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babywax

Latest Activity

Posted in: The Official Merged JK4 Speculation Thread!
 babywax
05-09-2004, 10:58 AM
#116
I still think it could be done well :) It would require a lot of work though, however, most of the new "big name" engines coming out seem to feature this, Far Cry, Stalker, I *think* HL2 features it too, not sure if it is just part of the H...  [Read More]
Posted in: The Official Merged JK4 Speculation Thread!
 babywax
05-08-2004, 4:11 PM
#113
Imagine what the requirements would be like...... Not too high if done correctly (Good use of LODing on the trees would keep the polycounts low enough probably). Of course the cryengine probably wouldn't be used, but it already can do treehouses and...  [Read More]
Posted in: The Official Merged JK4 Speculation Thread!
 babywax
05-07-2004, 11:38 AM
#110
Then we would have one wierd game including tons of NPCs, a new sabering system, and lots and lots of bugs :D...  [Read More]
Posted in: The Official Merged JK4 Speculation Thread!
 babywax
05-05-2004, 9:24 PM
#108
OK, after reading ALL of that, I think I'll post what I wish JK4 could be. Saber Combat Technical details included For saber combat, I hope they use an inverse kinematics system. Someone before said that you could not use this due to having a 2...  [Read More]
Posted in: The Official Merged JK4 Speculation Thread!
 babywax
04-12-2004, 10:21 PM
#16
I would like to see it on the source engine or the cry engine, but it almost certainly will be done on the Doom 3 engine. Oh well, real time lighting along with lightsabers will look very cool anyway. Assuming they make a JK4 of course. I would jus...  [Read More]
Posted in: Idea for OJP
 babywax
05-19-2004, 5:51 PM
#5
Why would they do it for detpacks and not for tripmines? The secondary fire for trip mines WILL cause them to auto-destruct, but when you use the primary fire for them they do not. Also, you can only have so many detpacks out at once, otherwise they...  [Read More]
Posted in: AOTC:TC - Demo Released
 babywax
05-06-2004, 9:57 AM
#125
What I didn't like about the demo: - Glow was too big, especially with dynamic glow on. I couldn't see a thing! - Too many saber styles for single saber, consider doing what someone suggested earlier, adding a menu with checkboxes to select which sta...  [Read More]
Posted in: Screenshots
 babywax
04-12-2004, 10:15 PM
#4
You can also use cg_thirdpersoncameradamp 0 to make your camera stay exactly where it is, then you can move freely of the camera. 0.3 is the default....  [Read More]
Posted in: Brain Storming new weapon type
 babywax
04-12-2004, 9:27 PM
#15
Couldn't you use the current saber "bounce" code and just make the bones unable to go past a certain radius of the last bone (making sure the whip doesn't "stretch"). By bounce code, I mean when you throw your saber and it bounce...  [Read More]
Posted in: Movie Battles II demo
 babywax
05-08-2004, 3:38 PM
#36
A couple of requests, feel free to turn me down coldly :) Droidekas for Rebels. I know, but it seems unbalanced, droideka vs wookiee. Maybe make up that they rebuilt droidekas after killing them, and painted them white for hoth (so you can tell them...  [Read More]
Posted in: Movie Battles II demo
 babywax
05-06-2004, 2:18 PM
#12
Wow, really great mod. This is so much fun, even with 150 ping when I'm used to 50. Playing as a droideka is AWESOME. Except that you tend to crash due to people joining and not realizing there are already enough droidekas... I can't wait for the nex...  [Read More]
Posted in: Saber System Redux
 babywax
01-20-2004, 5:43 AM
#9
Well, I was just kidding as to my "suggestion," I just tried to make it as outrageous as possible :p I would like it if you couldn't move at all while you swing your saber, and at the end you have a sort of half second pause... so it woul...  [Read More]
Posted in: Saber System Redux
 babywax
01-18-2004, 6:56 AM
#7
Is this for gameplay changes to the saber system (I.E. I want some system where I can move my eyes and I attack exactly where my eyes point, as well as having massively cool special effects and twirls) or things more related to coding changes?...  [Read More]
Posted in: How to change Camera View
 babywax
01-03-2004, 3:37 PM
#3
Most third person commands are cheat protected. Here is another though: cg_fov Screw around with the settings for that and you can manuever the camera to be constantly farther away....  [Read More]
Posted in: A saber
 babywax
01-02-2004, 3:31 AM
#2
Two things, first: Try to make the saber a little more detailed... It's pretty vague right now, put a little bit more time in and give it a few more details :) Second thing: You would probably have more luck learning to model yourself, and even skin...  [Read More]
Posted in: Brainstorming: New Weapon Type: Reverse Grip
 babywax
01-01-2004, 4:24 AM
#5
While on the subject of new saber styles: Why not make a single handed saber style? That would be really cool... Sorry to get off topic....  [Read More]
Posted in: Skins WIP: lots to talk about
 babywax
01-02-2004, 10:39 AM
#26
The model is a species, so it has multiple things that are turned off/on. In-game rendering will be below 4k easily. Yeah, I was trying to ask about this earlier. How many triangles do just the bodies themselves have, without other model's heads/tor...  [Read More]
Posted in: Skins WIP: lots to talk about
 babywax
01-01-2004, 4:48 PM
#20
10k still seems really high to me... 15k seems massively high, I just don't see where the poly's go... I can make pretty much anything look recognizable in less than 1k polies. Just doesn't seem like it would be very efficient to have that many polyg...  [Read More]
Posted in: Skins WIP: lots to talk about
 babywax
01-01-2004, 1:46 AM
#11
Does 10k seem high to anyone else? If you have any faces that you don't need, just delete em. Although I did hear someone say that all of the actual body parts are in one model, with all the heads turned off etc... If that's what you're talking about...  [Read More]
Posted in: OJP: New Animations Project
 babywax
01-02-2004, 11:35 AM
#32
I think it would be advisable to put all the animations, "old school" (whatever you want to call them, doesn't matter to me) in the same .gla/.glm (whatever it uses, I haven't made any models for JA/JO yet) and just switch out the animation...  [Read More]
Posted in: Enhanced WIP: Saber System
 babywax
05-09-2004, 6:39 PM
#99
then whats the point of even trying if your not trying to havve a lot of people play the mod, its like a pointless wasting of effort, there is no point in making something good if no one but a select few enjoy it. They're making it for themselves, i...  [Read More]
Posted in: Enhanced WIP: Saber System
 babywax
04-18-2004, 6:56 PM
#71
Good point. Maybe you could have any direction of manual blocking block bolts, but if you do it in a certain direction you're gauranteed to return fire to the sender. Would that work?...  [Read More]
Posted in: Enhanced WIP: Saber System
 babywax
04-18-2004, 6:15 PM
#69
Maybe slow down bolts just a little bit? Maybe you could have any direction of manual blocking block bolts, but if you do it in a certain direction you're gauranteed to return fire to the sender....  [Read More]
Posted in: Enhanced WIP: Saber System
 babywax
04-12-2004, 10:12 PM
#61
For blaster blocking, maybe you could keep it manual if you added a "force sight" to blaster shots that shows where each bullet will go, so when you shoot you see a little line show up, which shows you the trajectory of the blaster shot....  [Read More]
Posted in: Enhanced Add: Make Absorb better
 babywax
01-06-2004, 6:31 PM
#20
My views on lightside powers: Absorb - Fine the way it is Protect - Needs to protect more, and last longer while protecting. Look at Dark Rage, it protects FAR more, and it adds dmg, speed etc... Heal - I like it, unlike drain it is more of a "u...  [Read More]