FileFront Forums

FileFront Forums (http://forums.filefront.com/)
-   SW:JK3 Modding, Mapping and Editing (http://forums.filefront.com/sw-jk3-modding-mapping-editing-528/)
-   -   Cloth physics (http://forums.filefront.com/sw-jk3-modding-mapping-editing/404045-cloth-physics.html)

Authuran July 24th, 2009 12:26 PM

Cloth physics
 
I'll pretty much get to the point here.

Is it possible?

General Jaxun July 24th, 2009 01:25 PM

Re: Cloth physics
 
I do believe that it is not. Most engines you see that have moving cloth, are base HAVOK engines. JKA uses Q3. Can it be simulated? Yes. Can it be true? No.

Revo1 July 24th, 2009 02:07 PM

Re: Cloth physics
 
well you can simulate something similar using animations, the only PROBLEM we would face is that we would need a skeleton for the cape. So example you are making a new falling animation then you could using a cape skeleton (which we dont have) make an animation for the cape so it would go upwards while falling. or moving when walking and all. everything would have to be made with aniamtions though we would need a new skeleton and im not sure its possible

General Jaxun July 24th, 2009 02:24 PM

Re: Cloth physics
 
A new skeloten can always be made. It would take some time, however.

Oblivion gave dangling clothes the effect that they were moving by using the tail bone effect on them. This was once used to increase the jump's appearance. Now the tail goes with the wing, instead of being a stiff hunk of wood. Clothes with tail bones, combined with this jumping mod made it look as if they were moving too.

But! Oblivion came WITH a tailbone for the races like The Khajiit, and The Argonian. (Which I played profusely. You have got to see Daeshuus Llvidicuus.)

The fact that the game came with the bone kinda' made my post useless, but I've seen new bones made before. If the devs can do it, WE can do it!

Last Wish July 24th, 2009 02:52 PM

Re: Cloth physics
 
Quote:

A new skeloten can always be made.
name one person around here that could do that. :rolleyes:

loda July 24th, 2009 06:34 PM

Re: Cloth physics
 
He might not even be talking about a player model.. though he probably is.

minilogoguy18 July 24th, 2009 08:36 PM

Re: Cloth physics
 
Making skeletons isn't hard at all, and with XSI's GATOR tool all the animations could be transferred to this new skeleton but then you'd have to re-rig every model to it as well as make all the frames for the added bones. The Q3 engine would need some sort of physics engine incorporated into it somehow to have functioning cloth.

Authuran July 24th, 2009 09:00 PM

Re: Cloth physics
 
There is always stalax.

minilogoguy18 July 24th, 2009 10:12 PM

Re: Cloth physics
 
Well then the next main thing for cloth to work would be giving the player models a proper collision. Maybe using collision geometry like SWBF2 does so that the bones that the cloth are rigged to have something to interact with to make it move.

Authuran July 24th, 2009 10:15 PM

Re: Cloth physics
 
Yeah like you could have it so the player model makes itself a 'block' shader so the cloth can't or isn't allowed to pass through it... Just shooting in the dark here, have no idea how to make player models or anything.

minilogoguy18 July 24th, 2009 10:19 PM

Re: Cloth physics
 
Well what I described above is done in another game engine, right now in JA though the collision is merely just a box around the player.

Authuran July 24th, 2009 10:40 PM

Re: Cloth physics
 
Can the triangles of the model be made into a block shader?

Raz0r July 25th, 2009 08:02 PM

Re: Cloth physics
 
From what I can tell, it is possible in JA, with a rather heavily modified game.
Is it going to happen? Well, I don't think so. It would be a monster task, and pretty much everyone who has the ability to do so is already tied up.
...But dang it would be cool x_x'

Xycaleth July 26th, 2009 01:57 PM

Re: Cloth physics
 
It's completely possible with minimal modification to the game, it would just require a client-side mod. Have a look over at Wudan's (creator of the Dragon animation tool) forum:

Mt-Wudan Forums
(requires login)

Just have a quick read-through, though he's no longer about in the JA scene.

minilogoguy18 July 26th, 2009 02:20 PM

Re: Cloth physics
 
Um that thread is like soooooooooooooooooooooooooooooooooooo old and I don't see any in game shots leading me to believe it was never completed and never will be.

Revo1 July 26th, 2009 02:22 PM

Re: Cloth physics
 
it probably is old, thouygh il try talking to Eltran creator of stalax, he can probably tell us once and for all if its possible and if someone could do it?

FireDragon100 August 1st, 2009 12:55 PM

Re: Cloth physics
 
Isn't it possible, to add 2 or 4 bones to the normal human-skeleton? O.o

AshuraDX August 1st, 2009 01:09 PM

Re: Cloth physics
 
Quote:

Originally Posted by FireDragon100 (Post 4964330)
Isn't it possible, to add 2 or 4 bones to the normal human-skeleton? O.o

well it IS possible
but it will be A LOT WORK we would have to recreate all anims in XSi files using the new skeleton and then we will have to re-rig & weight all models in order to get rid of the : model disappearing in cutscene glitch

FireDragon100 August 1st, 2009 01:39 PM

Re: Cloth physics
 
Okay so how can I add more bones to the human skeleton?

