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Old 06-16-2010, 06:13 AM   #41
Isaac Clarke
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Can you do this for K1, too?

Edit: Just tried. This is really good. Could use improving, though.

Last edited by Isaac Clarke; 06-16-2010 at 06:27 AM.
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Old 06-16-2010, 09:50 AM   #42
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Originally Posted by Darth Vada View Post
Can you do this for K1, too?
Um... http://knightsoftheoldrepublic.filef...nd_Belt;107623




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Old 06-16-2010, 01:14 PM   #43
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If anyone sees any improvements to make don't hesitate to point them out. I only ask that if possible you say which specific animation needs improving on. I'd rather not go through every single animation again looking for problems.


It's just like chicken-only different.
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Old 06-16-2010, 06:39 PM   #44
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Sorry, I was in a hurry for a short trip. I was going to say, could use improvement, when the PC walks or runs the cape doesn't quite touch the feet, and if one foot hits the cape, the whole cape doesn't flap up, does it?

Quote:
Originally Posted by Canderis
Sorry. I wasn't thinking right. I already knew of that.
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Old 06-16-2010, 06:43 PM   #45
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Obsidian animations are like that. I may have raised the cape to high, however tbh it's to much trouble to go back through every animation and change it. Or another way of looking at it.....it's the wind, the wind I say!


It's just like chicken-only different.
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Old 06-17-2010, 12:49 AM   #46
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Of course, it's the wind!!! the PC ALWAYS run! so there is a lot of wind, plus he's a jedi using force speed, all the time, the game is just a little in slow motion!


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Old 03-23-2011, 07:58 PM   #47
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Wow, long time no post. So what have I been up to? Well.....

Show spoiler


Show spoiler


Show spoiler


Show spoiler


Warning: there are some clipping issues with the blades. Unfortunately, this will probably not be fixed unless I'm really lucky.


It's just like chicken-only different.
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Old 03-23-2011, 08:12 PM   #48
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Those look nice!!

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Old 03-23-2011, 08:23 PM   #49
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Pretty cool stuff Hunter...nice job.


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Old 03-23-2011, 08:34 PM   #50
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Those look great.



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Old 03-23-2011, 08:38 PM   #51
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Neat stuff! Does the stance flows well with the animations?
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Old 03-23-2011, 08:46 PM   #52
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I tweaked some of the attacks so that they flowed better but most did well enough on their own. Ironically, the coolest attack is one I did not animate.


It's just like chicken-only different.
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Old 03-23-2011, 08:49 PM   #53
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Are these animations going to be for TSL too? I noticed the screenshot was in KotOR. These are really awesome animations, btw, again.

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Old 03-23-2011, 08:57 PM   #54
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Yep, I am going to do a TSL version also.


It's just like chicken-only different.
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Old 03-23-2011, 09:52 PM   #55
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Yay!


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Old 03-23-2011, 11:35 PM   #56
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Hunters Run, I suggest making a video of your new animations. Showing the new animations compared with the originals might be a good way to go . . .




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Old 03-27-2011, 03:30 PM   #57
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That's not a bad idea. However, I know nothing about making videos and have another project that I am focusing on right now (the animations are done, I am currently waiting for some input to put the finishing touches on the mod). However, if somebody has free time on their hands and wants to make a video, I'll be more than happy to send them the model.


It's just like chicken-only different.
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Old 03-27-2011, 04:37 PM   #58
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How does combat work with this?

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Old 03-27-2011, 05:06 PM   #59
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HR that looks amazing. Did you change the running and walking animations to match, or are they still the same? Regardless it looks really nice

Will it work with SS's Revan's animated robes mod? I'm asking because in the pictures it looks like you are not using the mod.





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Old 03-27-2011, 05:12 PM   #60
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Quote:
Originally Posted by logan23 View Post
How does combat work with this?
The same question I am curious about... how I missed this lately is beyond me, but wow that looks pretty cool! Take DI's Starkiller-inspired sleeveless robe and add those saber animations, and you have a pretty awesome cross-over mod!

