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Old 03-06-2004, 11:09 AM   #1
keshire
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OJP Visual Weapons WIP







OJP Enhanced Models. I'm adding tags to models for OJP's visual weapons code.

What this does is holsters your weapon when its not in use.

Like so.



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Old 03-06-2004, 11:47 AM   #2
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THIS IS GREAT!!!

Now we need a new yoda model so we can see him take out his saber and WOOooop all!!!

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Old 03-06-2004, 12:29 PM   #3
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hrm nice!

but what if you carry a Rocket Launcher and the Wookie Bowcaster at the same time?
Will they cross each other on the players back?

And about that pic where Kyle is wielding two Blasters ... will you be able to fire both ?


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Old 03-06-2004, 03:31 PM   #4
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Oh that's cool.


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Old 03-06-2004, 04:40 PM   #5
Miko Reglia
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Wow Kyle looked as if he were the one man in a huge battle or something!

This is awsome guys, I've been waiting for something like this for a while. Nice job keshire.



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Old 03-07-2004, 06:14 AM   #6
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this looks awesome, any idea on release dates and stuff??


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Old 03-07-2004, 06:47 AM   #7
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one word...RAMBO!!!!
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Old 03-07-2004, 07:32 AM   #8
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this looks awesome!
I guess for the rockets and the bpwcaster and all the other guns it will put the last gun used (if there are multiple) on your back?
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Old 03-07-2004, 07:52 AM   #9
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OMG!!! That's awsome! I'd like to see Jango Fett shootin' it out with his twin pistols!


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Old 03-07-2004, 01:31 PM   #10
way
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Quote:
Originally posted by ronbrothers
I'd like to see Jango Fett shootin' it out with his twin pistols!
Yeah! me too

well done!
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Old 03-07-2004, 02:38 PM   #11
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Awesome, I cant wait to see this released!
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Old 03-09-2004, 08:04 AM   #12
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I have the Max4.2 file, xsi, and model zipped up for any that want it to help with their own models.

I also gave it too Razor Ace to up to the OJP repository.

Uses: bolt_holster
saber
saber2
staff
blaster
blaster2 (for dual blaster mods)
launcher
Golan (because its so big and would clip if attached to the launcher tag)


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Old 03-09-2004, 09:14 AM   #13
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Quote:
Originally posted by keshire


I have the Max4.2 file, xsi, and model zipped up for any that want it to help with their own models.

I also gave it too Razor Ace to up to the OJP repository.

Uses: bolt_holster
saber
saber2
staff
blaster
blaster2 (for dual blaster mods)
launcher
Golan (because its so big and would clip if attached to the launcher tag)
I believe ksk h2o wished to use this.

Quote:
Malak is NOT finished yet. I need to finish the shader, add weighing to the face, and add the bolts that make him compatible with OJP.
ah yeah, he did. You can see the thread here


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Old 03-10-2004, 08:34 AM   #14
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Chewie with Launcher and Blaster tag only.


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Old 03-10-2004, 12:33 PM   #15
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Quote:
Originally posted by keshire

Chewie with Launcher and Blaster tag only.
Nice for seige. Could you make the screen shot's a little lighter next time.
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Old 03-10-2004, 09:01 PM   #16
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i hope you arent just going to have blaster and launcher tags! what if your using chewbacca as say.... lowbacca or a jedi wookie of some other name!?!


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Old 03-11-2004, 04:28 AM   #17
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I'm doing it by class for now. If RazorAce gets the offset method coded then it can be changed with an external file.


Apathy Cannot Inspire.
Ambivalence cannot lead.
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Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
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Old 03-11-2004, 10:55 AM   #18
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Is this going to be server side, or client side?


I would like to beta test YOUR models
I love graves. You should love him too.
Thanks SupremePain for the avatar.
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Old 03-17-2004, 07:01 AM   #19
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The bolts seem to work very well keshire.

I just have a slight remark I would like to make.

