Asajj Ventress
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PAN-Fnord
RE: Asajj Ventress
- Merge tolerance in the exporter is 1mm or so - any vertices closer together than that are merged into one. We had problems with Boba's helmet so we decreased it, on BF1 it was 1CM or so. If you're using polys smaller than that then, well, you shouldn't be, said our character modeller. :^)
-softskin only works on XBox, so that's not much of an issue for you guys. Sorry...
- To do Force Crush from Ventress' side, you can just replace the OffhandAnimation for FIRE with something else that you make for Ventress - add it to her animation set, and reference it in her combo file - call it whatever you want. Also, if you can get an animation for the person being crushed made, I would use one of two methods to implement it. Keeping in mind that you can create a child weapon of Force Choke, and change the 'SoldierAnimation = "choking"' in the weapon's ODF to whichever animation you want...but to actually ADD that animation I would do one of two things:
1- Works only on melee-wielding units you add it to, but easy: Make your animation myguy_sabre_force_crush or something, add it to your character's animation set, then declare it (Animation("force_crush"); ) in the guy's combo file. If you do that, then the weapon should be able to play it on that specific character, provided our lazy lookup works the way you'd think it does...try having Force Choke play "attack1a" on the person being choked and see if that works against a Jedi, first. :^) Then see if it works against a rifle guy. Note that Grievous has no being-choked animation, so it plays stand_idle for him, and will default to that for anyone if they don't have the animation the weapon wants them to have, which is what it should do against the rifle guy. You MAY be able to add human_force_crush to human_4 and remunge it (and EVERY side!!) and have it work on everyone, but I wouldn't guarantee it.
-or-
2- Harder to do but SHOULD work on everyone. First, note that human_rifle_ is the base animation class for everyone...so what you do is you name your animation, say, human_rifle_prone_getup_stand, which is an animation that the game looks for to load but will never use (because prone is gone forever). And you put that animation in human_0, or human_4, and munge your new animation bank, then remunge all of the sides (hey, I SAID it was hard!) Then you have your weapon use "prone_getup_stand" instead of "choking", and it'll play your new animation.
Note that neither of these is supported or endorsed by me in any way, shape, or form - only suggested. (^.^)
Good luck...
Mike Z
-softskin only works on XBox, so that's not much of an issue for you guys. Sorry...
- To do Force Crush from Ventress' side, you can just replace the OffhandAnimation for FIRE with something else that you make for Ventress - add it to her animation set, and reference it in her combo file - call it whatever you want. Also, if you can get an animation for the person being crushed made, I would use one of two methods to implement it. Keeping in mind that you can create a child weapon of Force Choke, and change the 'SoldierAnimation = "choking"' in the weapon's ODF to whichever animation you want...but to actually ADD that animation I would do one of two things:
1- Works only on melee-wielding units you add it to, but easy: Make your animation myguy_sabre_force_crush or something, add it to your character's animation set, then declare it (Animation("force_crush"); ) in the guy's combo file. If you do that, then the weapon should be able to play it on that specific character, provided our lazy lookup works the way you'd think it does...try having Force Choke play "attack1a" on the person being choked and see if that works against a Jedi, first. :^) Then see if it works against a rifle guy. Note that Grievous has no being-choked animation, so it plays stand_idle for him, and will default to that for anyone if they don't have the animation the weapon wants them to have, which is what it should do against the rifle guy. You MAY be able to add human_force_crush to human_4 and remunge it (and EVERY side!!) and have it work on everyone, but I wouldn't guarantee it.
-or-
2- Harder to do but SHOULD work on everyone. First, note that human_rifle_ is the base animation class for everyone...so what you do is you name your animation, say, human_rifle_prone_getup_stand, which is an animation that the game looks for to load but will never use (because prone is gone forever). And you put that animation in human_0, or human_4, and munge your new animation bank, then remunge all of the sides (hey, I SAID it was hard!) Then you have your weapon use "prone_getup_stand" instead of "choking", and it'll play your new animation.
Note that neither of these is supported or endorsed by me in any way, shape, or form - only suggested. (^.^)
Good luck...
