I would Just like to infrom everyone that the new Version of my mod is coming out soon and I would like to get in the testing phase and make a video preview or something to show off the mod better since my crappy screen shots dont really help.
The Mysterious Phantom
18th February 2008
Ill test your mod if you like I wanna become a beta tester so why not start now send me via e-mail Xfire or PM and ill give u a honest review and a for the video you might need to find someone else but i can supple sme pics
13th June 2007
My favorite mod is getting a new version! W00t! Thank you so much, Hirman! What have you changed or added since v4?
I R Scary Eyeball
29th January 2004
Oh, the animations/effects mod. You had me confused there for a moment!
Here's the new readme if that clears anytthing up for everyone. Hirman's CLONEWARS MOD V5 Author: Hirman Recommended DownLoads: Open Jedi Project newest version; JA+ 2.3, Movie Battles II,TK-231's Special Effects Mod, Pakscape Description: this mod alters the games animations and stances..alot. Looking for a more familiar feeling like in battefront, EPIII the game, or jedi power battles? well this is that mod bringing new stances and swings, jumps, taunts, running, walking, the list goes on. also included in the mod is new lightning effects, saber blades, and clashing effects along with new sounds for all of that plus star wars hilt overwrites that have their own specific qualities for each. Sounds complicated? well to make it more complex I have made it compatible with Moviebattles II, Ja+ 2.3, and OJP enhanced. The previous versions of the this mod share some of the same stuff but now after 5 tries it is perfected and is the most flexible stance and animation mod available. so let me give ya this and enjoy. Thanks to: makers dragon software for giving me the tool to do this, Don Kain for his work so long ago, JA+ team, MBII team, and OJP team for their mods. Install: There Are 3 folders in this mod along with the file clonewarsmodV5 base.pk3, cw_v5oldswings, cw_v5newswings. In each folder there are files specific to each mod -MBII has the mod files for Movie battles two -JA+2.3 for JA+ 2.3 -OJP for Open Jedi Project mod files labeled -old or oldswings contain the saber swing anims that are from base JA -new or new swings contain saber swings I developed. FOR ALL VARIATIONS PUT THE CLONEWARSMODV5BASE.pk3 IN THE BASE FOLDER!!! REGULAR GAME: -put either cw_v5oldswings or cw_v5newswings in the base folder.NOT BOTH! MBII: -put the MBIIBASE.pk3 in the base folder -put either MBmodels_old or MBmodels_new in the MBII directory BACKUP FILES BEFORE MOVING IT WILL REPLACE THE FILE ONCE YOU OK IT TO!!!!!! JA+ -put either the JA+_gla_animsold or JA+_gla_animsnew in the base folder OJP Pakscape in needed for this part. -go to the OJP directory folder -open up the assets pk3 that contaions the animation.cfg file in it and replace it. save and exit. BACKUP FILES BEFORE MOVING IT WILL REPLACE THE FILE ONCE YOU OK IT TO!!!!!! BUGS: THE ONLY BUG YOU MAY EXPERIENCE IS IF YOU EITHER YOU MESS UP THE INSTALLATION OR THE SERVER YOU ARE PLAYING ON DOESNT HAVE THE MOD INSTALLED SO YOU MAY HAVE PROBLEMS THERE SO EVERYONE SHOULD KNOW THIS MOD NEEDS TO BE ON THE SERVER EXACTLY THE SAME AS THE OTHERS IN ORDER FOR IT TO WORK ON MP SERVER games.
ok so the mod is releases any questions please post here and any recommendations please post here. It looks like a success so hopefully there wont be many problems.
The stances do have a problem: they don't have suiting ...LEFT/RIGHTUP resp. ...LUP/RUP counterparts, so whenever one stands on a slope, there's a kind of wiggeling effect due to the animations changing between the default stance and the one-foot-up stances.
The forums staffers think I'm Cool
31st August 2006
Hmm haven't seen a stance mod without that wiggeling effect yet really? Well at least not in SP ;) And that so happens to bring up a question :), does your mod work for SP as well Hirman?
Yup, I was talking about sp, too. And that wiggeling effect is in deed observable in most stance mods, since most of them only replace the stance animation frames with others already in the vanilla gla file. But hirman actually went all the way to create new animations. To avoid the wiggeling effect, one would have to make sure the stances differ from the vanilla stances only from the waist upwards. Or - if the legs have to be tweaked - all three single saber stances would have to share the same leg configuration, and then one-foot-up configurations for the legs would have to be created as well.
But, seeing all the versions made for the various popular mp mods, I guess sp is not really within the focus of this mod, now, is it? [Sigh]Ah well, whatever[/Sigh] (says a hopeless sp fan).
EDIT: Uhm, another point that sprang to my head: I wonder why you picked the DFA to be replaced with the Palpatine-like spinning jump, hirman; somehow to me the BOTH_FORCE_LONGLEAP... animations seem more apt for that (don't know why, but as far as special moves are concerned, the DFA does not seem special enough, whereas the FORCE_LONGLEAP is - what with the speed / jump combination; also, it's somewhat harder to pull off and does consume more force points).
Just tried it with this modification: BOTH_FORCELONGLEAP_START 24538 17 -1 5It didn't quite work out with your animation as is, but with some tweaking it might look really great - what with the camera movement and time scale involved in a FORCE_LONGLEAP; could make it look like in a movie, he he. Just a suggestion, though - it's up to you, of course.
BTW: I really like your running animation with ignited saber - it looks so damn cool!