There are a few weapons out there with the 'sword' class meaning that the blade is and actual physical blade and not a light saber blade.

These weapons, when bolted onto the existing tags look very awkward. The sword points straight down the leg and can clip with the floor.

Now the hilts look sweet when positionaed in a vertical manner like they are, but the physical weapons I think need a different positioning. I wold rotate them about 90 degrees so they are parallel to the ground and not perpendicular... just a thought.

Of course I don't even know if it's possible to seperate which tag physical blades bolt to and which tags energy blades bolt to.

Of course you could make things easier by just turning the exisitng saber tags 90 degrees, yet I don't know if that would look right with normal lightsaber hilts.

Another thing that I found a little problematic (but I guess there is no way around it) would be aligning these bolts in custom model types. Since the lower mesh can be changed, and usually does not have the same shape as the other mesh, a single alignment location does cause some clipping problems.

But hey, not that many custom model types out there.

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Old 03-17-2004, 07:10 AM   #20
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Luckily you can position/rotate/weight the tags any way you like. Currently anything classed as two handed is bolted to the staff bolt. I'd hope most swords would be classed two-handed if not the code can be changed to specify that no-bladed saber go on the back.


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Anything would be something.
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Old 03-17-2004, 08:39 AM   #21
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I have no problem rotating and positioning the tags, yet if I modify the main saber tags, it will also affect the way regular lightsaber hilts are holstered.

Here are a few screen shots to illustrate what I mean.
If I bolt for example a katana onto the saber holster, it goes right through the foot and through the floor. If I rotate the saber hilt bolt to make a normal sword look good, the saber hilt looks a little out of place.

I was thinking adding two more holster tags for regular swords, and positioning these accordingly... (i know more tags = bad but hey).



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Old 03-17-2004, 09:04 AM   #22
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Ya, I know what you mean. In the mean time we'll bolt them to the staff bolt. Once the offset code gets written we'll be able to control the postion and rotation with an external file. But the offset method won't be able to make them rag or give them hit detection.

So you can place the staff bolt along the leg if you choose.


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Anything would be something.
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Old 03-17-2004, 10:06 AM   #23
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I guess modifying the code to bolt regular swords to the staff tag is a good interim solution.

Not all swords are classified as two handed as you can't dual wield two handed swords, and the default stance is set to the staff stance, complicating moves.

As for my project, I'll leave the tags in their default positions.

For special models such as a samurai/etc, I'll position the two saber hilt tags as if he were really carrying two swords samurai style (both on the same side, cirss crossing). But for non specific models I'll just leave the tags where they are and hope the code is modified to bolt all sword classes to the staff tag.

=)

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Old 03-21-2004, 06:48 PM   #24
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Is there an estimated release date on this? Because I'm really looking forward to this.


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Old 03-22-2004, 12:04 PM   #25
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Hi, this Open Jedi Project seems interesting. Especially this visual weapon stuff. Anyways I have few questions:
1 - This project is for JA, isn't it?
2 - What do you mean with "I have 3dsmax 4.2 files, xsi..."?
Thank you for this. Raven should have done this kind of things, but they didn't. They're too lazy... Time to read more about this OJP. Keep working and thank you a lot.


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Old 03-27-2004, 11:30 PM   #26
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Quote:
Originally posted by N3G1@
1 - This project is for JA, isn't it?
2 - What do you mean with "I have 3dsmax 4.2 files, xsi..."?
1 - Yes.
2- Did you read: and model zipped up for any that want it to help with their own models.
That means that if you want an example he has an xsi and a max example..




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Old 03-29-2004, 11:43 AM   #27
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Thanks.
Nah, the second question was just for a doubt I had... When I read the word "skeleton" and "XSI" I loose control and I get crazy.


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Old 04-03-2004, 03:12 PM   #28
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Any new updates on the mod?


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Old 04-04-2004, 10:54 PM   #29
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Neat...

