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keshire

Latest Posts

Page: 8 of 27
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]
What modelling program is the person on your team using? If its max I can set him up with an animation setup...  [Read More]
Posted in: Cutscene Question
 keshire
05-22-2004, 12:13 AM
#15
Well thats code side. And from what I've seen and discussed with RazorAce its engine level code meaning we don't have access to it. ANd I don't see anything about it in the icarus code either. Just a whole lot of not implemented features. So all sign...  [Read More]
Posted in: Cutscene Question
 keshire
05-21-2004, 6:55 AM
#12
Yep, So if I needed to I could make animations for single player. But that defeats the purpose of the idea I had. A duel map consisting of an arena closed off by glass and surrounded by a cantina. The Cantina would be occupied by various patrons dr...  [Read More]
Posted in: Cutscene Question
 keshire
05-21-2004, 5:29 AM
#10
Ok as far as single player goes. Yes the gla a cinematic comes from is related to the folder and filename. if the map and script is in abc_123 the gla must be _humanoid_abc_123 Now this goes for single player. Is it possible in multi. Right now I'...  [Read More]
Posted in: Cutscene Question
 keshire
05-21-2004, 12:13 AM
#9
Well look at it this way. Each _humanoid_mapname folder has its own animation.cfg. All I can think is that its tied to the folder name some how. I think it references cinematics on a map by map basis. I don't have the mapping/scripting experience to...  [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: JA+ mod v2.0 & clientSIde PLugin v1.0
 keshire
05-20-2004, 8:29 AM
#22
What you are doing is catoring to a very immature segment of the community. This is the same segment that wants you to add in the kiss and breakdancing emotes....  [Read More]
Posted in: JA+ mod v2.0 & clientSIde PLugin v1.0
 keshire
05-20-2004, 8:24 AM
#21
efficient solution autowarn, autokick. obviously you don't want an autoban for the reason you specified with IPs. "punish" should have no form at all in any game. By punishing you ARE directly attacking players. Thereby making them the...  [Read More]
Posted in: JA+ mod v2.0 & clientSIde PLugin v1.0
 keshire
05-20-2004, 7:12 AM
#18
auto admin that detect abuser and will autopunish Absolutely crazy. The player's aren't the enemy. Even trouble causing ones. And Ip's can only be changed so much. they still have to stay in a specified range. I garuntee that will dissuade anybody...  [Read More]
Posted in: Idea for OJP
 keshire
05-16-2004, 6:26 AM
#2
Its been stated before that its a lot of code work that only one vehicle would use....  [Read More]
Posted in: Modder Abuse
 keshire
05-16-2004, 7:13 AM
#3
This means find the correct forum/thread to post questions/suggestions/WIP's/etc in. Nothings worse than a threadjack....  [Read More]
Posted in: ledge hang
 keshire
05-16-2004, 2:47 AM
#4
LOL thats pretty funny. But if anyone wants animations they have to go through us first. That includes ledge grab stuff as well. And if OJP dies out so do the anims and any code that has been done so far. Cuz lord knows I ain't handing any of my stuf...  [Read More]
Posted in: Jedi Academy's price reduced
 keshire
05-15-2004, 9:06 AM
#13
Yep its a sad affair how games get treated. But thats the way it is. Even Raven moved on to a new project and I'm sure support for academy is going to be nil. Proof of this is that they handed over all their model and animation data done in softimage...  [Read More]
Posted in: AotC TC and Hypocrisy (no flamewars please)
 keshire
05-16-2004, 5:52 AM
#58
But really the focus shouldn't be on who said what or who's wrong or right. In order for some of us to move on some nagging questions need to be answered. Some of the things that went on behind those closed doors of AOTCTC were hurtful to the commu...  [Read More]
Posted in: Brainstorming: Combat animations
 keshire
05-22-2004, 12:19 AM
#18
I was just wondering, what factor chooses which player does which animation? if animation A matches with animation B then obviously two players can't go into animation A. I am asking because I would like to make something like this aswell Everythin...  [Read More]
Posted in: TAB Bot Improvements
 keshire
05-16-2004, 7:49 AM
#4
just plain GOOD Jedi Master Bot I was discussing adding super human reactions to these guys with razor. Like manually dodging certain saber and gun shots/swings. And just generally being godlike. without cheating of course :) So I probably phrased...  [Read More]
Posted in: TAB Bot Improvements
 keshire
05-16-2004, 5:35 AM
#2
Also. To make the bot experience better I propose we give the force levels different characteristics. Give them a little personality. Padawans should act like your typical noob. Taunting and spamming kata's at inappropriate times. Also they should...  [Read More]
Posted in: Block Coverage Discussion
 keshire
05-14-2004, 11:52 PM
#14
The more I think about it the more I don't think the idea of animated blocks is a very good one. Even transitions. Because that increases the time it takes to move onto some other action. Wich could mean life or death. Now if I just make a whole bun...  [Read More]
Posted in: New JKA Anims
 keshire
05-20-2004, 4:50 AM
#90
Their work for OJP. And I haven't done any replacements yet. But I may do something with the jumps eventually though. Check out the Open Jedi Project Forum (http://www.lucasforums.com/forumdisplay.php?s=&forumid=542) and Website (http://ojp.jedi...  [Read More]
Posted in: New JKA Anims
 keshire
05-20-2004, 4:30 AM
#88
Yes, but thats a lot of work to add in a new style. You'd need to animate moves in eight directions. as well as transitions between them and the chained attacks, and then there's blocks, and parries, and knockaways. Basically you'd need a strong te...  [Read More]
Posted in: New JKA Anims
 keshire
05-20-2004, 1:49 AM
#86
It means a wider variety of options when it comes to moves. And hopefully expanding on ideas that were not possible before....  [Read More]
Posted in: New JKA Anims
 keshire
05-19-2004, 9:08 AM
#84
Something I'm working on. I still need to tweak the hands and fingers. 360 degree force push. http://www.aotctc.com/forums/files/full_force_push.gif...  [Read More]
Posted in: Holstered Weapons... (JA)
 keshire
05-20-2004, 8:00 AM
#52
It was mentioned in his thread, but I believe he ignored me....  [Read More]
Posted in: Holstered Weapons... (JA)
 keshire
05-20-2004, 3:59 AM
#50
http://www.aotctc.com/forums/files/stormie.jpg I've got quite few modls done now since I have the original player xsi from Raven. And I've been able to keep the LODs which should make some of you happy. anyways, here you go. Standard Stormtrooper....  [Read More]
Page: 8 of 27