The Force Unleashed Reverse Lightsaber?
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Testakleez
The Force Unleashed Reverse Lightsaber?
hey, i am trying to make a reverse lightsaber a la force unleashed for my map. right now i am using darth maul's lightsaber with the front disabled, but of course i want to make a more authentic one. I once saw a reverse lightsaber in a map that i downloaded, jedi order 66 coruscant , but the blade came out of the front emitter and went through the hilt. How would I do that? how do i make it come out the back?
- AceMastermind
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Re: The Force Unleashed Reverse Lightsaber?
You can use this one if you want, I reversed it in XSI so it looks normal.
reversed_saber_hilt.zip
reversed_saber_hilt.zip
Hidden/Spoiler:
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Testakleez
Re: The Force Unleashed Reverse Lightsaber?
Sweet Babies! thanks a lot! oh and do you know the limit on how many animations you can give to a char? because i am trying to make a combo system and i need several animations. and can you define multiple explosions for the lightsaber, so each explosion can have a different effect and can be used independently of each other?
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MetalcoreRancor
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Re: The Force Unleashed Reverse Lightsaber?
I would think 10 is in reason, and 12+ is over doing it.
And you can't have different explosions, just the same explosion used in different attacks.
And you can't have different explosions, just the same explosion used in different attacks.
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inferno
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Re: The Force Unleashed Reverse Lightsaber?
You can change the lightsabre odf from LightSabreLength "1.0"
to LightSabreLength "-1.0" like this example
to LightSabreLength "-1.0" like this example
Code: Select all
[WeaponClass]
ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"
[Properties]
GeometryName = "all_weap_inf_lightsabre"
ComboAnimationBank = "human_sabre melee all_hero_luke_jedi"
FirePointName = "hp_fire"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
LightSaberTexture = "bluelightsabre"
LightSaberTrailColor = "7 85 255 128"
Code: Select all
[WeaponClass]
ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"
[Properties]
GeometryName = "all_weap_inf_lightsabre"
ComboAnimationBank = "human_sabre melee all_hero_luke_jedi"
FirePointName = "hp_fire"
LightSaberLength = "-1.0"
LightSaberWidth = "0.08"
LightSaberTexture = "bluelightsabre"
LightSaberTrailColor = "7 85 255 128"
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The_Emperor
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Re: The Force Unleashed Reverse Lightsaber?
True, butinferno wrote:You can change the lightsabre odf from LightSabreLength "1.0"
to LightSabreLength "-1.0" like this example
You can do what you said, but the firepoint is still at the same place so you'll have a glowing saber which looks bad. Ace reversed it entirely, including the firepoint, so the hilt won't glow.Testakleez wrote:the blade came out of the front emitter and went through the hilt.
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MandeRek
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Re: The Force Unleashed Reverse Lightsaber?
I guess the combo says it uses a _exp.odf for an attack, so in Mace's combo it says basicly:MetalcoreRancor wrote:I would think 10 is in reason, and 12+ is over doing it.
And you can't have different explosions, just the same explosion used in different attacks.
'Use the explosion(_exp.odf) mentioned in his weapon odf for the jumpattack'
What if we add a _exp2.odf which is a different file, also to the odf, same line just different name, and say in the combo:
'Use the second explosion (_exp2.odf) mentioned in his weapon odf for the third attack (attack1c)'
Wouldn't that be possible?
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Testakleez
Re: The Force Unleashed Reverse Lightsaber?
thanks a lot for the help guys, and special thanks to ace! hmmm.. Manderek do i put the name of the odf in the combo like this?
PlayExplosion(_exp2);
or do i have to make make it like this
PlayExplosion(***_***_nameofchar_explosion2);
with asterisks subbed with the other required letters.
Also two more questions..
can you make an effect that just distorts the background? like the effect when you force sprint?
and is it even possible to make a force grab? like force choke but play the falling to your death anim, and be able to move the grabbed character around? or is that beyond the limits of the engine?
PlayExplosion(_exp2);
or do i have to make make it like this
PlayExplosion(***_***_nameofchar_explosion2);
with asterisks subbed with the other required letters.
