View Full Version : WIP(Academy): Lightsaber Claws/Hilt
09-20-2003, 07:51 AM
Ok all, check out what I found out how to do!
dual tri-saber blades (http://psynex-land.com/images/tri_saber.jpg)
JA has THE best options for editing sabers now....so many to choose from. I expect more people will take a higher interest in making saber hilts.
And now the custom hilt to make it more normal that not a single cylinder shaped saber could emit more then one blade:
saber-claw hilt (gauntlet) (http://psynex-land.com/images/saber_claw.jpg)
I'm not the best skinner, and that was just a one hour job. I plan to polish the skin, and reorient the saber so it looks like it is attached to the back of the hand of the characters.
I've already thinned out the blades of the saber and made them all the same size as well. More screens as they come.
09-20-2003, 12:56 PM
Lookin good Psynex. I hope others get such good ideas as well.
09-20-2003, 01:44 PM
I wouldn't call it a good idea. This is unbalancing gameplay, as three sabers do more damage then one or two - a LOT more.
09-20-2003, 02:05 PM
oh well, it makes the game more cool (at least for those of us who have these sabers)
09-20-2003, 03:11 PM
Reminds me of the Assassin from Diablo II..lol
I think it's a cool idea, but really only for screwing around, might be unfair in gameplay :S
09-20-2003, 05:04 PM
Yea, it does make for unbalanced gameplay. That's why most sabers would need to be playtested. That is unless raven made it so only one blade was actually detected. I don't know if they did though considering you can set attributes to sabers to allow them to block any or all force powers.
Just make sure if you want a fair match to make the server pure.
These sabers would be fun for single player though.
Maybe I should post screens in the skinning forum and see if anyone wants to make a skin or two for this. More as it develops.
09-21-2003, 06:43 PM
That's cool Pysnex. Instead of using em for MP why not make it a mod for SP only?
09-21-2003, 07:56 PM
they look very cool, especially the gauntlets. also, it won't change the balance, since you aren't actaully modding where the damage comes from... or at least that's what i've been lead to beleive in the past.
09-21-2003, 10:04 PM
It will be a fun mod...but I doubt it will be widely used. I don't know if damage will be affected or not...it looks like this might be simply editting the saber textures.
09-21-2003, 10:35 PM
Single player and multiplayer are both selectable. There's no need to make two different folders for them anymore.
And no, it's not just a saber texture mod. You can have up to 8 blades by appropriately naming a number of tags....tag_blade1, tag_blade2, tag_blade3, etc...
I found the easter egg the other day and am writing a tutorial explaining all the great new saber mod features we can play with.
09-23-2003, 02:30 AM
man great lookin sabers, heh you should try some ninja turtles psi sabers (rapheals weapons :p ) haha or maybe some nunchuku sabers (Man now that would be sweet)
Psy, your hilt looks cool, altho won't you need to write an animationfile for it, seeing as how the orginal style really didn't take your model in to consideration??
09-24-2003, 04:40 PM
nope. all I have to do is rotate the claw properly to the hand of the model, then offset it from its point of origin. I shouldn't need any special animations or anything.
09-28-2003, 02:10 PM
very well done. if you don't want it to be throwable when you make the .sab file set the saber throwable variable to 0 :p
taken from my .sab file for maul's saber
I transfered the sickle sabers over to JA and they work wonderfully.
09-28-2003, 04:00 PM
(laughing at your avatar).
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