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03-19-2004, 06:36 AM
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#41
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The Original.
Join Date: Sep 2002
Location: Planet Funkālnite.
Posts: 14,509
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Quote:
Originally posted by keshire
I haven't gotten much response in the main forum, so I'm wondering what some other's thoughts on customizable sabers are. Any suggestions?
Also, I'm thinking that dooku saber needs to be brass.
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I thought so too, but when i had it in game it looked alot better than when in modview. it's kinda of weird like that. I'm going to try and make a brass shader for it as soon as i figure out how to do that >_<~
I wanna see the the ability to make a saber longer (single handed sabers) it might not be fully possible without a hell of alot of work, but man, it'd be really cool especially if you use one of those big style characters (when people make mods with model scaling) 
“This body is not me. I am not caught in this body.
I am life without limit.”
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03-19-2004, 06:42 AM
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#42
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Veteran
Join Date: Nov 2003
Location: St. Charles, Mo
Posts: 959
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I'm sure the hilts and blades will be scaled proportionately with the model when more people get to adding it. But if you mean like a variable length saber then thats possible too. But highly unbalanced.
Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
-Keshire of the Bleak Cabal.
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03-19-2004, 06:50 AM
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#43
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The Original.
Join Date: Sep 2002
Location: Planet Funkālnite.
Posts: 14,509
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well like the saber itself not it's blade. Like yareal poofs is huge to make up for his having 4 arms so that he can use all four. but also I think it'd be fun to have like a long version of say anakins saber just for kicks even if your'e a normal sized model. 
It could add a bit of flavour to the mix of things.
I'm uncertain of the balance of the sabers, since I don't really see how the size of the saber (hilt) will throw things off. but then again, I'm not much of a modder, I just simply make the saber models 
“This body is not me. I am not caught in this body.
I am life without limit.”
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03-19-2004, 07:04 AM
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#44
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Veteran
Join Date: Nov 2003
Location: St. Charles, Mo
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The hilt model counts as a seperate entity for hit detection. Meaning its easier to disarm, because you can disarm people by hitting the hilt.
And sure that can be done too. But it'd stretch out the textures mighty bad though. You could always add a new shaft option to the model with the customizable sabers. 
Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
-Keshire of the Bleak Cabal.
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03-19-2004, 09:16 AM
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#45
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Join Date: Nov 2002
Posts: 463
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yikes, unfortunately I don't know much about hilt modeeling... but I have to say the idea of customisable hilts sounds great.
That is one impressive arsenal of hilts. I see that in the saber files there is an option where a saber staff is breakable (kind of like what happens to maul) where one would end up with one or two sabers in each hand after the break. This would be a great feature when it comes to customisable hitls as I'm guessing the saber staff would be modelled in a way where the break point coud also lead to two seperate sabers.
I have yet to see this feature work in game though. Never came across it. Just one of those things along with 'pick up dropped sabers' in SP thet seems to have somehow dissapeared from the gameplay. =(
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03-19-2004, 09:28 AM
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#46
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Veteran
Join Date: Nov 2003
Location: St. Charles, Mo
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Ya, its not a valid saber flag in multiplayer.
But in the next OJP basic I should have the saber sticking to walls flag in. Enhanced will have it on by default though.
Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
-Keshire of the Bleak Cabal.
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03-19-2004, 09:30 AM
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#47
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Veteran
Join Date: Nov 2003
Location: St. Charles, Mo
Posts: 959
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Also hilt modelling is much MUCH easier than character modelling. You make your model and add a blade tag to it. simple.
no weighting no skeleton.
So if this gets implemented I could crank out some sabers with a very good amount of options very rapidly.
Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
-Keshire of the Bleak Cabal.
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03-19-2004, 10:10 AM
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#48
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JOM Director
Join Date: May 2002
Location: USA
Posts: 2,967
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Looking good Sith!
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03-19-2004, 07:05 PM
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#49
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The Original.
Join Date: Sep 2002
Location: Planet Funkālnite.
Posts: 14,509
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I'm thinking of cranking out some staff sabers soon. Probably start with my ventress training saber 1 make it a staff. Then I'll probably make some models that just pop in my head. Make single style ones to so if the saber staff break gets implimented it'll look right ^-^.
“This body is not me. I am not caught in this body.
I am life without limit.”
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03-25-2004, 09:23 AM
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#50
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Veteran
Join Date: Nov 2003
Location: St. Charles, Mo
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Ignore the text at the bottom I need to add a new string for it.

This was just a template that I wrote some ideas down on.
Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
-Keshire of the Bleak Cabal.
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03-25-2004, 09:27 AM
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#51
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Rookie
Join Date: Oct 2003
Posts: 213
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cool hilts. does anyone have ones with blades attached to the hilts?
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04-22-2004, 05:37 AM
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#52
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Forumite
Join Date: Feb 2004
Location: Here and there about Chicago
Posts: 562
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That saber creation looks very interesting. Keep working on it and I'll download it.
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04-24-2004, 02:27 PM
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#53
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The Original.
Join Date: Sep 2002
Location: Planet Funkālnite.
Posts: 14,509
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“This body is not me. I am not caught in this body.
I am life without limit.”
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you may:
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