Images of Glory

Day 2: After
Darth_Stewie revamps some areas in Ugnaut Week Day 2.
Czerka Facility
Darth Alran's lovingly detailed MP level is being finished off by Darth_Stewie.
I like it.

More images...

[Logo by Rieekan:]

Goto The Admiral's Command Chamber

3D Acceleration Fix for JK and MotS

Having trouble running JK or MotS with 3D Acceleration enabled? Then, try this fix. (The fix should work for BOTH ATI AND Nvidia cards, and if it works, then you won't need to use old drivers). Simply put the ddraw.dll (downloadable zip file) in the folder with your JK.EXE or JKM.EXE file and start JK or MotS normally.



Blocking animations done!

All six blocking animations are now complete. With the previous coding of the HUD and snap point selection, it was a snap (ha!) to code in block selection. Complementary vid showing selection of all available 12 animations, switching between block and stance selection.


I just finished all skills for the Executioner.


Snap point and stance selection!

It's all coming together now! I've got snap point detection in with some fancy shmancy use of VectorDot and quite a few hard coded values. After that, it was a snap (Ha!) to code in which stance to select!

Mouse cursor on HUD!

I've wired in key_trap.cog (not without some minor issues I had to work around, which I didn't have to do with the inverse kinematics mysteriously enough...) and now behold! A mouse cursor on the HUD! Going with a circular HUD made limiting the cursor to it a vector breeze. ;)

Don't mind the player thing spazzing out, that's a side effect from key_trap.cog....

Next up: selecting saber snap points and having the proper keyframes play...

Driving thru Phoenix

Just uploaded a video showing the current driving mechanics in JKGR. It's still far from perfect, but looks and plays nicely anyway.

I also made sure to record some of the most proeminent issues, such as the car sliding sideways, turning while stopped and the steering wheel randomly failing to move.


Helper HUD

Attached to the chase camera, not sure how to prevent it from moving slightly when the player rotates. Yes, I posted a screen and made a vid. I like making vids. :P

Conversation system

Chase cam 2.0

2.0 already? Yup! Much quicker on the draw rotating left and right, and just overall quicker too. Gets a little hung up on walls, but I think I have a fix for that.

Guess what? I already had this method laying around from JKTA. Oops! I tried to reinvent the wheel, lol. I wonder what else is laying around on my old HDD...

JKs saber block detection visible!

I don't know if anyone has attempted to actually figure out what the area is that constitutes JK blocking with the saber, but now I know for sure, and you do too!

Red represents the player being hit, yellow represents the projectile being blocked. I detected it by attaching a thing cog to the projectile, checking for weapon flag 0x1 being cleared, and if it was cleared, creating yellow. (From the Hub Reference: "When a weapon has this flag, it will not collide with or damage its parent. Wh...

Saber idle stances complete!

After much thought, I have decided to go with 6 stances, swings and blocks. It keeps things simple for version 1.

Chase cam!

It's not quite as quick on the draw when rotating left and right, but without some serious mathematical thinking, it's the best that'll happen. Chase cam will only come into play when saber dueling anyway, and there won't be much rotating going on there, so meh.

JK & MOTS work flawlessly on Windows 10 x64

I tested myself, works like a dream, with only the 3D acceleration hack.

Experimental saber marks

!!!Warning!!! !!!Blinding!!!

Thanks flashrgb....

A vid a day perhaps? Maybe...


Just thought I'd pop in and give a message to T-800, whose skype may not be working. He asked me to make a post so I post.

Even if I'm on vacation until august...

New animations!

I've created a 'baseball bat' stance and horizontal swing. Total time, about 2 hours. I'm getting the hang of it. =D

View all the animations currently done in this vid:

About those keyframes...

I decided to open up JKE ky.3do with one of my keyframes and holy slight model differences Batman! I think Shred made the models more humanly proportional than the stock JK ones, and this leads to some slight differences in where the left hand is being placed in my keyframes. So, to fully appreciate Live by the Force, JKE will have to be used, otherwise animations may be slightly off with JKs models.

IK, abandoned but not forgotten

R.I.P. you overzealous brain child, R.I.P.

Final Release

The last version of what used to be Tranks Arena is now up. Its got some changes to the water parts, added thermals and now its called Ground Zero.

One snap point and swing done

Many many more to go. First animation is default JK saber idle, second is the snap point for overhead, 2nd is attack animation.

Multiple AI followers

Still need to get the spacing right.

Isometric combat and interaction

Props to Quib Mask, Stigand, and Hell Raiser for paving the way with onscreen mouse interaction

A release!

Probably not what you were expecting, but anyway... I just released a small level where you can see the Enforcer class (and friendly NPCs) in action. There's a simple objective and quite a bunch of enemies to kill, although unless you're running JKGR, there's not really a lot to do (but maybe a lot to see).

Also included is a small level where you can test the enhanced path finding method that is used by allies to follow the player so they won't get stuck behind walls and stuff. It's not p...

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