npc, and make it take damage only when it gets hit on (or at least somewhat near) the hilt?
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Old July 11th, 2011   #2
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Default Re: Floating Lightsabers

Edit the textures of any npc so that they are all transparent, google a tutorial on alpha channels in the image editing program that your comfortable using.
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Old July 11th, 2011   #3
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Default Re: Floating Lightsabers

Ok, now I have a floating lightsaber, but is there any way to only make it take damage when it gets hit near the hilt?
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Old July 11th, 2011   #4
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Default Re: Floating Lightsabers

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Originally Posted by Nikomaru7 View Post
Ok, now I have a floating lightsaber, but is there any way to only make it take damage when it gets hit near the hilt?
Basically, no.

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Old July 12th, 2011   #5
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Default Re: Floating Lightsabers

you can't really avoid hitting the hilt without hitting the npc too.

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Old July 12th, 2011   #6
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Default Re: Floating Lightsabers

Oh, it's totally possible. You just need a player model that has a completely transparent right hand mesh and a single, tiny polygon for every other bit of the model. The chances of hitting the rest of the body is so miniscule that it might as well be just the hilt in a disembodied hand. It might also be a good idea to disable this player model in MP.

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Old July 13th, 2011   #7
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Default Re: Floating Lightsabers

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Originally Posted by Jose Carlos View Post
Oh, it's totally possible. You just need a player model that has a completely transparent right hand mesh and a single, tiny polygon for every other bit of the model. The chances of hitting the rest of the body is so miniscule that it might as well be just the hilt in a disembodied hand. It might also be a good idea to disable this player model in MP.
Actually serverside (at least for multiplayer) the model that the server uses for hit detection is kyle, hence why in jk2 if you used the kyle/fpls2 model people could still hit you. It is possible to change this in the source code afaik, but of course that would require a mod to be placed on the server.

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Old July 13th, 2011   #8
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Default Re: Floating Lightsabers

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Originally Posted by Silverfang
Actually serverside (at least for multiplayer) the model that the server uses for hit detection is kyle, hence why in jk2 if you used the kyle/fpls2 model people could still hit you. It is possible to change this in the source code afaik, but of course that would require a mod to be placed on the server.
It's reasonable to assume that since he specifically asked about an npc floating lightsaber, he wants to use it in SP. And from my 10 minutes of testing, SP uses the current model itself as the hitbox. I had to lightning the thing to death and I only gave it 100 hit points.

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Old July 13th, 2011   #9
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Default Re: Floating Lightsabers

Hmm, this is just a theroy, but couldn't you just make a lightsaber model where every attack you make acts as the duel-style kata? I don't know how this works IG, but I think you might be able to do it.
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Old July 13th, 2011   #10
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Default Re: Floating Lightsabers

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Originally Posted by Jose Carlos View Post
It's reasonable to assume that since he specifically asked about an npc floating lightsaber, he wants to use it in SP. And from my 10 minutes of testing, SP uses the current model itself as the hitbox. I had to lightning the thing to death and I only gave it 100 hit points.
SP calculates a hitbox based on the NPC height and width values in .npc files...same as how MP does it.


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