Also two more questions..
can you make an effect that just distorts the background? like the effect when you force sprint?
and is it even possible to make a force grab? like force choke but play the falling to your death anim, and be able to move the grabbed character around? or is that beyond the limits of the engine?
- Maveritchell
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Re: The Force Unleashed Reverse Lightsaber?
Particle effects can only add things to your screen, they can't distort the actual image. Your best bet would be a wave-type effect, a good one to look at might be the actual stock force push explosion effect (it's unused, but it's there and a lot of modmaps have used it).Testakleez wrote:Also two more questions..
can you make an effect that just distorts the background? like the effect when you force sprint?
and is it even possible to make a force grab? like force choke but play the falling to your death anim, and be able to move the grabbed character around? or is that beyond the limits of the engine?
And no, you can't maneuver a character with force choke. The animation is easy enough, change:
Code: Select all
SoldierAnimation = "choking"Code: Select all
SoldierAnimation = "tool_fall""Areaeffectweapons" (like force choke) are really interesting but they've got a strange setup and seem to be really limited. There's not a whole lot you can do with them besides maybe 1 or 2 different kinds of weapons.
- SBF_Dann_Boeing
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Re: The Force Unleashed Reverse Lightsaber?
You can only have one explosion effect but you can have it happen multiple times within the combo. The effect itself is marked out in the lightsaber odf, not the combo.
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Testakleez
Re: The Force Unleashed Reverse Lightsaber?
oh i see.. well i meant having an effect that when things in the background are filtered through it, its looks like its distorted, added just like any other effect file. what is the name of the force push explosion effect? hmmm..
I have an idea, can you make a force power with two ordinances with one delayed, so that the first will make it act like force choke like normal and the second comes after, say, 2 seconds and makes him go flying? is it possible to attach something to the flying trooper to make him able to damage and knock down anyone he flies into?
I have an idea, can you make a force power with two ordinances with one delayed, so that the first will make it act like force choke like normal and the second comes after, say, 2 seconds and makes him go flying? is it possible to attach something to the flying trooper to make him able to damage and knock down anyone he flies into?
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Re: The Force Unleashed Reverse Lightsaber?
You cannot combine force choke with anything unfortunately. But you can combine lightning with push (and pull). And by flying into other troopers, do you mean literally bumping into? I'm almost sure it's impossible to do that. Explosions can only be triggered by firing a weapon (or saber combo), or by a unit or object's destruction.
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Testakleez
Re: The Force Unleashed Reverse Lightsaber?
ok i see thanks anyway... i tried the falling animation thing, but they just started floating and raising their hands, completely still, how do i change that?
- Maveritchell
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Re: The Force Unleashed Reverse Lightsaber?
Try "tool_jumpfall" instead of "tool_fall." To be honest, I don't remember offhand the exact name of the animation, so I'm guessing at which one's right. You can see where I'm getting the name of the animations by looking through the assets/animations/human_1-4 folders. Any prefix is omitted when adding the animation (so no human_, dooku_, vader_, etc.).
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Testakleez
Re: The Force Unleashed Reverse Lightsaber?
hah! it worked! i used thrown_tumbleback and it looks awesome! I guess this can be closed now, thanks a lot all of you!
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MandeRek
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Re: The Force Unleashed Reverse Lightsaber?
I mean, the combo says that the exp happens with the jumpattack with a certain line.. What line is it? Maybe you can modify that line a bit for a second explosion as odf..SBF_Dann_Boeing wrote:You can only have one explosion effect but you can have it happen multiple times within the combo. The effect itself is marked out in the lightsaber odf, not the combo.
Edit: This line calls for the explosion:
Code: Select all
PlayExplosion(); // yep...- Teancum
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Re: The Force Unleashed Reverse Lightsaber?
PlayExplosion(); is a function. You can't just make up new ones. The game only knows the ones it was coded with.
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MandeRek
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Re: The Force Unleashed Reverse Lightsaber?
Okay.. I just wondered
Thanks Tean 
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Testakleez
Re: The Force Unleashed Reverse Lightsaber?
so you cant add an argument in between the () in the function?
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MandeRek
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Re: The Force Unleashed Reverse Lightsaber?
0= a no, and 1 = a yes.. There are no other options possible (might be other way around, but one of those
)
