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keshire

Latest Posts

Page: 11 of 27
Posted in: Prequel era asteroids beta!
 keshire
04-22-2004, 11:50 AM
#15
Rudeness and general lack of repsect should be punishable by law....  [Read More]
Posted in: New Animations WIP
 keshire
04-20-2004, 7:48 AM
#10
Also I'd like to propse some new stuff. http://mediaservice.photoisland.com/auction/Apr/20044201353864766982369.jpg A recovery time after jumps. This should eliminate the way poeple use it now. Also wind-up before jumping too. A modified force p...  [Read More]
Posted in: New Animations WIP
 keshire
04-20-2004, 3:55 AM
#9
Ya, at the moment I'm really busy here at work. And the wife is breathing down my neck at home to do some yard work. :)...  [Read More]
Posted in: Art of the Saber film
 keshire
04-13-2004, 12:01 PM
#3
I wish there where animator(S) and coder(S). But ya, seen it. And as far as moves and what not go, it would really only benefit Renegade's scripted saber locks idea....  [Read More]
Jesus Christ on a Pogo stick. If you didn't modify the model why include it in the pk3? Put up the pk3 with the skin and modified npc or vehicle files with a link to the original model. Just make sure the npc file is pointed to your new skin. or.....  [Read More]
Posted in: Brain Storming new weapon type
 keshire
04-13-2004, 7:26 AM
#17
Well let's think simpler first. Just a base setup where we can run any weapon as an animated weapon. Because I don't think the current code supports this (and it should). The best way to do this would be to have the code run the same enum that the...  [Read More]
Posted in: Brain Storming new weapon type
 keshire
04-08-2004, 10:21 AM
#8
Also on the code side of things. If I set it up so there are animations that grab. Like hooking a leg and tripping. Can it be implemented? Can hit detection be set up so different moves are done depending on how close the target is? Such as grabbing...  [Read More]
Posted in: New anim Show Case
 keshire
04-22-2004, 8:53 AM
#48
I see no reason why it can't. As long as you know how to set it up. And as far as animatable weapons go. We'll see. ;)...  [Read More]
Posted in: New anim Show Case
 keshire
04-20-2004, 7:30 AM
#44
Oh I know. I'm just saying that once you get into doing somehting that involves lots of action you'd better be a damn good animator ot its going to look like total crap. With the skeleton i set up there is no IK its only FK. So your work is cut out...  [Read More]
Posted in: New anim Show Case
 keshire
04-20-2004, 6:11 AM
#42
And here are the reference screenshots. Plus another one you may like to replace the blaster with. http://mediaservice.photoisland.com/auction/Apr/20044203436302639982287.jpg http://mediaservice.photoisland.com/auction/Apr/20044202683575120647270...  [Read More]
Posted in: New anim Show Case
 keshire
04-20-2004, 6:07 AM
#41
Yes its possible. But I don't really think it'd be worth the time to do them....  [Read More]
Posted in: New anim Show Case
 keshire
04-16-2004, 8:15 AM
#33
Hopefully when Wudan finishes Dragon, it'll be that much easier to add them in. Right now your relugated to using Max or XSI...  [Read More]
Posted in: New anim Show Case
 keshire
04-13-2004, 6:40 AM
#29
If you can find a coder who wants to work on initializing weapons that animate, then I'll finish this up. As it is its just brainstorming. More than likely this would require a whole re-write of the animation function to incorporate this. As it is...  [Read More]
Posted in: New anim Show Case
 keshire
04-13-2004, 4:28 AM
#27
Hey, yall. Back off. :) It was just a test to see if something like that could be done. I wouldn't be expecting it anytime soon....  [Read More]
Posted in: New anim Show Case
 keshire
04-08-2004, 11:44 AM
#19
That would actually be pretty easy, but ya, I don't know how practical it'd be....  [Read More]
Posted in: New JKA Anims
 keshire
04-15-2004, 1:00 PM
#59
just make many animations, then release a good package... Thats the plan. :) But RazorAce wants to concentrate on gameplay additions. And I'm kinda reliant on him to add these in. As well as there's not many coders in the community right now....  [Read More]
Posted in: New JKA Anims
 keshire
04-15-2004, 12:42 PM
#57
The problem is that every time we do something its a 10 meg download of the _humanoid.gla. Sooo, we have to make it worth it....  [Read More]
Posted in: New JKA Anims
 keshire
04-14-2004, 10:31 AM
#49
1 post more, Keshire and you're at 500!! :) And I'm only on the net at work. When i'm at home I spend my time with my wife. She'd kill me if I was always on the computer. :tsk:...  [Read More]
Posted in: New JKA Anims
 keshire
04-14-2004, 10:18 AM
#47
Also with the ledge grab I've got a nice grab, shimmy, and merc pull up (since you worked on a jedi pullup). Shoot me a pm with your email address and I'll send you the xsi if you'd like to pick off where I left off. I'm sure you have more time than...  [Read More]
Posted in: New JKA Anims
 keshire
04-14-2004, 10:16 AM
#46
Actaully a lot of the animations are divided up into torso and lower animations. That way they can mix them up. The draw/holster and shoot anims are torso I believe. But Don't qoute me on that. Also with the saber draw anim. It only plays once. So j...  [Read More]
Posted in: New JKA Anims
 keshire
04-13-2004, 1:06 PM
#40
If you really want to help the cause. You could help with some basic expansions to the player moveset. Such as improved swimming anims A forward dive where the landing can be split between ground and water. Draw/holster variations. A cool thing wi...  [Read More]
Posted in: New JKA Anims
 keshire
04-13-2004, 11:47 AM
#38
The OJP one is the one out of the Raven Model tools, only thier original xsi they used have been blanked out. But yes that is the one you want to use. Otherwise you'll encounter some nastyness....  [Read More]
Posted in: New JKA Anims
 keshire
04-08-2004, 8:36 AM
#36
Different skeleton, it runs on its own animations....  [Read More]
Posted in: My VERY FIRST skin! (well, reskin) Woohoo!
 keshire
04-14-2004, 7:26 AM
#33
What's funny is the quality compared to the Standard Raven Rosh. It makes them look un-professional....  [Read More]
Posted in: Enhanced WIP: Saber System
 keshire
04-08-2004, 8:12 AM
#51
I'm thinking that goes without saying. We don't REALLY have "the force". So we can't be expected to block like it. :)...  [Read More]
Page: 11 of 27