{WIP} KotOR: Dantooine - [GT]Caleb1117

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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MandeRek
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Re: {WIP} KotOR: Dantooine - [GT]Caleb1117

Post by MandeRek »

Looks nice...
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Re: {WIP} KotOR: Dantooine - [GT]Caleb1117

Post 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 :D

EDIT: nvm, you woke up :P *deletes link*
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Re: {WIP} KotOR: Dantooine - [GT]Caleb1117

Post by Caleb1117 »

The_Emperor, You OWN!

Image


Random image:
Image

With Maveritchell's help, I got a much better anim for Vrook playing:
Image
"High 'an Mighty" hands on hips pose.
And every now and again, he rubs his chin.
Image
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Re: {WIP} KotOR: Dantooine - [GT]Caleb1117

Post by DarthD.U.C.K. »

the anim looks awesome!
i think chuundars head is a little bit to big
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Re: {WIP} KotOR: Dantooine - [GT]Caleb1117

Post by MandeRek »

I think these are damm cool anims.. Are they from the assets?
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Re: {WIP} KotOR: Dantooine - [GT]Caleb1117

Post 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.
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Re: {WIP} KotOR: Dantooine - [GT]Caleb1117

Post by MandeRek »

So where would i find it in the SWBFII ModTools assets?? It's cool
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Re: {WIP} KotOR: Dantooine - [GT]Caleb1117

Post by Caleb1117 »

Assets/animations/soldieranimationbank/human_4
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Re: {WIP} KotOR: Dantooine - [GT]Caleb1117

Post by MandeRek »

My girlfriend just dumped my and i really hate myself, but Caleb, thanks dude! Still some hapiness this cursed day :S
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Re: {WIP} KotOR: Dantooine - [GT]Caleb1117

Post 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?
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Re: {WIP} KotOR: Dantooine - [GT]Caleb1117

Post 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?
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Re: {WIP} KotOR: Dantooine - [GT]Caleb1117

Post 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.
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Re: {WIP} KotOR: Dantooine - [GT]Caleb1117

Post 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.
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Re: {WIP} KotOR: Dantooine - [GT]Caleb1117

Post 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.
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Re: {WIP} KotOR: Dantooine - [GT]Caleb1117

Post by Caleb1117 »

Ok, bout time someone actually wrote a tut Specifically about that.
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Re: {WIP} KotOR: Dantooine - [GT]Caleb1117

Post 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.
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Re: {WIP} KotOR: Dantooine - [GT]Caleb1117

Post 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.
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Re: {WIP} KotOR: Dantooine - [GT]Caleb1117

Post by Caleb1117 »

New loadscreen:
Image

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. :wink:

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.
Image
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Re: {WIP} KotOR: Dantooine - [GT]Caleb1117

Post by {501st}Commander_Appo »

Nice improvements Caleb,this is going to turn out great for the next realease! :thumbs:
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Re: {WIP} KotOR: Dantooine - [GT]Caleb1117

Post by MandeRek »

Wow that is wicked Caleb!!!!
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