KotoR : Tatooine
Moderator: Moderators
- AceMastermind
- Gametoast Staff

- Posts: 3285
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
Re: KotoR : Tatooine
Looks cool, you should change the PilotAnimation to either "gallop" or "ride" and see how it looks.
- Delta 47
- Jedi

- Posts: 1127
- Joined: Sun Dec 23, 2007 12:07 am
- xbox live or psn: Delta811
- Location: MI, USA
- Contact:
Re: KotoR : Tatooine
Wow that looks great! 
-
SilvaDalek
- Sith

- Posts: 1329
- Joined: Sun Dec 02, 2007 12:52 pm
- xbox live or psn: TH3 R0LL3R
Re: KotoR : Tatooine
The dewback doesn't show up
...
Looks great
!
Looks great
-
Fingerfood
- Sith

- Posts: 1262
- Joined: Fri Nov 30, 2007 9:40 pm
-
Grev
- Hoth Battle Chief

- Posts: 3132
- Joined: Sun Dec 09, 2007 11:45 pm
- Projects :: No Mod project currently.
- Location: A Certain Box Canyon
Re: KotoR : Tatooine
I see it. It looks jammed into the table
-
SilvaDalek
- Sith

- Posts: 1329
- Joined: Sun Dec 02, 2007 12:52 pm
- xbox live or psn: TH3 R0LL3R
Re: KotoR : Tatooine
You have the hovering grenade. You might want to fix
.
-
FOOLIS
- Jedi

- Posts: 1038
- Joined: Tue Jan 16, 2007 3:59 pm
- Location: Germany
Re: KotoR : Tatooine
@Ace : I dont really understand what you mean , but i have 2 rideable and about 6 self-walking dewbacks/banthas
@Silvadalek : Sure.
@Silvadalek : Sure.
-
Penguin
- Jedi Admin

- Posts: 2541
- Joined: Sun Mar 05, 2006 12:00 am
- Location: Australia
Re: KotoR : Tatooine
FOOLIS wrote:@Ace : I dont really understand what you mean , but i have 2 rideable and about 6 self-walking dewbacks/banthas
@Silvadalek : Sure.
Ace is saying to change the Rideable Dewbacks/Banthas Ride Animation to "gallop" or "ride", instead of "drive" (in the ODF)
-
FOOLIS
- Jedi

- Posts: 1038
- Joined: Tue Jan 16, 2007 3:59 pm
- Location: Germany
Re: KotoR : Tatooine
Why should i change it?
I think its good how it is now.
I think its good how it is now.
-
The_Emperor
- Supreme Galactic Ruler
- Posts: 2118
- Joined: Sat Dec 10, 2005 6:30 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Waaaaay over there.
Re: KotoR : Tatooine
It does look good as it is, absolutely, but maybe those sitting anims'll look even better. Doesn't hurt to try, that's what Ace means. Maybe it'll look better, maybe it'll look weird, in which case you can simply change it back into "drive".
I mean the gallop and ride anims were made for drivable animals
I mean the gallop and ride anims were made for drivable animals
-
FragMe!
- Gametoast Staff

- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
Re: KotoR : Tatooine
I actually did try those as well as ride_shoot (which is pretty funny BTW the guy bounces up and down and is constantly firing a pistol he is not holding) but I digress, the drive one holds the reins better than the others not to mention they lean back in a funny way and they a have a totally different root location so to change them would mean changing the hp_rider null as well. Their legs still go into the animals anyway.
- Moonwolf=SotG=
- Private First Class
- Posts: 78
- Joined: Wed Oct 25, 2006 9:23 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Deventer, Holland
- Contact:
Re: KotoR : Tatooine
(CLONE)ALPHA.Co-Ldr.Wader asked me to post this reply since he is either incapable or has no permission to do it himselfhey can i download the ridable dewback and the other ridable animal and can the dewback bee in wild like not ridable if yes than i wold like that 2
-
Omega_007
- Private
- Posts: 32
- Joined: Tue Dec 04, 2007 6:55 am
Re: KotoR : Tatooine
More KOTOR is always great, keep it up! 
-
FOOLIS
- Jedi

- Posts: 1038
- Joined: Tue Jan 16, 2007 3:59 pm
- Location: Germany
-
Aman/Pinguin
- Jedi

- Posts: 1104
- Joined: Tue Jan 30, 2007 6:04 am
- Projects :: Inactive
- Location: Germany
Re: KotoR : Tatooine
Ah nice finally I see it ingame. 
-
The_Emperor
- Supreme Galactic Ruler
- Posts: 2118
- Joined: Sat Dec 10, 2005 6:30 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Waaaaay over there.
Re: KotoR : Tatooine
Wow, that's really nice!
Good job Manderek
Good job Manderek
-
MandeRek
- Sith Master

- Posts: 2766
- Joined: Tue Oct 02, 2007 10:51 am
- Projects :: Battlefront Zer0
- xbox live or psn: No gamertag set
- Location: Ghosting around GT
- Contact:
Re: KotoR : Tatooine
Whoa! Thanks for all nice comments, i wasn't really expecting them, since this model is actually only 70% finished... I will send FOOL the new one, which is cleaned, has cloth properties, has a smooth head (also cleaning problem actually) and an improved texture. The cloth texture-part was from assets, but the rest is from scratch. I'm trying to really BRING hammerheads into SWBFII, which would mean detailed textures as much as possible! Thanks for nice comments though, I'm having a great day because of those!
Note that I'm also very proud that FOOL uses this in his AWESOME map! Thanks mate 
-
FOOLIS
- Jedi

- Posts: 1038
- Joined: Tue Jan 16, 2007 3:59 pm
- Location: Germany
Re: KotoR : Tatooine
Lol i have to thank YOU for this awesome model, when will the 100% version be done?
-
MandeRek
- Sith Master

- Posts: 2766
- Joined: Tue Oct 02, 2007 10:51 am
- Projects :: Battlefront Zer0
- xbox live or psn: No gamertag set
- Location: Ghosting around GT
- Contact:
Re: KotoR : Tatooine
I think, seeing that my other Jedi models are like (some more, some less then) 85% finished, and i think i might have to start over with this one, 'cause the scene file was ruined. Don't worry though; I can still import this msh with Rep's importer (ofcourse
)
-
FOOLIS
- Jedi

- Posts: 1038
- Joined: Tue Jan 16, 2007 3:59 pm
- Location: Germany
Re: KotoR : Tatooine
Ok thats good 
