Hello guys, this is my first post here and I must add that Iam a coming later to jk3 and stuff.
I need some info and perhaps some help regarding the lightsaber position in jaden`s hand.
I have noticed that compared to kyle, jaden holds the lightsaber hilt close to its end rather than from the top and when he/she wield the weapon, the left hand is almost holding air instead of the hilt. This happens to all the hilt types with the exception of the praetorian because this hilt is really long.
Is that correct or a bug? Also is possible to modify some file or config in the game to correct the hilt position so that jaden holds it like kyle?
I hope I have not posted this in the wrong board and thanks in advance for any info or help.
I think there isn't any problem with the place of the saber. By the way these are defined by the tag of the saber model, and the tag of the player model. So basically yes, you can modify them, but you will have to work with the models.
I've noticed it too and it does seem a little bit odd i guess the developers just lazy or confused about the tag's and didn't bother to fix it
jk3editor;5617627I think there isn't any problem with the place of the saber. By the way these are defined by the tag of the saber model, and the tag of the player model. So basically yes, you can modify them, but you will have to work with the models.
Can you tell me how? I dont know squat about modding
For 3D max 4 to 7 (i dunno if later versions work): Get a .glm importer Import in max Move saber (and tag_blade) up on the Z axis so the origin is at the center of the hilt Export to .md3 Import into MD3View Write a .skin file containing texture path Import .skin file Export as .glm
Shiftee got everything, except you need to move the hilt down on the Z. The world 0,0,0 point is roughly where the player model's index finger goes.
Well guys thanks for all the info.
I was hoping that the solution would be more simple. I dont know nothing about using 3D design programs like 3D Max so I guess I will drop the matter since I dont have confidence that I will not wreack havoc on my game.
My personal intention was to modify the game for my single player satisfaction... dindt really know that it would be that difficult.
Jose Carlos;5617874Shiftee got everything, except you need to move the hilt down on the Z. The world 0,0,0 point is roughly where the player model's index finger goes.
Yeah up or down depending on where it's currently located, my bad.
The way you keep from effing up your game is when you modify stock assets you make the new ones in a separate pk3 rather than changing the assets0-3 pk3's. The game will overwrite as it loads pk3's in reverse alphabetical order so it usually loads the assets last and anything with a matching name will override the assets on load.
You can fix all the sabers without physically changing the base assets, I did this with many things, mainly the broken saber fix for SP so that when you cut a reborns staff in half they'll wield the 2 halves rather than the generic saber.
Best way for positioning is to not use a tag_parent but rather place the saber in world so that 0,0,0 is located where you want the hand to hold it. It's a simple import, move down along Z axis and re-export process, you could do it if you tried.
Woah hold on a minute. The issue is with the idle stance's animation not a model or saber tag being misplaced. You can check this out yourself for proof. Compare where Jaden holds the saber while standing still and where he holds it while running, walking, and attacking. You can use the command timescale to make this easier.
Three fixes I'd do are: 1. Download some custom sabers. This because some modders took the bad hand position into account when making their sabers. 2. Download a stance mod. That will change the hand position. 3. Remake the stance in an animation program. The only one I used was Dragon.