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SW:JK3 Modding, Mapping and Editing
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Old July 24th, 2009   #1
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Default Cloth physics

I'll pretty much get to the point here.

Is it possible?

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Old July 24th, 2009   #2
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Default 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.
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Old July 24th, 2009   #3
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Default 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
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Old July 24th, 2009   #4
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Default 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!
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Old July 24th, 2009   #5
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Default Re: Cloth physics

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


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Old July 24th, 2009   #6
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Default Re: Cloth physics

He might not even be talking about a player model.. though he probably is.
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Old July 24th, 2009   #7
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Default 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.
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Old July 24th, 2009   #8
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Default Re: Cloth physics

There is always stalax.

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Old July 24th, 2009   #9
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Default 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.
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Old July 24th, 2009   #10
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Default 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.

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