Mike Z
- Teancum
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RE: Asajj Ventress
@ Mini -- You'll also need to 'close' up her hands. Since there are no bones for the hands and fingers, you actually have to make the model's hands look like they are gripping the lightsaber. Oh, and if I might make one suggestion as far as a 'to-be' conversion -- Qui-Gon Jinn, by Toonces.
http://jediknight2.filefront.com/file/QuiGon_Jinn;8781
Why? Well, it is Qui-Gon, but there are also excellent Cin Drillag and Quilan Vos skins for it. Plus, lots of different robe textures, which could lead to lots of different skins. I can get ahold of Toonces if you're interested.
http://jediknight2.filefront.com/file/QuiGon_Jinn;8781
Why? Well, it is Qui-Gon, but there are also excellent Cin Drillag and Quilan Vos skins for it. Plus, lots of different robe textures, which could lead to lots of different skins. I can get ahold of Toonces if you're interested.
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Schizo
RE: Asajj Ventress
@ Fnord ... I kinda got the gist of that... but, to me, that was a lot of gibberish. First question I really want to ask in regards to all that, is how does one make custom animations, exactly?
- minilogoguy18
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RE: Asajj Ventress
youd animate the skeleton that was supplied by psych0fred and export the animations and they are triggered by what theyre names are or soemthing like that.
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Lord-Bandu
RE: Asajj Ventress
Great work guys .
Is fred's skeletan allready ok for exporting? or do you have to do something with it in xsi 1st?
I was thinkin , that i dont really have time to make an all new jedi/player model yet but maybe i could just edit freds clone ,export it and add in the SWBF2 clone animations
Is fred's skeletan allready ok for exporting? or do you have to do something with it in xsi 1st?
I was thinkin , that i dont really have time to make an all new jedi/player model yet but maybe i could just edit freds clone ,export it and add in the SWBF2 clone animations
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Ipodzanyman
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RE: Asajj Ventress
Looks like this one:http://jediknight2.filefront.com/screen ... le/43465/1
Your friends already posted it...
Your friends already posted it...
- minilogoguy18
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- Teancum
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Ipodzanyman
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Lord-Bandu
- minilogoguy18
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i know but i like the realistic look to her cause she only had all white eyes in the CW cartoon and i hated that look for her (did i mention that already?
) we got the model done and errors fixed now its just onto making some custom animations and also making her skirt into a cloth mesh since she does have fully modeled and textured legs under there.
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Male fantasies from time to time.
Kidding...
Appearances
* Star Wars: Clone Wars
* Jedi: Mace Windu
* Star Wars Republic: The New Face of War
* Star Wars Republic 53: Blast Radius
* Dark Heart
* The Cestus Deception
* Star Wars Republic 60: Hate and Fear
* Jedi Trial
* Yoda: Dark Rendezvous
* Star Wars Republic: The Dreadnaughts of Rendili
* Rogues Gallery
* Star Wars: Obsession
* Boba Fett: Pursuit
* Star Wars Battlefront II (X-Box Live content)
And there you go.
Kidding...
Appearances
* Star Wars: Clone Wars
* Jedi: Mace Windu
* Star Wars Republic: The New Face of War
* Star Wars Republic 53: Blast Radius
* Dark Heart
* The Cestus Deception
* Star Wars Republic 60: Hate and Fear
* Jedi Trial
* Yoda: Dark Rendezvous
* Star Wars Republic: The Dreadnaughts of Rendili
* Rogues Gallery
* Star Wars: Obsession
* Boba Fett: Pursuit
* Star Wars Battlefront II (X-Box Live content)
And there you go.
- Teancum
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- Teancum
- Jedi Admin

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RE: Asajj Ventress
I added a poll --- what force power would you like Asajj to have?
I left out Sith powers since she never was a true Sith, and even Darth Maul's power is rather neutral. Please vote, as Mini and I are almost done with version 1 of her (a release version).
I left out Sith powers since she never was a true Sith, and even Darth Maul's power is rather neutral. Please vote, as Mini and I are almost done with version 1 of her (a release version).
- Teancum
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RE: Asajj Ventress
Oh, I forgot to add -- there will be three versions on release one of Assaj:
Sith Apprentice - (two red blades)
Sith Hopeful -- like on Rattatak - (one green, one blue blade)
Padawan -- she was for a very short time -- (single blue blade) --for this one, who's combo system should we use? Anakin's? Ki-Adi's?
Sith Apprentice - (two red blades)
Sith Hopeful -- like on Rattatak - (one green, one blue blade)
Padawan -- she was for a very short time -- (single blue blade) --for this one, who's combo system should we use? Anakin's? Ki-Adi's?
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Lord-Bandu
RE: Asajj Ventress
Why not make a new force power by editing existing effects?
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Guest
RE: Asajj Ventress
i Asajj fights as secura`s style?
