Question: Is this mod even comprehensible? -1 reply

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Guest

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#1 10 years ago

Okay, this is going to get technically with the Q3E and JKA workings, so pay attention any modders, or anyone who has a clue about this stuff. Alright, talking with a few friends online, about mods on JKA. Had an idea hit me, and it doesn't require modification of ANYTHING other than what a player sees, and the player's model. Keeping in mind the limits of the Q3E, I must ask, is it possible to create a mod, that, in turn, allows every person to create their own, personal stances, and add ''points'' to these stance positions? (I.E. Defense rating, Attack rating, etc) Now, I understand there's stance mods out there that changes what you see as a stance, I understand there's mods that change what a person does (Ex. The ''special moves'' in JA+, with the different sabers, like Slider did), heck, even to points I didn't think of. This, however, is where the hard part comes in. The modification would have to rely on an easy User Interface for the person to modify their stance. Using an easy to alter ragdoll and using a screen similiar to character selection, could a person be able to move ''hooks'' (I.E. joints) of a model, like the elbow, arm, knee, etc, and create a customized stance? Also then after, it would have the point value ratings, for defense and attack values (Obviously making sense with whatever stance is used, if it's a one handed saber stance the defense probably won't be amazing), and when created anyone else playing on this mod could possibly see that other person's customized stance? And play against them using the point values?

This is kinda going into OJP like changes, with different stances (One handed Makashi in OJP, or such) and how they are. But the whole working sounds like a hassle to me. Admittedly I'd find it amazing if someone could mass together this idea, but I'm posting moreso for a ''Can it really work?'' than a ''Can someone kindly waste time in their life for me to do this?'' post. So then, in reiteration to sink it in, modification of a player model to fit a person's stance by alternating where hook joints are placed in reference to the body of the model, causing it to form a new way of standing, a ''stance'', and making it user friendly, while also allowing customization of point values of offensive and defensive use? While making sure it could smoothly flow without the saber going through it's user? This has me baffled. I found it a good idea, but I'm not sure if the Q3E or the JKA workings could handle it. As I said something similiar has been done with Slider's Special moves in JA+ and with the OJP team, but is it possible to allow the USER to be able to drag hook joints in a friendly UI in a mod to create a personal stance that anyone else with the mod could see as well and fight on a offensive/defensive scale? Yes I will admit, much reiteration. I used it only to make sure it was pounded into the mind of whoever reads this. It's a can it be done question, remember that. I'm not asking for anyone to do it, just is it possible? And if so, can you give me a technical outlook of how it's possible, if I missed something in my statements? Thank you for your time if anyone does reply.




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#2 10 years ago

The answer to my knowledge is: NO! Jedi Academy, and most other games are "hard wired" meaning no files other than .cfg's can be modified once in-game. Then again, there is that animation.cfg file, so I'm not really sure what that is, but I'm pretty sure you can't change it in-game, and even more sure that making user interface to change it is impossible.




Dantrag

Shaders, usefull yet trouble

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30th July 2007

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#3 10 years ago

Nah, I think the biggest problem is that it would most likelly require extensive coding. It might be possible for MP, after all they did a ton of stuff for OJP and MB2, but for SP I think it's impossible because the SP source code was never released.




TFOpanda

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29th January 2006

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#4 10 years ago

Hmmm. I woudn't think the ragdoll animation selection thing is impossible, just extremly hard. I suppose there would be some sort of 'interface' where you can select each section of the bone and move them. Then what? I don't think there is a way to write it to a _humanoid file (It's never done in the code, well that's in the jamp source anyway). Even if you could, the _humanoid file has to be re-read (It's only initlised at the start of each map), meaning a restart of the level (Isn't very practical if you everyone kept changing), then it needs to go on the server , and unlucky for us the _humanoid file is over 11 mb, it would take forever to upload. Then we have the problem that everyone would want their stance to appear and they would overwrite each other. There is the case of 'individual' _humanoid files, like map specific ones in sp. But it would be a complicated procedure assigning diffrent _humanoid files to each player. Sorry to say but it's beyond JKA limits. Cool idea though.




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#5 10 years ago

Thanks for the replies. Yeah I figured it may be possible, just extremely hard and memory consuming... I guess it is somewhat beyond the limits of JKA and the Q3E, although similiar things have been done with the OJP and JA+ mods, they're set stances for each and every individual, relying on only one humanoid file. So basically, kinda impossible. But, it was worth seeing about. @Dantrag: The main purpose was MP, I couldn't imagine SP ever running it. @TFOpanda: Thanks for that, I figured that's where the main problem would lie. The interface, may be possible but extremely difficult, and others would have so many stances that would require saving (And when you saved a new stance a restart of the map or your JKA itself which would be an extreme pain). I mean in due respects it's probably still ''possible'', after reading what you said, but in the case of memory space, time consumed, and the work required, it probably wouldn't be worth it at all. Also for going on the server would be an extreme pain, I could understand maybe if RP'ers for JKA wanted to have a mod like it with their own file just for themselves, but otherwise, your right, kinda impossible. Also the overwriting of each person would probably occur. Thanks for the statement that it was a good idea though, I just figured it'd be a new way of customizing something. Thanks for the replies again. Too bad it's not really possible, but it was worth a shot. If I have any other crazy ideas I'll ask around here.




~*Seto*~

Trapped in the interchet

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19th October 2007

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#6 10 years ago

What would be possible is a mod that lets you cycle through any existing JKA playermodel animation and use that as a saber stance. There would still be a lot of options that way, just not quite as interactive as you originally intended.




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#7 10 years ago

True, that could work. Although as you said it wouldn't be as interactive as originally intended, it'd be interesting to be used in that way, and would create some interesting stances. Nice idea Seto, it wouldn't be extremely hard either, and give quite a bit of options. Also you could use ''pause'' settings, stopping anywhere in an animation to cause a stance setting, and since the animation would already be in there it could be read by anyone. That could work. Anyone else have any opinions/ideas about that?




TFOpanda

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#8 10 years ago

The problem with that is the animation.cfg decides the ammount of frames and the speed. The code just plays the animation in correlation to the .cfg, I doubt there's ways to override it. It's defintly possible to play custom animations, just hard to edit them. It's possible to change the anim speed in the code.