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Basic Brainstorming: Saber Hilts/Glow/Blades/Sounds

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 razorace
02-28-2004, 5:46 PM
#51
If we decide to have both the model tags and the offsetting systems, I suggest that we have the model tags take presidence.
 keshire
03-16-2004, 11:15 AM
#52
Something Else I want to throw out there.

Customizable Player hilts.

JKA handles hilt models much like player models.

you can have several meshes in a glm and you can turn surfaces off through the skin files.

I just got done setting up a saber For InsaneSith that has two sabers in one glm seperated by skin files. The .sab has two entries pointing to these seperate skins.

I propose we expand on this by making a Customizable Player Hilt section.

Here we can add several things

a shaft category, buttons, add-ons

Sounds?
Blade Styles?
Draw and holster Anims?
If the Holster Offset code is written were you holster it?
etc
etc....

As you can see this has quite a few bonuses.
 Lei Hng Wei
03-16-2004, 5:14 PM
#53
Ooo... neato.

BTW, how's the splitting saber staff idea going? I'm sure alot of us are await the ability to switch between staff/dual/single saber styles at key stroke.

"My saber staff owns man."

"Oh yeah?"

<click> <click> VRRRMMMMM VRRRMMMMM :D
 Pnut_Man
03-16-2004, 7:17 PM
#54
If that was implemented, there would have to be some wait-period while switching from staff-dual-single, otherwise you can just say hello to abuse and exploit.
 keshire
03-17-2004, 6:26 AM
#55
I wouldn't touch staff/dual switching with a million mile pole. Balance gets thrown out the window when you do stuff like that. I would like to see breakage be re-implemented though.


As for customizable hilts, the not changing hilts till re-spawn should stay the way it is.
 keshire
03-25-2004, 10:45 AM
#56
http://mediaservice.photoisland.com/auction/Mar/20043251421388266010229.jpg)
Ignore the text at the bottom I need to add a new string for it.


http://mediaservice.photoisland.com/auction/Mar/20043257512711676098872.jpg)
This was just a template that I wrote some ideas down on.
 keshire
03-25-2004, 10:48 AM
#57
 Lei Hng Wei
03-25-2004, 5:32 PM
#58
Nice icon.

Here's an idea for broken saber staff: if your staff is completely broken, you have 5 seconds to take the dead Reborn/Cultist's saber so you don't have to go without. Maybe have the saber you chose revert after a save 'n' reload, so you don't have to finish the game with a Stinger/Guardian.
 Pnut_Man
03-25-2004, 7:53 PM
#59
I know this might be suited for a thread of its own, but I'd rather just post it here for now.

Has there been any discussion over a number of weapons you can carry at once? I've been playing CoD lately, and I really enjoy gameplay forcing players to limit their weaponary to a primary, projectile and secondary gun. Any thoughts on implementing something along these lines into OJP enhanced?
 razorace
03-25-2004, 11:12 PM
#60
I think it's a good idea. However, I beleive the limiting factor should be weigh/bulk instead of by abitary set weapon types
 keshire
03-26-2004, 4:51 AM
#61
More brainstorming on my part. Ignore unless you want to tackle it.

Things to do.

code in sab_,act_, and add_ skin parts
strip the prefix and feed them in by the skin names.
such as sab_dooku.skin should be listed as just dooku

Custom BladeStyle saber flag

code to search through the .sab's for custom blades,animations,sounds
Listed by name (packages)

Such as dooku using a custom blade and animations and sounds

It would be listed as Dooku for each taking all the modifications

An example.

saber_dooku

{
*newFlag* customSaber 1

name "Count Dooku"

soundOn "models/weapons2/saber_dooku/draw1.wav"
soundLoop "models/weapons2/saber_dooku/Loop1.wav"
soundOff "models/weapons2/saber_dooku/holster1.wav"
spinSound ""
swingSound1 ""
swingSound2 ""
swingSound3 ""
hitSound1 ""
hitSound2 ""
hitSound3 ""
blockSound1 ""
blockSound2 ""
blockSound3 ""

*newFlag* BladeStyle "models/weapons2/saber_dooku/ep2blade.jpg"

readyAnim BOTH_SABERSTAFF_STANCE
drawAnim BOTH_SHOWOFF_MEDIUM
putawayAnim BOTH_SHOWOFF_FAST
bowAnim BOTH_LK_DL_ST_S_SB_1_W
flourishAnim BOTH_SHOWOFF_STRONG
gloatAnim BOTH_FORCE_RAGE

}

As such the sound/BladeStyle/Anim option would include ALL sounds/BladeStyle/Anims defined.

The code should even list non-custom saber's sounds/BladeStyle/Anims.

anyways if everything is set up correctly with a sab_dooku.skin, act_dooku.skin, and add_dooku.skin
and several packages chosen

You should have everything listed

g_saber "saber_dooku, dooku/dooku/dooku"
g_saber_sounds, "Count Dooku"
g_saber_blade, "Count Dooku"
g_saber_anims, "Count Dooku"

other than g_saber the other cvars don't exist their just for example :)

Technically you should be able to feed in every type of saber flag into a "package"

effects would be a good example

g2MarksShade
g2WeaponMarkShader
blockEffect
hitPersonEffect
hitOtherEffect

Custom sabers should also have a default skin for the .sab
that way the it can be used by those without the mod.
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