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Re: {WIP} KotOR: Dantooine - [GT]Caleb1117
Posted: Wed Dec 12, 2007 11:54 am
by MandeRek
Looks nice...
Re: {WIP} KotOR: Dantooine - [GT]Caleb1117
Posted: Wed Dec 12, 2007 12:13 pm
by The_Emperor
Since you've fallen asleep behind xfire, here's a Chuundar skin I made for you, use it if you want. Or don't if you don't
EDIT: nvm, you woke up

*deletes link*
Re: {WIP} KotOR: Dantooine - [GT]Caleb1117
Posted: Wed Dec 12, 2007 12:55 pm
by Caleb1117
The_Emperor, You OWN!
Random image:
With Maveritchell's help, I got a much better anim for Vrook playing:

"High 'an Mighty" hands on hips pose.
And every now and again, he rubs his chin.

Re: {WIP} KotOR: Dantooine - [GT]Caleb1117
Posted: Wed Dec 12, 2007 1:16 pm
by DarthD.U.C.K.
the anim looks awesome!
i think chuundars head is a little bit to big
Re: {WIP} KotOR: Dantooine - [GT]Caleb1117
Posted: Wed Dec 12, 2007 3:08 pm
by MandeRek
I think these are damm cool anims.. Are they from the assets?
Re: {WIP} KotOR: Dantooine - [GT]Caleb1117
Posted: Wed Dec 12, 2007 3:18 pm
by Maveritchell
MandeRek wrote:I think these are damm cool anims.. Are they from the assets?
Yes. It's the human_observeinstruments anim. I'm using it for some of the NPCs in my Spira map, too.
Re: {WIP} KotOR: Dantooine - [GT]Caleb1117
Posted: Wed Dec 12, 2007 3:49 pm
by MandeRek
So where would i find it in the SWBFII ModTools assets?? It's cool
Re: {WIP} KotOR: Dantooine - [GT]Caleb1117
Posted: Wed Dec 12, 2007 5:19 pm
by Caleb1117
Assets/animations/soldieranimationbank/human_4
Re: {WIP} KotOR: Dantooine - [GT]Caleb1117
Posted: Wed Dec 12, 2007 5:30 pm
by MandeRek
My girlfriend just dumped my and i really hate myself, but Caleb, thanks dude! Still some hapiness this cursed day :S
Re: {WIP} KotOR: Dantooine - [GT]Caleb1117
Posted: Wed Dec 12, 2007 6:12 pm
by CaptainOrdo
Off topic- aww MandeRek cheer up, if its any consolation mine did yesterday (she hates my guts now) so at least we still have our friends at GT (right guys?)
On topic- i cannot wait for this map i really want to spam with when-is-it-going-to-come-outs but i wont because ill get in trouble:D but good job on the whole NPC vrook you gonna make any more jedi council members NPCs?
Re: {WIP} KotOR: Dantooine - [GT]Caleb1117
Posted: Wed Dec 12, 2007 6:23 pm
by EGG_GUTS
Maveritchell wrote:MandeRek wrote:I think these are damm cool anims.. Are they from the assets?
Yes. It's the human_observeinstruments anim. I'm using it for some of the NPCs in my Spira map, too.
So what other secret animes are there?
Re: {WIP} KotOR: Dantooine - [GT]Caleb1117
Posted: Wed Dec 12, 2007 6:26 pm
by Maveritchell
EGG_GUTS wrote:Maveritchell wrote:MandeRek wrote:I think these are damm cool anims.. Are they from the assets?
Yes. It's the human_observeinstruments anim. I'm using it for some of the NPCs in my Spira map, too.
So what other secret animes are there?
Just explore. There are all kinds of neat little things "hidden" in the assets.
Re: {WIP} KotOR: Dantooine - [GT]Caleb1117
Posted: Wed Dec 12, 2007 7:19 pm
by Caleb1117
Well Vandar would no doubt distort horribly, if I tried it on him, and there are no skins for the other council members, although I could make some.
Re: {WIP} KotOR: Dantooine - [GT]Caleb1117
Posted: Wed Dec 12, 2007 7:24 pm
by Maveritchell
You might be able to make it work for Vandar, but you'd have to create a custom animation set like I was mentioning.
Re: {WIP} KotOR: Dantooine - [GT]Caleb1117
Posted: Wed Dec 12, 2007 7:26 pm
by Caleb1117
Ok, bout time someone actually wrote a tut Specifically about that.
Re: {WIP} KotOR: Dantooine - [GT]Caleb1117
Posted: Wed Dec 12, 2007 7:35 pm
by Maveritchell
http://www.gametoast.com/forums/viewtop ... 27&t=10000
That's what I was telling you about earlier. All you need to do (I would imagine) is make the set with Yoda's basepose.msh and the animation you wanted (human_observeinstruments.msh). You wouldn't even need to copy over the rest of the animations, like you would if you were making a Jedi. Then you have your own prop anim, zaabin, and zafbin files which you can call in the .odf (just make a munged folder in your Worlds folder). That's how I made the prop animationset I sent you earlier.
Re: {WIP} KotOR: Dantooine - [GT]Caleb1117
Posted: Thu Dec 13, 2007 1:09 am
by ROCKET
Caleb, your Chuundar appears to me to be human-sized. If you want him to be Wookiee-sized, you can remunge his animation after adding /scale 1.15 to the animations munge.bat file.
Re: {WIP} KotOR: Dantooine - [GT]Caleb1117
Posted: Thu Dec 13, 2007 2:34 pm
by Caleb1117
New loadscreen:
Also, I found and added some cool force powers, made by Syth, primarily the Pull Wave, Stasis, and Saber Throw mk. I
Stasis, makes the affected enemy unit stop in his tracks, while you hold the fire botton, about a half second after you release the button, or run out of energy, the target recovers.
It also slows your movements, due to all that required concentration.
Bastila is the only one with it ATM.
Heres an example, I used on Bandon, he stoped right where he was, and even turned off his saber.

Re: {WIP} KotOR: Dantooine - [GT]Caleb1117
Posted: Thu Dec 13, 2007 7:57 pm
by {501st}Commander_Appo
Nice improvements Caleb,this is going to turn out great for the next realease!

Re: {WIP} KotOR: Dantooine - [GT]Caleb1117
Posted: Fri Dec 14, 2007 11:41 am
by MandeRek
Wow that is wicked Caleb!!!!