NEW ANIMATIONS IN JK2 - HowTo -1 reply

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tFighterPilot

Force Using Dictator

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8th April 2003

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#71 16 years ago

I beleive that JA has a bit different humanoid skeleton. Ask ASk, he'll know better then me. Also http://www.lucasforums.com/showthread.php?s=&threadid=113987




N3G1@

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13th March 2003

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#72 16 years ago
tFighetPilotI beleive that JA has a bit different humanoid skeleton. i

I know: it has less bones...I'm animating too. Learnt how in one night... :deal:




ilikenwf

Slightly cooler than a n00b

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5th February 2003

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#73 16 years ago

Okies, say someone wanted to extract an anim from jk2 and put it into jk3? How?

also,

If it was an anim that causes damage, how would you make it cause damage when executed?




N3G1@

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#74 16 years ago

OK. I'll be very precise: 1 - It's impossible (for now) to extract animations from the jk2's GLA file and reintroduce it in JA's GLA. 2 - It isn't the animation that cause damage but the source code tell the game that for that animation the blade will cause damage... 3 - if you want to make a completely new animation with a completely new function You need the source code and someone that knows how to mod the C++ code...

Nice signature... but bad english... :uhm:




ilikenwf

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5th February 2003

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#75 16 years ago

Crap...would someone please remake the kick animations from jk2, and someone (else, maybe) program with c++ the damage attributes? I REALLY need these for a map I am making.

Oh...BTW N3G1@ : HuKeD on fOnIx wErkeD fOrE I




N3G1@

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#76 16 years ago
ilikenwfOh...BTW N3G1@ : HuKeD on fOnIx wErkeD fOrE I

I don't understand a word... Anyway, now your english is perfect. And at last the source code isn't out yet (and I'm not sure that It'll be released...).