A Challenge and Suggestion To Each of You

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Vantus
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Post by Vantus »

Vantus wrote: I'm sure there are some clever people out there that will scoff and say "that's not true, it's simple", but seeing as it has yet to be seen or done, I suspect it might be tougher than people think.
Ahhh Ruluk! You've just filled the shoes!

I like that you're animating Ruluk and your example there is fine indeed.

As for the SP animations It still doesn't solve the riddle that merging .gla's or "tweaking" base JKA ones would be required to squeeze out a few more generic emotes that we don't need.

As for new custom animations not being incompatible - I'm not yet convinced. This is breaching more into RPmod's inner workings which I have little knowledge of.

From my understanding (and i'm totally up for correction here), custom animations that DO NOT exist in JKA (Player-made ones) will need to be hard-coded into RPmod with files including animation.cfgs and their "_humanoid.gla". This is why we see the OJP climbing animation, it's part of RPMod's install process.

Whereas the animations we use in game including the news ones are simply "called upon" in-game as you know. This way people don't need to download additional files or in other words - it doesn't threaten compatibility with base JKA.

As an example, I'm sure at some point or other, people have failed to load RPmod correctly and once they got in-game and did a "ledge grab" they failed to see the animation, instead their character does a weird star-jump animation. This already is an incompatibility. Imagine if 30% of RPMod's animations were CUSTOM...

See what I'm saying?

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Soh Raun
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Post by Soh Raun »

Vantus wrote:As an example, I'm sure at some point or other, people have failed to load RPmod correctly and once they got in-game and did a "ledge grab" they failed to see the animation, instead their character does a weird star-jump animation. This already is an incompatibility. Imagine if 30% of RPMod's animations were CUSTOM...
I don't really mind this kind of incompatibility, as emotes aren't used 100% of the time. Sure it wouldn't look good for BaseJKA clients, but at least it wouldn't make them crash. So for me, it's fine to add more custom animations. :)
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Ruluk
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Post by Ruluk »

*Hm*...
Vantus wrote:and i'm totally up for correction here
Well, as I told you before, merging glas is possible, and rather easy, but you can't plan to do it without knowing the animation tools, and how to animate. I'm saying this not only so you can modify the base animation to work in-game, but also to isolate it. That way, you got only one single animation in one gla, and you can merge it with base gla with no real struggle.

Now, about this:
Vanuts wrote:custom animations that DO NOT exist in JKA (Player-made ones) will need to be hard-coded into RPmod with files including animation.cfgs and their "_humanoid.gla". This is why we see the OJP climbing animation, it's part of RPMod's install process.
Well, it is true, but from a certain point of view. Like the ledgegrabs, if you want to create an animation called BOTH_MY_AWESOME_ANIMATION, you will have to add a line of code in rpmod to allow it to be read. Doing this would (1) need you to have a new humanoid with its cfg, (2) need a new version of rpmod to be released.

HOWEVER, you missed something that Soh has posted here already. There are 50 slots not defined in the generic humanoid, but already defined in the basejka code, BOTH_CIN_1 to BOTH_CIN_50. The purpose of those was to allow cutscene animations. However, I can still create a new animation, add it to the cfg as BOTH_CIN_1, and create its corresponding emote. And, voila! We got a new animation working in the server without rpmod being changed.

Now, the latter paragraph solves problem 2, but what about problem 1? Would you still need to have a new humanoid released for people to download? Well, yes, of course. But, again, we *already* have to download a humanoid (for the ledgegrab). So, technically, we aren't really adding one more download to the new faces, just replacing one with better content, and I'm sure that downloading new animations is worthy, especially since several skins around here are larger than the size of _humanoid.gla ;)

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Vantus
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Post by Vantus »

Soh Raun wrote:but at least it wouldn't make them crash.
And that's always a total bonus.

My point was, if RPmod soon consists of many custom animations, then most people will run and grab RPmod once they realize it's buggy whithout it. Which would happen within the first five seconds when they see Star-man shaped people everywhere.

When this happens, it can't really be called fully compatible.

That was all I was trying to say.
I don't Roleplay anywhere else anyway, so I wouldn't mind custom animations in JEDI. I was just trying to fight the "incompatibility" fight but if Soh's down wit' it, then there's really no point I suppose!
Alkur Tekeil wrote:I say screw base JKA compatibility.
:P

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Joran Fordo
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Re: A Challenge and Suggestion To Each of You

Post by Joran Fordo »

Hello!

I don't know if this topic is still active, but I know a little know about modelling in 3DS Max, and I'm specialised in making lightsabers. I'm struggling with the texturing however. :D

I'd like to recommend this application. With this SaberBuilder you can easily make a concept for your future lightsaber. When it is done and saved, you could send it to somebody as a blueprint, who can model these things. Maybe I'm just a hopeful and not accepted yet, I'm making my own lightsaber at the moment with this "Technique".
If this has been posted before, then my apologies.

If not, then I was happy to help! :)
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Amoné Fayden
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Re: A Challenge and Suggestion To Each of You

Post by Amoné Fayden »

Joran Rockeye wrote:Hello!

I don't know if this topic is still active,
Since the last post was 1 year and 3 days ago, I would think not. :P

But thank you for sharing the link.

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