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keshire

Latest Posts

Page: 2 of 27
Posted in: Cultist Destroyer?
 keshire
10-21-2004, 4:47 AM
#2
Would this be the use of the cultist explode animation that was never used?...  [Read More]
Posted in: Would the whip, work as a ball + chain?
 keshire
10-15-2004, 12:20 AM
#6
You'd do it as an npc so you don't have to do anything as far as initializing animations. I'm fairly sure he used the driod that gets attached to the x-wing as an example....  [Read More]
Posted in: Would the whip, work as a ball + chain?
 keshire
10-14-2004, 12:48 AM
#4
According to Unique it may be possible to attach it to the player as an npc. I have no idea how feasible that is though....  [Read More]
Posted in: Would the whip, work as a ball + chain?
 keshire
10-13-2004, 8:31 PM
#2
Yes it could. But it'd be benificial to create new anims for it to suit that theme. As far as progress, not anytime soon. The concept is sound but no one is working on it....  [Read More]
Posted in: VH_Fighters animation prob
 keshire
10-05-2004, 8:17 PM
#2
Nope, Raven only needed an open and close for the x-wing. One for landing and one for taking off. I'm sure something (code-wsie) could be setup for actual flying though....  [Read More]
Posted in: Universal Model
 keshire
09-28-2004, 8:15 PM
#7
Might as well do a custom saber along the same lines. If you would like I can contibute something I was working on. But never finished. (All the jedi council saber designs within one glm, many buttons, shafts, and grips) :)...  [Read More]
Posted in: Need some input for OJP class system
 keshire
09-13-2004, 8:35 PM
#2
Also if I may say. OJP is primarily a coding platform available for all mod makers. If the support isn't there then it is in essence a failure. Much like Nix would be if it didn't have the support from its community of coders....  [Read More]
Posted in: OJP Class system
 keshire
09-30-2004, 1:16 AM
#8
PLEASE avoid permiting any kind of class from picking up and using all kinds of weapons. Games where one can run around with 8 different weapons on one body are hard for me to become immersed in, since it's just SO impossible for anyone to be able to...  [Read More]
Posted in: OJP Class system
 keshire
09-13-2004, 8:32 PM
#6
Well if it's to be different from MB, I'd just try and drop the seige implimentation. And base it on Team FFA. AS a seperate gametype. Called TFFA - Class based. From there you can drop in your finally balanced MB classes....  [Read More]
Posted in: New saber style.
 keshire
09-10-2004, 8:20 PM
#7
Ya, but even the basic anims have graphical glitches like that. At least your own saber can't damage you. :) And its not noticeable in-game. And yep, I'll be releasing these as a developement tool along with all the other anims so that mod makers c...  [Read More]
Posted in: New saber style.
 keshire
09-09-2004, 10:01 PM
#1
Done. Here are some of the fancier moves associated with this one handed style. http://mediaservice.photoisland.com/auction/Sep/2004997297953134742050.jpg Stance http://img23.exs.cx/img23/5512/bl_r.th.gif (http://img23.exs.cx/my.php?loc=img23&...  [Read More]
Posted in: Jk2 Editing Tools .XSI Importer
 keshire
09-08-2004, 9:07 PM
#2
You need the dotxsi importer from the softimage website. It will allow you to import and export xsi 3.5 files. But as with all xsi plugins they are crap and require fiddling to get to work correctly....  [Read More]
Posted in: Pod Racer Collection (WIP)
 keshire
09-13-2004, 10:33 PM
#117
And to encourage creativity and custom podracers, Im also going to release the following: Podracer VDK (Vehicle Development Kit): 1. Example podracers 2. Podracer prefab parts 3. Skins from podracers 4. Shaders, EFX, and .veh Files 5. Small tutorial...  [Read More]
Posted in: Pod Racer Collection (WIP)
 keshire
09-09-2004, 11:14 PM
#54
maybe speeders cant have animations Sure they can, with provisions. I don't know about BOTH_A1_BL_TR But the ROOT enum would be the idle animfor it. Where as if you use the fighter class you have access to these anims BOTH_GEARS_OPEN BOTH_GEA...  [Read More]
Posted in: Pod Racer Collection (WIP)
 keshire
09-09-2004, 7:15 PM
#51
i need someone to bone, animate, and export my pods! Its not as hard as people make it out to be. You place bones where you want things to deform. Weight them so they deform correctly and smoothly. Then begin animating. Each animation can be in a...  [Read More]
Posted in: This is driving me freaking nuts...
 keshire
09-08-2004, 9:12 PM
#12
Also, the spec files are for specularity. Which is related to high much light is reflected off certain areas. The lighter the area on the texture the more light is reflected. Another fun thing is too use 3ds max and gmax to do bump mapping on the tex...  [Read More]
Posted in: This is driving me freaking nuts...
 keshire
09-08-2004, 9:09 PM
#11
The tag_blade is too high. I usually bring it donw so it starts just inside the actual model. Use md3view and show origins to see where the tag is located at and pointed at....  [Read More]
Posted in: New saber Style
 keshire
09-09-2004, 10:21 PM
#9
http://mediaservice.photoisland.com/auction/Sep/2004997297953134742050.jpg Stance http://img23.exs.cx/my.php?loc=img23&image=bl_r.gif Bottom Left to Right combo transiton attack. http://img25.exs.cx/my.php?loc=img25&image=bl_tr.gif Bottom L...  [Read More]
Posted in: Custom Animation File set available at PCgamemods
 keshire
09-15-2004, 8:18 PM
#29
All those commands are for the .car file. The one I included is exactly what you should use. The only thing that needs changing is directories where the files are stored, and the anim and gla name. When carcass starts building the glm and gla. It b...  [Read More]
Posted in: Custom Animation File set available at PCgamemods
 keshire
09-14-2004, 8:56 PM
#27
But, the orient z thing is off when you put it 24 in the car, no? Yes and no. The skeleton has to be EXACT to the root pose of the main gla. otherwise the animation will be offset and it will not merge correctly (deforming the player). The origin...  [Read More]
Posted in: Custom Animation File set available at PCgamemods
 keshire
09-14-2004, 8:52 PM
#26
Use the boneswsaber.xsi for the mesh. The reason for this is because the gla is created using the bones that the mesh is weighted to. $aseanimref_gla models/players/_humanoid/_humanoid.gla references the main gla for the way the bones hierarchy is...  [Read More]
Posted in: Custom Animation File set available at PCgamemods
 keshire
09-14-2004, 1:01 AM
#23
Once you manage to successfully get an anim merged into the game. You'll realize just how easy it actually is. And once you get to that point I'll show you some tricks that will help you out. (for use with the TMU mod) :) Make sure the first frame (...  [Read More]
Posted in: Custom Animation File set available at PCgamemods
 keshire
09-13-2004, 8:41 PM
#22
I see you figured out your other problem. :) As for assimilate. Don't use it. Its a piece of crap. Use the most current version of carcass. Carcass is a command line program. But the easiest way to use it is to set up the .car file to point to the f...  [Read More]
Posted in: Community Cooperation
 keshire
09-13-2004, 7:28 PM
#35
I didn't actually want that bit included. Keshire's just trying to cause trouble Even arguements can bring about a good discussion. Which is what all this is about. A lot of people owe you at least gratitude Razor. And unlike you I'll force the is...  [Read More]
Posted in: Community Cooperation
 keshire
09-11-2004, 2:35 AM
#29
Just to let you Know Razor, there are still people willing to help out in various ways. keshire: Razor is more than willing to accomadate people keshire: And if not I'll make him Unique1: hahaha.. you cant make razor do anything, even when its i...  [Read More]
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