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keshire

Latest Threads

Page: 1 of 1
Posted in: Texture and Model Structures
 keshire
09-22-2006, 4:49 AM
#1
Only 3 forums to choose from. Guess modding wasn't on the agenda... :) This is probably the best place for this. I'm not sure if the app that ripped textures from Star Wars 1 works with the new version so here you go. HX2 structures. There's enough...  [Read More]
Posted in: Time to move on for me.
 keshire
11-13-2004, 10:11 PM
#1
Well time to move on. :) I'm getting involved in other scenes. And hopefully some professional endeavors. At home the wife will be having a bouncing baby boy here in a couple months. As well as increase in business where I currently work. So my mod...  [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: New saber Style
 keshire
08-22-2004, 8:55 AM
#1
Hey Razor, I know your on vacation and all. But when you get back I have a new saber style to run by you. It's pretty much done. I just need to tweak it a little....  [Read More]
Posted in: Custom Animation File set available at PCgamemods
 keshire
08-13-2004, 7:10 AM
#1
I uploaded the file set I use to create custom animations at pcgamemods. Feel free to post any questions regarding it here. I would post a link but I can't get to pcgamemods while I'm at work....  [Read More]
Posted in: Enhanced/basic Idea: Animation code revamp
 keshire
05-22-2004, 2:24 AM
#1
Ok I'm storing some ideas here while I'm thinking about it. Every glm type needs to have animations initialized. weapons, players, vehicles. They also need to be more interactive. meaning all the enums with the same name should be running at the s...  [Read More]
Posted in: Cutscene Question
 keshire
05-20-2004, 8:29 AM
#1
How does the game know what gla to pull a cutscene from? Is it script related Folder name related or menu related? I'd like to make some custom anims for some cutscenes to script NPCs to use. BUT I don't want to merge it into the _humanoid.gla. A...  [Read More]
Posted in: Brainstorming: Combat animations
 keshire
05-08-2004, 12:17 PM
#1
Time for some public suggestions. Here are what you have to work with. scripted saber locks. These will randomly replace saber locks with a scripted sequence of attacks. here is an example http://www.aotctc.com/forums/files/obi_wan.gif http://ww...  [Read More]
Posted in: Block Coverage Discussion
 keshire
04-07-2004, 8:17 AM
#1
http://mediaservice.photoisland.com/auction/Apr/2004473590097327664882.jpg The diagonals and top are the current ones in-game. I added the two side ones, and I have a bottom one but I'm not sure its low enough, and/or if its needed. You'll see tha...  [Read More]
Posted in: Brain Storming new weapon type
 keshire
04-03-2004, 10:56 AM
#1
This is just a screenshot of a thoery that's being worked on. Its a lot farther down the line, but I at least want to look at some ideas. http://mediaservice.photoisland.com/auction/Apr/2004435213386709168317.jpg I'm using the rhang bone, lhang bo...  [Read More]
Posted in: Animation Question
 keshire
04-01-2004, 6:49 AM
#1
I'm getting ready to set up a ledge grab animation. How exactly should I set up the motion bone or origin? At the hands, waist, or other? Currently with the character stretched out I'm sure he'll have parts outside the bounding box. Any suggestion...  [Read More]
Posted in: New anim Show Case
 keshire
03-31-2004, 9:21 AM
#1
Some stuff I'm working on Dual Blaster Stuff for MB2 http://mediaservice.photoisland.com/auction/Mar/20043314285494658575703.jpg http://mediaservice.photoisland.com/auction/Mar/20043313258296053702066.jpg http://mediaservice.photoisland.com/auctio...  [Read More]
Posted in: New JKA Anims
 keshire
03-31-2004, 6:06 AM
#1
Ya, ya, "how many projects are you working on Keshire?" A lot... http://mediaservice.photoisland.com/auction/Mar/20043301061986998214777.jpg http://mediaservice.photoisland.com/auction/Mar/20043301042671171671282.jpg http://mediaservice...  [Read More]
Posted in: NEW ANIMATIONS IN JKA - HowTo
 keshire
03-30-2004, 12:16 PM
#1
Well its about time someone brought this to the fore front. Luckily with the help of the notables in the community. ASK, Corto, RazorAce, etc. I'm Pretty much done with a JKA animatable Skeleton. I'll be needing hosting for the xsi. And if You can...  [Read More]
Posted in: Customizable Player Hilts
 keshire
03-17-2004, 6:01 AM
#1
Customizable Player hilts. JKA handles hilt models much like player models. you can have several meshes in a glm and you can turn surfaces on/off through the skin files. I just got done setting up a saber For InsaneSith that has two sabers in one...  [Read More]
Posted in: OJP Enhanced Models
 keshire
03-05-2004, 5:02 AM
#1
http://mediaservice.photoisland.com/auction/Mar/2004358146269133053897.jpg My to do list as far as adding holster tags for OJP. Kyle Human male CPC Human female CPC Any help would be appreciated. Please list here what you will be tackling code and...  [Read More]
Posted in: OJP Visual Weapons Model Format *all please read*
 keshire
03-04-2004, 12:13 PM
#1
The OJP is currently placing in some code to make non-active weapons show. To do this we're adding in new tags to the models. bolt_holster_saber saber2 staff blaster launcher and golan If you want your models to incorporate this new feature your...  [Read More]
Posted in: OJP Visual Weapons Model Format *all please read*
 keshire
03-04-2004, 11:12 AM
#1
The OJP is currently placing in some code to make non-active weapons show. To do this we're adding in new tags to the models. bolt_holster_saber saber2 staff blaster launcher and golan If you want your models to incorporate this new feature your...  [Read More]
Posted in: Holstered Weapons... (JA)
 keshire
02-28-2004, 12:05 PM
#1
Something OJP has been working on. And hopefully we can ge the backing of some of the popular Model makers. http://mediaservice.photoisland.com/auction/Feb/20042283186642812816056.jpg I added in a couple of new tags. bolt_holster_saber saber2 sta...  [Read More]
Posted in: Hilt Showcase and WIP...
 keshire
02-14-2004, 5:13 AM
#1
http://mediaservice.photoisland.com/auction/Feb/20042148202305901060325.jpg http://mediaservice.photoisland.com/auction/Feb/20042142016552756786997.jpg http://mediaservice.photoisland.com/auction/Feb/20042141682932909507535.jpg http://mediaserv...  [Read More]
Posted in: New Saber throw Mechanic WIP/Help/Brainstorm
 keshire
01-01-2004, 8:20 AM
#1
The current saber throw mechanics are not representative of the Star Wars Universe. Currently its little more than a yo-yo. I'd like to make saber throw a single use power. You throw it and its gone. (until you force pull it back) I'd also like it t...  [Read More]
Posted in: Enhanced WIP & Brainstorming: Saber Throw Mechanics
 keshire
12-26-2003, 10:57 AM
#1
Per RazorAce I'm creating a new topic for this. Here's my proposal. (and this includes anytime the saber is not in-hand) The current saber throw mechanics are not representative of the Star Wars Universe. Currently its little more than a yo-yo. I'...  [Read More]
Posted in: Sfl_stick_on_impact
 keshire
12-05-2003, 8:27 AM
#1
//#define SFL_STICK_ON_IMPACT (1<<?)//if set, the saber will stick in the wall when thrown and hits solid architecture (good for sabers that are meant to be thrown). If I wanted to code this back in how would I go about doing it? entityState...  [Read More]
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