Really neat, Hunter's Run! Glad to see that your work continues, even if it is behind the scenes


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Old 03-27-2011, 05:58 PM   #61
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Oh, wow. This is... just amazing. Fantastic work, HR!



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Old 03-27-2011, 06:36 PM   #62
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I have given Hunter permission to use my mod with this, and it will be fully compatible with my original robes. I've gotten a chance to test it, and I think that with some refinement, this is going to be a really cool mod that will draw people back to KotOR.



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Old 03-27-2011, 06:48 PM   #63
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Do you think you could fix some of the animation stances for the female Exile characters? They have this issue where their lips get messed up when going into a combat stance.

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Old 03-27-2011, 07:36 PM   #64
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I'm raising this more as a discussion-point than anything, but... in KotOR II's animations.2da, there are rows set aside for 'ready' stances for the Makashi, Soresu, Ataru, Shien, Niman and Juyo forms. There are three rows each; one for single, double, and dual-wielding lightsabers. Now, I don't know if this is possible and people far better-informed than me can probably say, but... is there any way to create animations to match these? Would it be possible to set up separate combat animation sets for each form? They wouldn't need to be all-new, (in this hypothetical magic world where creating new animations isn't a pain in the rear end ) as mixing some of the currently existing animation sets in could give each form a more distinctive look.

Like I said, I've no idea about the (im)practicalities of this - just raising it out of interest.



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Old 03-27-2011, 10:27 PM   #65
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I once considered doing that when I heard about it. I even was going to create individual stances for each one. However I soon discovered that it was for some reason hardcoded into the game. At least that's what I read.

The version Sithspecter has is an old one. I adjusted the attacks so they flow better. Some attacks are modified a little and some a lot. There was an issue where the twin sabers clipped through the body that has been eliminated and thanks to Sithspecter the robe flows. Also the running and walking animations are the default ones.

@VP- Can you take a screen shot of this issue and send it to me? I'll then compare it to the full body model and see what I can do.

About the TSL version. To avoid porting issues I will probably be animating them all over again so it may take a while. Unless there is unanimous agreement that it is not porting I can't really do anything about it.

About using this with other mods. It is okay with me, However you'll also have to ask Sithspecter as his flowing robe is included. I created the flowing robe for TSL so have a ball when it is done.

Sithspecter asked that I add a new line in the 2da so that you can use his mod and mine in conjunction, however I have no idea how to do that. This is one of the last things that needs to be done before the mod is released, so If you do know how to do it, drop me a line.

As I was writing the wall o' text I had the thought that I should really get the mod beta tested before I shove it out the door.

Requirements for beta testing:

1. You must have kotor installed. I don't know why you'll ask if you don't as this mod is only for kotor, but still....
2. I'll try to put this as nicely as possible. If you sign up just to get the mod early don't bother. If 4 out of 5 testers point out glaring issues or constructive criticism, but the the 5'th one comes back with "TEH BEST MODZ EVAH" than rest assured they will never beta test for me again.
3.Have Fun


It's just like chicken-only different.
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Old 03-29-2011, 11:47 AM   #66
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Quote:
Originally Posted by Hunters Run View Post

@VP- Can you take a screen shot of this issue and send it to me? I'll then compare it to the full body model and see what I can do.
These pictures demonstrate the issue with the lips

Show spoiler


... and this is what the lips should look like.
Show spoiler

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Old 03-29-2011, 01:57 PM   #67
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Is it only a specific head or each individual head that is messed up? If it is a specific head which one?


It's just like chicken-only different.
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Old 03-29-2011, 08:44 PM   #68
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Well... if it was a specific head, then it would obviously be that one.



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Old 03-29-2011, 09:30 PM   #69
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I can't believe I didn't catch that . It just occurred to me that if I fix the full body model than it will eliminate the problems for all the models. However, if there is no problem with the full body model than it would help if I got the name of the specific head model. That way I don't have to filter through all the heads to find the one that is messed up and I can get straight to work.


