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keshire

Latest Posts

Page: 20 of 27
Posted in: Single Player Saber Hilts
 keshire
01-14-2004, 6:47 AM
#3
The proper names are located in the .sab files for the corresponding saber. The reason some show in single and some don't is because single doesn't scan for new .sab's. So you have to edit additional menu and string files to make them show in single...  [Read More]
Posted in: Saber System Redux
 keshire
01-20-2004, 5:56 AM
#10
Well we currently have three saber system threads open, and I'm sure everything being proposed by Razor or Renegade is being worked on. So have a look. Enhanced WIP: Saber System (http://www.lucasforums.com/showthread.php?s=&threadid=120027) E...  [Read More]
Posted in: Saber System Redux
 keshire
01-14-2004, 9:20 AM
#5
Yep its done that to me so far. Nothing like being trapped in an elevator with one or more people....  [Read More]
Posted in: Saber System Redux
 keshire
01-14-2004, 3:21 AM
#3
Now that your back I've seen some issues with some of the current stuff. Your new bounce on bodies code throws any stab-like attacks into quite ugly mirrored attacks. This includes the roll-stab and lunge. The other attacks seem just fine. also the...  [Read More]
Posted in: I play JA and my age is....?!
 keshire
01-14-2004, 8:03 AM
#41
24, and like most I see myself playing till I'm dead and buried. You'll have to pry the mouse out of my cold dead hands. Rigamortis will still be clicking away firing shots. Heck, I may even score a few kills after I've passed away. To bad my wife...  [Read More]
Posted in: scripting questions
 keshire
01-07-2004, 11:10 AM
#11
And yes, the gla is the bone and animation info. The reason there's different ones is becuase mp only uses the main one to save on the time it takes to load it up. Granted you could merge them all, but I wouldn't recommend it....  [Read More]
I have another idea. Also how about implemting rewards. to the scoreboard. Just a simple icon would do. Such as most headshots. most kills done with gun or saber. etc etc... I remember Golden Eye for Nintendo 64 had that. And it was always a hoot....  [Read More]
Posted in: Death Tracking Mod?
 keshire
01-06-2004, 11:54 AM
#7
I don't know if thats a stat I really want to see about myself. But then again I'm not very competitive. So I say go for it. :D...  [Read More]
Posted in: Help On Vehicles! Help Asap
 keshire
01-03-2004, 11:58 AM
#5
Its probably just me but I hate assimilate and much prefer using carcass by command line....  [Read More]
Posted in: New Saber throw Mechanic WIP/Help/Brainstorm
 keshire
01-06-2004, 10:44 AM
#8
Ok now for a hard question. How to go about the saber damage re-working? From what I can tell saberCheckRadiusDamage has a similar function to CheckSaberDamage then CheckThrownSaberDamaged has a similar function to SaberRadiusDamage The main di...  [Read More]
Posted in: New Saber throw Mechanic WIP/Help/Brainstorm
 keshire
01-03-2004, 4:59 AM
#6
And yes the question marked statements were originally fromt he thermal code. Is it just me or is it just me and you who browse this forum?...  [Read More]
Posted in: New Saber throw Mechanic WIP/Help/Brainstorm
 keshire
01-03-2004, 4:49 AM
#5
Well I put in all the charging code and it seems to be throwing it even though the button is pressed down. Despite changes to the spot where it determines charging and weaponstate. It was pissing me off too....  [Read More]
Posted in: New Saber throw Mechanic WIP/Help/Brainstorm
 keshire
01-02-2004, 12:19 PM
#3
I don't think making it charge is going to work well. So I just put a standard distance on it. I'll change this based on force level....  [Read More]
Posted in: Brainstorming: New Weapon Type: Reverse Grip
 keshire
01-22-2004, 4:49 AM
#16
You can flip the actual hilt and Tag_ (same as bolt_) for a saber model while modeling and achieve the same effect. The only problem would be the fact that you have an entirely new hilt model. What I'm proposing is to use an existing model and just...  [Read More]
Posted in: Brainstorming: New Weapon Type: Reverse Grip
 keshire
01-21-2004, 7:46 AM
#13
Can't it be flipped along the z axis before or after its attached to the bolt. Make it a new style and put it with moves that mesh well....  [Read More]
Posted in: Brainstorming: New Weapon Type: Reverse Grip
 keshire
01-21-2004, 7:10 AM
#11
Is there a way to implement this code-wise so as to not have to make special saber models? This would make it compatible with existing sabers....  [Read More]
Posted in: OJP: New Animations Project
 keshire
01-23-2004, 4:46 AM
#61
That'd be nice but gamingforums doesn't mesh well with websense, which is the web-blocker I use here at work. And i don't play on the net at home because its disrespectful to my wife. *edit* Also. after some testing it looks as if the standard xsi...  [Read More]
Posted in: OJP: New Animations Project
 keshire
01-22-2004, 4:40 AM
#58
Put me on that list of devs. I plan on doing some pretty extensive work on animations. My only set back is the skeleton. I'd like to make more functional animations though. But its up to Coders to help me along this route. I want to make new states...  [Read More]
Posted in: OJP: New Animations Project
 keshire
01-21-2004, 4:02 AM
#55
Recreating the skeleton in Max would be a no go. If things are different like ASK and Corto suspect then yes you'd need these things. Bone data from glamerge and soft image to recreate it. From what I understand ASK's bone data is only relative in...  [Read More]
Posted in: OJP: New Animations Project
 keshire
01-20-2004, 4:35 AM
#51
It's recreating the skeleton thats the problem. I've done some work on it and have tried quite a few methods. But the skeleton I've used which is a modified form of corto's, isn't working very well. After merging the animations usually deform themsel...  [Read More]
Posted in: OJP: New Animations Project
 keshire
01-07-2004, 9:41 AM
#43
I've yet to use the new importor also. I just didn't need to, becuase I had a working skeleton before the model tools were released. And a script shouldn't be too hard. The differences aren't much. Just be sure you get that lhang_bone thing right....  [Read More]
Posted in: OJP: New Animations Project
 keshire
01-07-2004, 9:14 AM
#41
This may be helpful for your dev pack. http://files.jediknight3.com/redirect.php?dlid=23&PHPSESSID=cb25c02364ddb29d2c772d487b6152e6 MD3 import/export GLM import XSI import/export (includes the newest xsi importer) for max 4.2 It was something...  [Read More]
Sounds good so far. However, I would set things up so that sabers that are stuck into things can't be pulled back by the Force and have to be grabbed manually.....unless the user is at an angle where the saber's hilt is facing him (so the Force would...  [Read More]
Posted in: Enhanced WIP & Brainstorming: Saber Throw Mechanics
 keshire
01-03-2004, 10:34 AM
#4
This is what I have done. The saber nows arcs with gravity while spinning in a vertical direction. upon hitting something its turned off. from there you can leave it be and CHANGE WEAPONS (haha one line commented out to achieve) Probably try and se...  [Read More]
Posted in: vehicle limit and new vehicle classes
 keshire
01-03-2004, 4:08 AM
#88
Ya, the walker shudders, shakes, and tilts with the walk. Not to mention creaking like it'll fall apart at any moment. Obviously built by FORD. And speaking of six legs. Get to work I wanna finish this. http://mediaservice.photoisland.com/auction/...  [Read More]
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