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My custom jedi progress
Posted: Fri Feb 24, 2006 2:48 am
by Blaaguuu
Just thought i woudl share my progress and plans for new jedi im making... sofar ive just ben kinda foolign aroudn with the odfs and stuff, gettigna feel for how they work, but ive had some fun results. Im planning on making a new Hero Assault map, with all or atleast some new jedi characters, though they will be eitehr tweaked versions of current characters, or modified textures on them to make new characters (probably just ones i make up).
Heres a couple screens that show a lot of what ive done:
http://blaaguuu.home.comcast.net/bf2_screen3.jpg
http://blaaguuu.home.comcast.net/bf2_screen4.jpg
as you can see, its leia modified with a new skin (shes a villain), and she has an extra long saber, though im gonan put it back to normal length, sicne its an unnecessary advantage. And yes - shes shootign a rocket out of her hand... im gonan mess with that to make it more like Kit Fisto's force ball, since creatign a rocket out of thin air is a bit weird.. even for star wars.
I also tried makign a jedi ewok, with 2 tiny sabers and extra fast movement speed, but the ewoks must be built with a different bone structure, as i was unable to get him in game with aayla's animations.
RE: My custom jedi progress
Posted: Fri Feb 24, 2006 3:31 am
by guru
Id love to see some rodains , twil'ek and more other races then human as jedi , looks like you have a great grasp on the tools ready.
Keep up the pwnage!
RE: My custom jedi progress
Posted: Fri Feb 24, 2006 3:38 am
by Lord-Bandu
Nice work , but I thought this forum was for helping each other figure out the tools?
These kind of posts are pushing down the actual modding posts.
Posted: Fri Feb 24, 2006 4:29 pm
by PAN-Fnord
- The length of the sabre visually doesn't determine the length of the sabre used to figure out when it does damage - the damage length comes from the combo file. So you can leave her with a longer sabre if you like.
- Kit Fisto's bubble effect, and weapon effects attached to limbs in general, won't work on PC. You could use a different animation as her FIRE animation (from the combo file) so it doesn't look so weird, though. And you can delay the firing of the projectile (from the weapon ODF) so that it comes out at the right point in the animation, as well.
- You can't use Aayla's animations without using a human basepose.msh, because her animations have extra bones in them (compared to the ewok). If the basepose has bones that are not in the animation, it will work, but if the animations try to animate bones that are not in the basepose, it won't. You need help from an artist to create a basepose that's ewok sized but contains all the human skeleton bones.
Mike Z
Posted: Fri Feb 24, 2006 5:56 pm
by Teancum
So any humanoid -- IE Vader, Jedi, Ki-Adi -- can use Aayla's two sabers? I assume only Grevious can use four, since you'd need four arms.
Posted: Fri Feb 24, 2006 7:51 pm
by Schizo
Hmm... here's a proposal; dual double-bladed lightsabers?
Posted: Fri Feb 24, 2006 8:12 pm
by Blaaguuu
PAN-Fnord wrote:- The length of the sabre visually doesn't determine the length of the sabre used to figure out when it does damage - the damage length comes from the combo file. So you can leave her with a longer sabre if you like.
yeah, the LightSaberLength variable in the weapon only changes the visual length of the saber, but im pretty sure the variables MinRange, OptimalRange, and MaxRange, all in the weapon odf effect the weapons actual range.
and as with her fisto-ball, i dont plan on ever makign it look as good as kit fistos, but it is already timed wall enough so that when she puts out her left hand, usign the force push/pull animation, the objects effectively shoots out. looks good enough for me there, and i will model a simple orb, with an interesting texture on it to replace the rocket geometry and effects, and make a new explosion effects.
Posted: Fri Feb 24, 2006 8:28 pm
by PAN-Fnord
Well, the two sabres have nothing to do with the animations, that's just setting up two weapons attached to the right bones. Any character can have up to 4 BLADES, attached to whichever bones, it's just a matter of the fact that our given animations don't attack with both arms. Additionally, note that Darth Maul has 2 blades, but they are part of the same sabre, which just means they turn on and off together always. The limit is 4 blades, which means up to 4 single-bladed sabres (or 2 dual sabres, or one single and one triple, whatever.)
Grievous's animations are a special case - he has a completely different skeleton from all the humans.
As for animations, if you look in the example Jedi, he uses an animation from Aayla. And others. (^.^)
MinRange, OptimalRange, and MaxRange are for the AI - they tell it which distances bots should try to use the weapon from. They have nothing to do with the actual weapon characteristics. DamageLength and DamageWidth come from the combo file.
Doesn't anyone read the tutorials? I spent a long time on that Jedi/side doc. :^)
Mike Z
Posted: Fri Feb 24, 2006 9:11 pm
by Teancum
I actually haven't started on the Jedi tutorial, I was just curious.
I've been working on learning to do gamemodes and create all new ones.
Still, thanks much for the docs, we really appreciate them.
Posted: Fri Feb 24, 2006 9:44 pm
by Qdin
I did, Mike - and I gotta dmit that you're WONDERFUL to that stuff!
you really know when there's in need for a joke..
I learnt a LOT from that tutorial (couldn't help it - that was the first doc I read
)
I haven't honestly been able to find any files for Ventress or Fisto - are those files even in the Mod Tools Beta?
Posted: Sat Feb 25, 2006 12:15 am
by Epena
Yes, I love the humor in the tools....
Makes me smile.
It's so much more custom than a bloody computer, like BF1 tools. I say it's worth the wait, along with those docs.
Posted: Sat Feb 25, 2006 1:32 am
by PAN-Fnord
Fisto and Ventress assets are NOT included anywhere in the mod tools distribution. Even if they were, if you tried to use them on the PC, it would crash - the code can't parse as many tentacles as Fisto has.
Mike Z
Posted: Sat Feb 25, 2006 6:48 am
by busterkinkade
Are the weapons anims in the charactor, or in the weapon?
Posted: Sat Feb 25, 2006 7:26 am
by Guest
well...i think jedi must have only one Force - force push or saber throw or lightning.
Blaaguuu
About mod.
Screens are interesting:) You can create specific map - Ruusan, Geonosis (Arena) etc.
Posted: Sat Feb 25, 2006 7:37 am
by PAN-Fnord
Weapon anims are in um...both. They are defined by custom animation sets if you have one, but how to pick which ones are used....animation names are in the form animationSetName_weapon_animationName. so if my soldier ODF says AnimationName = "myguy", then the animations used will all begin with "myguy". If the ODF for the weapon I have equipped says to use rifle anims, then the animations will all begin with myguy_rifle.
Hope that helps.
Mike Z
bothan or ewok jedi
Posted: Sat Mar 18, 2006 3:23 am
by B.U.R.N_GT
having trouble making bothan or ewok jedi, typically crashes to desktop, or gets to faction select screen and crashes. any great ideas? also looking to use invisibility as a force power, it just doesn't seem to work.
Posted: Sat Mar 18, 2006 4:56 am
by jkempster
i have made a bothan jedi. well sith actually. just take a jedis odf, i used luke jedi, then copy from properties down to sound. then delete the bothans properties down to sound adn paste lukes in there. works fine for me. the first time it crashed because the jet jump setting werent set in the bothan odf