Almighty_who? August 1st, 2009 06:16 PM

Re: Cloth physics
 
Quote:

Originally Posted by minilogoguy18 (Post 4957444)
Making skeletons isn't hard at all, and with XSI's GATOR tool all the animations could be transferred to this new skeleton but then you'd have to re-rig every model to it as well as make all the frames for the added bones. The Q3 engine would need some sort of physics engine incorporated into it somehow to have functioning cloth.

^^^ this.

although, for multiplayer it wouldn't be THAT much work, you'd just need to go over the animations for the MP only stuff with the new bones.

you can simulate physics within xsi/max for the new bones, to make it look realistic, and then bake those down to keyframes. it'd still be a keyframed animation, but it'd look good.

General Jaxun August 1st, 2009 06:58 PM

Re: Cloth physics
 
Almighty_who knows what he does. Very well, indeed.

AW, do you have an example of which you speak?

FireDragon100 August 1st, 2009 07:46 PM

Re: Cloth physics
 
Quote:

Originally Posted by Almighty_who? (Post 4964550)
^^^ this.

although, for multiplayer it wouldn't be THAT much work, you'd just need to go over the animations for the MP only stuff with the new bones.

you can simulate physics within xsi/max for the new bones, to make it look realistic, and then bake those down to keyframes. it'd still be a keyframed animation, but it'd look good.


Thanks and what about SP? Possible or not? If yes, how?

minilogoguy18 August 1st, 2009 08:18 PM

Re: Cloth physics
 
To get the bones to act realistically within XSI or max you'd have to define some sort of collision for the bones to interact with and then run the walk cycle animation with auto key set so that every frame would be keyed. It wouldn't be true dynamic cloth but like Lee said it would look pretty decent.

Pwned! August 3rd, 2009 05:37 PM

Re: Cloth physics
 
I noticed that when u lightning someone, the effect properly covers the model, so couldn't someone make an effect that simulates cloth, u wouldn't need new bones or anything, just put the effect in the shader file for th player model to use it.

Authuran August 3rd, 2009 05:48 PM

Re: Cloth physics
 
??? What does lightning have to do with cloth physics?

Pwned! August 3rd, 2009 06:25 PM

Re: Cloth physics
 
It collides properly on the model, so in theory u could create an effect that looks like cloth and set it to collide properly with the model or if i'm wrong, just use an effect to simulate cloth without having to add bones or re rig, just change around some shader files

minilogoguy18 August 3rd, 2009 06:38 PM

Re: Cloth physics
 
That wont work, the lightning that wraps the character is not even part of the force lightning effect, they're 2 separate effects.

heath1992 August 3rd, 2009 08:40 PM

Re: Cloth physics
 
Quote:

Originally Posted by minilogoguy18 (Post 4966126)
That wont work, the lightning that wraps the character is not even part of the force lightning effect, they're 2 separate effects.

The lightning effect that wraps around the character is actually hard coded into the engine, rather than a separate effect file.

Almighty_who? August 4th, 2009 03:32 AM

Re: Cloth physics
 
uhhh no, the lightning effect is a shader that affects the texture of the model, and obviously since that texture applies to the entire model, the lightning will affect the whole model.

heath1992 August 4th, 2009 06:44 AM

Re: Cloth physics
 
Oh, my mistake. There was some chain of events a while back that led me to believe that it was hard coded. I went back and looked at the code again and now clearly see that it's not.

Pwned! August 4th, 2009 09:29 AM

Re: Cloth physics
 
Ok well forget the lightning, but u could create an effect that moves around and simulates cloth without having to make bones, and it would just be in a shader. THAT WAS MY ORIGINAL, FORGET THE LIGHTNING!

Authuran August 4th, 2009 09:31 AM

Re: Cloth physics
 
Wait, I understand now, you say that the engine acknowledges the dimensions of the model for the lightning to wrap around? Instead of wrapping around the players hitbox, which is just a big rectangle, it recognizes each part of the model and instead wraps around that... interesting. I think, lol I might just be talkin nonsense here.

Pwned! August 4th, 2009 12:59 PM

Re: Cloth physics
 
Forget the lightning! But anayway, ive looked in effectsed, and i think it might actually work well

Pande August 4th, 2009 01:46 PM

Re: Cloth physics
 
Mhm.. I wanted to make a sword with tassles on the pummel, but ofc thats not possible because if you were to swing it would just sort of fling through the air.

Pwned! August 4th, 2009 06:20 PM

Re: Cloth physics
 
Ive ben trying 2 make it myself, but im not skilled enough with effectsed, so if some one else would try it, that would help us all

minilogoguy18 August 4th, 2009 07:47 PM

Re: Cloth physics
 
Haha, I was gonna say it was a shader but just called them both effects instead.

Pwned! August 8th, 2009 11:54 AM

Re: Cloth physics
 
Is no one gonna try to make this? Plz


All times are GMT -7.

Powered by vBulletin®
Copyright ©2000 - 2016, vBulletin Solutions, Inc.
SEO by vBSEO 3.6.0 ©2011, Crawlability, Inc.