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Re: RE: W.I.P - Magna Guard Staff
Posted: Fri Apr 21, 2006 2:02 am
by Penguin
Postulio wrote:
wow, it looks awesome, but wasn't the end purple not clear, or am I very very mistaken
the electrical effects were purple.
the ends were clear. but the electrical effect that comes out at both ends is purple
Anway, now that i can export stuff. ingame there is nothign there. my Magna Guard is just running around with holding nothing and swinging around like a darth maul fan >.<
heres how i have the whole thing setup
WEAPONS ODF ((haven't done SFX yet))
[WeaponClass]
ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"
[Properties]
GeometryName = "staff"
ComboAnimationBank = "human_sabre melee cis_hero_darthmaul"
NumDamageEdges = "3"
FirePointName = "hp_effect_1"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
LightSaberTexture = "redlightsabre"
LightSaberTrailColor = "255 0 0 128"
FirePointName = "hp_effect_2"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
LightSaberTexture = "redlightsabre"
LightSaberTrailColor = "255 0 0 128"
AttachedFirePoint = "bone_l_calf 1.0 0.0 0.0 0.35 0.0 0.0"
DamageEdgeLength = "0.5"
DamageEdgeWidth = "0.1"
And heres the how i've set it up in XSI
-snip-
RE: Re: RE: W.I.P - Magna Guard Staff
Posted: Fri Apr 21, 2006 2:41 am
by OGEB1103
You got the geometry named correctly? Could be why he doesn't have any

RE: Re: RE: W.I.P - Magna Guard Staff
Posted: Fri Apr 21, 2006 2:51 am
by Penguin
yes
the msh is called "staff.msh"
RE: Re: RE: W.I.P - Magna Guard Staff
Posted: Fri Apr 21, 2006 3:47 am
by Penguin
LOL, i got the staff working, but! its 5 times the size of the person, LOL
Posted: Fri Apr 21, 2006 5:04 am
by pinioncorp
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Glad you got it working, no thanks to me...
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Posted: Fri Apr 21, 2006 5:14 am
by Penguin
lol, credits will be given to you for trying and also for that last PM becouse it was helpful
Posted: Fri Apr 21, 2006 10:11 pm
by Penguin
Okay, its ingame and all rescaled and looks awsome, but he only problem is like with everyone else who has tried. i can get effects on the end to work. so at the moment i'm just using a static image which still looks awsome.
Posted: Sat Apr 22, 2006 6:13 am
by Penguin
Okay, a few pics of it ingame.
-snip-
Posted: Sat Apr 22, 2006 6:34 am
by Guest
Cool!
Has staff`s fire (?) animation?
Re: RE: W.I.P - Magna Guard Staff
Posted: Sat Apr 22, 2006 6:38 am
by Gronf
Tuskenjedi wrote:wow, it looks awesome, but wasn't the end purple not clear, or am I very very mistaken

¨
It was purple. Who made the previous staff? Was it you Lord-Bandu? Did you give up?
Back on topic, the staff looks good. I would really love to see a Magna Guard use that instead of that disgusting Bulldog RLR.
Grunf
RE: Re: RE: W.I.P - Magna Guard Staff
Posted: Sat Apr 22, 2006 7:47 am
by DeathRow
Jedi animations wouldnt fit the Magnaguard...
Mauls would be OK though
RE: Re: RE: W.I.P - Magna Guard Staff
Posted: Sat Apr 22, 2006 7:48 am
by Penguin
o.o lol my Magna Guard uses the Bulldog RLR for longrange, and for close combat it uses the Electro Staff, this works really well becouse the AI will use the Bulldog, and if you get close or someone else gets close it switchs to the Electro Staff and kills the clones, then swaps back to the buldog RLR and continues shooting at people far away
EDIT: you have to use mauls animations. all the other animations are set up for a light saber with 1 blade, not a double ended staff thing. so if you use someone elses animations, one end of the staff is going to keep and going through yourself when you attack people which will look dumb and stupid
RE: Re: RE: W.I.P - Magna Guard Staff
Posted: Sat Apr 22, 2006 8:10 am
by Assasin_Clone
Wow! very good model!
RE: Re: RE: W.I.P - Magna Guard Staff
Posted: Sun Apr 23, 2006 3:37 pm
by -SP-Butters
personally i think u should make the electric go longer on the staff. It looks to short
RE: Re: RE: W.I.P - Magna Guard Staff
Posted: Sun Apr 23, 2006 4:22 pm
by OGEB1103
If you didn't already know, i think you will be able to attach the animation to the staff like this:
Code: Select all
AttachEffect = "name of effect"
AttachToHardPoint = "name of hardpoint 1"
AttachToHardPoint = "name of hardpoint 2"
Not sure though if this will make it continuous tho'
RE: Re: RE: W.I.P - Magna Guard Staff
Posted: Sun Apr 23, 2006 6:53 pm
by Penguin
ok, thanks
RE: Re: RE: W.I.P - Magna Guard Staff
Posted: Tue Apr 25, 2006 6:58 pm
by DaCheat
i agree it looks a little short you know? but man is it COOL!
RE: Re: RE: W.I.P - Magna Guard Staff
Posted: Tue Apr 25, 2006 9:03 pm
by BF2-Master
Uhhh, just thought I'd let everyone know, Penguin reskinned the Magna, and has a cool new picure in the "screenshots" part of her Tatooine:Valley Forum.
RE: Re: RE: W.I.P - Magna Guard Staff
Posted: Tue Apr 25, 2006 9:17 pm
by Penguin
lol, guess if you want to see the magna guard, heres a picture
-snip-
RE: Re: RE: W.I.P - Magna Guard Staff
Posted: Tue Apr 25, 2006 9:30 pm
by drummerzoid1
wow! eyes popping out, the only thing is that the magna guard's robe doesn't look quite "on" "attached" to him.