It's just like chicken-only different.
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Old 03-29-2011, 10:06 PM   #70
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Originally Posted by Hunters Run View Post
I can't believe I didn't catch that . It just occurred to me that if I fix the full body model than it will eliminate the problems for all the models. However, if there is no problem with the full body model than it would help if I got the name of the specific head model. That way I don't have to filter through all the heads to find the one that is messed up and I can get straight to work.
As far as I know, all of the female heads are like that, which leads me to believe that it indeed the body model animations (the super models).

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Old 05-24-2011, 02:49 AM   #71
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amazing work!
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Old 05-24-2011, 02:38 PM   #72
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I come back with a request and a question. I have finished another animation/stance mod and I think it would be good if a video was taken of it. The catch is that I recently discovered I am no good at taking videos. As such if anyone has the time on their hands or the inclination to make a video please p.m. me.

When I made the stance mod I tweaked the animations to flow better. However they are not new attacks. The problem with new attacks is that they will be out of sync with what the opponent does. My question is that how many of you want new attacks and how many want the attacks to be in sync.


It's just like chicken-only different.
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Old 05-24-2011, 06:43 PM   #73
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Definitely would rather have them be in sync. But couldn't you also make new defences to match the attacks?


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Old 05-24-2011, 07:06 PM   #74
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I think that the coolness of new attacks would be absolutely ruined if they weren't synchronized. I've had a few cutscenes in the game run where the attacks were not coordinated. It looked completely ridiculous. Like, a character would "get hit" by the opponent's weapon before they even swung, and other such nonsense. But, if you could figure out the frame that the hits and parries occur on, and time yours so that they match, it could be sweet.



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Old 05-25-2011, 01:51 AM   #75
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I agree with Sithspecter's assessment.

New question: Are these new attacks going to be connected with the fighting styles that are taught to you by the Jedi Masters: like Ataru, Shien, and the like?




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Old 05-25-2011, 04:28 PM   #76
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Hmmm....The attacks are all set lengths. If I play a game of match them up I should have the attacks and defenses matched up. From there it will just be a matter of matching keyframes.

To answer the second question, there is the back hand style which I believe is a varient of juyo. Also revans stance is juyo I believe. Besides juyo what styles do you think revan knew? I ask because I've decided to put the backhand style in a different model and if Sithspecter is okay with it, use his flowing robe model again to animate stances and attacks. Revans new flourish and stance will be the one you saw in his cutscene. It won't be a 1:1 copy but it will be as good as I can make it.

As a last note which model do you think best fits the backhand style? Also which project should I work on first- the back hand style or revans style?


It's just like chicken-only different.
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Old 05-25-2011, 11:21 PM   #77
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Both are tempting. You could go with the easier and then the harder or vice versa.


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Old 05-26-2011, 05:59 PM   #78
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Flip a coin. But if you want our opinion I say backhand.


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Old 12-12-2011, 04:00 PM   #79
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update- Last time I was doing a backhand style. That has given way to my current project- getting animations into the game without replacing them. I have been successful. By injecting lines into animation.2da and dialoganimations.2da I have managed to create new animations without replacing old ones. This of course is in ether late alpha or early beta stage. Unfortunately the ends of my finales are coming soon and that means I'll be playing skyrim and will have no time to dedicate to this project. Still I believe I have 98% of the steps down right. for the last few steps I'll need some scripting help. Right now I can inject new animations to any party member and maybe to the pc. I haven't tried with the pc yet as I am experiencing some problems with that. However that does not mean it can't be done. I have changed my pc's appearance to darth revan and the animations won't hold. It just occurred to me that if I add new animations to the main supermodel it should show on the pc regardless of outfit. Soooo.....I am going now to check that out.


It's just like chicken-only different.
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Old 12-12-2011, 05:27 PM   #80
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Sounds interesting, I hope you can get it to work...New animations would certainly benefit KotOR.


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