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The standard jump land (into rolling your refering too right?) is fine for me. In fact I'm happy with it. But if you roll right off a ledge you get a large distance (defying physics), and a good distance sliding when doing the stab at the end of the... [Read More]
The rolling slide and distance from rolling off "cliffs". I honestly don't know what a good solution to it would be. Because realistically you shouldn't be able to roll of the edge of a platform. Because it'd be impossible to land it right... [Read More]
Yes true but the distance covered is laughable and the short short slide after the landing is unrealistic. But it may just be me being picky.... [Read More]
Also is it possible to fix the horrible distance covered when rolling off higher areas to lower areas. And if aimed and timed right. the rolling stab off a cliff into a crowd WILL net kills with one hit.... [Read More]
I certainly hope he ports it over and improves on it. It was one of my favorite mods. Plus he has the board set up for it. http://forums.jk2mods.com/viewforum.php?f=22&sid=5e9e894363836f600ad74647c5549a70... [Read More]
Hey RenegadeOfPhunk, if you want me to work on that Droid. I'd like to take a look at it soon so as to make a bone structure for it and begin animating. Also I'll need a list of rules for it so as to cut down on any extra work. Like how many attacks,... [Read More]
Styles mostly. I'm debating on working on a Flamboyant style. Like Fencing. I've got a rough stance hammered out for it. where the saber flies off the belt into the already outstretched hand. I can do a quick replacement job on fast or tavion style... [Read More]
You are correct. Its going in a seperate file. I just need too get it sorted to make it easier on myself when it comes time to do anything with sabers.... [Read More]
I'm going to start sorting enums to make it more readable to me at least. by saber, style, stance, weapon, movement, etc. I Don't know if this was done for JK2 but I'll start doing it for jk3. As well as place comments next to each.... [Read More]
The hint to making good anims is to do a little research into anatomy. Fluid motion is a must. And I'm not talking about adding tons of frames either. If your motion is fliud there shouldn't be much difference between 5 frames and 100. Other than the... [Read More]
Yeah, I'm going to shoot for dynamic saber locks...they'd happen freqently but not every collision. Plus, I think the saber locks need to be expanded to something more than just rapid button clicking. Something that takes more skill and strategy. E... [Read More]
I'd like to recommend something else also. Without a weapon you go into kungfu mode. Kicks, punches and grabs. Maybe modify it a little to make it more appealing to some. Also give the option to disarm with grab, and maybe take away a weapon. Y'... [Read More]
Yep, the .sab file. Here's the break down. name //spawn name. { name //can be pointed at menu or put in quotes saberType //saber_single,saber_staff,sith_sword *only used in single player* saberModel //obvious soundOn //obvious soundLoop //the... [Read More]
I guess I'll speak up. I made the sai saber as a multiblade test. If it helps these are the things I found out. multibladed sabers can use any stance. ie:all 7. But only two at a time. This includes if you can't even see the saber. I made a couple... [Read More]