Everything looks very cool. Why did the people who made the game make that BlasTech look so retardedly huge? Keshire, where have I seen that art before (that Twi'lek)? Also, the text reminds me of a very strange version of lyrics off of The Who's rock opera, Tommy. Hmm...


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Old 04-05-2004, 07:31 AM   #30
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Quote:
Everything looks very cool. Why did the people who made the game make that BlasTech look so retardedly huge?
Antizac did make a smaller version of the BlasTech (I don't know if you knew about it already or not) that can be downloaded here:

http://www.pcgamemods.com/4162/

I think the default one looks rather large as well. Really awkward.

It would really look good with this visual weapons feature.

Great job!


Quote:
originally posted by Spiffy_G
Any new updates on the mod?
I believe that the latest Beta of OJP has it included (Beta 6), but you need models with the new tags to see the weapons displayed. (Someone can correct me if it isn't in the mod yet, but I'm pretty sure it is.)

http://www.lucasforums.com/forumdisp...s=&forumid=542

Link to Beta in the Beta Testers Thread.

Last edited by Noxrepere; 04-05-2004 at 07:41 AM.
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Old 04-05-2004, 06:08 PM   #31
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Cool, I'll have to make my models compatible, is there a way I can get a hold of the Max file with all of the new tags?
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Old 04-05-2004, 11:41 PM   #32
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I cant find the beta version 6 link. :/



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Old 04-08-2004, 06:04 AM   #33
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wow, this loks great, but don't put too much weapons on the character


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Old 04-17-2004, 07:17 PM   #34
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Re: OJP Visual Weapons WIP

Quote:
Originally posted by keshire
Hehe. The weapons in JA are so ridiculously huge. Great work!

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Old 04-17-2004, 10:29 PM   #35
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Quote:
Originally posted by ObiKast
I cant find the beta version 6 link. :/
It's in this thread here, approximately 1/3 down the page:

http://www.lucasforums.com/showthrea...0&pagenumber=3

The link for the basic Beta is right below that and it includes the visual weapons as well.

Quote:
Originally posted by darthviper107 Cool, I'll have to make my models compatible, is there a way I can get a hold of the Max file with all of the new tags?
Information about obtaining a max file with the tags can be found in the following thread. It's up at the repository.

http://www.lucasforums.com/showthrea...hreadid=119776

Quote:
Originally posted by Thrawn42689 Hehe. The weapons in JA are so ridiculously huge. Great work!
That's why I use Antizac's smaller blaster.
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Old 04-17-2004, 11:07 PM   #36
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sry for being off topic but ksk h2o where could someone get that darth malak model? Is it even realesed?Is it yours? where can i DL it? Sry for being of topic again lol.
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Old 04-17-2004, 11:40 PM   #37
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Quote:
Originally posted by stride
sry for being off topic but ksk h2o where could someone get that darth malak model? Is it even realesed?Is it yours? where can i DL it? Sry for being of topic again lol.
Darth Malak

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Old 04-18-2004, 12:37 AM   #38
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I downloaded the OJP beta, but I couldn't get two guns and I couldn't strap my double-bladed lightsaber to my back.


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Old 04-18-2004, 01:40 AM   #39
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Quote:
Originally posted by SithOfDoom!
I downloaded the OJP beta, but I couldn't get two guns and I couldn't strap my double-bladed lightsaber to my back.
The two guns is, as of yet, not in OJP. That's part of Movie Battle II that RenegadeOfPhunk is working on and that isn't released yet. I have no idea if their are plans or not to put the dual pistols in OJP. You'd probably have to ask Razorace in the OJP forums area.

To have the visual weapons show up, you need a model that has the new tags. Keshire has added tags to Kyle and a few others but he had to reweight them. I don't beleive he's released those.

That Darth Malak model by ksk h2o has the tags for lightsabers, so you can download that to check it out.

I don't know of other released models that have the new tags, but there very well may be some.

Anyways, hope that helps.
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Old 04-18-2004, 01:10 PM   #40
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Unhappy

I still can't see my weapons, I downloaded the Darth Malak model, didn't help.


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