Maynard Posted March 4, 2002 Share Posted March 4, 2002 Does anyone happen to know how well Quake3: TA engine handles flowing cloth? Cause, when it comes skinning time, we're gonna need those jedi and sith ROBES, not jedi or sith plastic drapes. Oh, im new hi everyone! Link to comment Share on other sites More sharing options...
Dorvo Posted March 4, 2002 Share Posted March 4, 2002 I don't believe the engine has that capability... but Raven might have included it into the new engine. Link to comment Share on other sites More sharing options...
Guest Jolts Posted March 4, 2002 Share Posted March 4, 2002 if you used something like maya you could use dynamics or maya cloth to animate the robes, then bake the animation when you get ready to export it out. Or the old fashioned way with bones or a lattice and hand animate it, or a million other ways Link to comment Share on other sites More sharing options...
JackTheGaffer Posted March 5, 2002 Share Posted March 5, 2002 you could fake it decently. Link to comment Share on other sites More sharing options...
BlackDragon Posted March 5, 2002 Share Posted March 5, 2002 If you check out q3a and ta then you'll see that they've got flags which flap in the wind. These are done through use of shaders which you can also apply to characters. But I don't know whether they'll necessarily suit jedi robes or not. If you've got access to Q3 or EF then you could try it out. The EF GDK comes with a shader editor although I haven't tried it out. Alternatively there is Q3ASE for editing Q3 shaders (and maybe EF shaders too.) Link to comment Share on other sites More sharing options...
Major Clod Posted March 5, 2002 Share Posted March 5, 2002 Provided JKII doesn't use a skeletal animation system, but a vertex animation system instead, cloth animation could be achievable. There are a number of cloth animation packages that could be used. 3DS Studio Max has a neat plugin called Clothreyes that could be used. The animation just needs to be converted to a vertex animation once it is calculated, and it should work fine. However, such cloth animation packages usually require quite a few polygons to work, otherwise they can look just plain stupid, and also many errors can appear. Its just a matter of testing what works and what doesn't. Link to comment Share on other sites More sharing options...
Maynard Posted March 6, 2002 Author Share Posted March 6, 2002 Thanks every one! keep it comin! Link to comment Share on other sites More sharing options...
Kyth Tal'ex Posted March 15, 2002 Share Posted March 15, 2002 I am quite certain that JKII uses vertex versus skeletal. Link to comment Share on other sites More sharing options...
Guest Jolts Posted March 15, 2002 Share Posted March 15, 2002 I thought ghoul2 was all about skeletal Link to comment Share on other sites More sharing options...
Major Clod Posted March 15, 2002 Share Posted March 15, 2002 Jedi Knight II does infact use a skeletal animation system. Animating flowing robes would be quite a task indeed. Link to comment Share on other sites More sharing options...
Severian Posted March 28, 2002 Share Posted March 28, 2002 To the best of my knowledge, which (admittedly) is rather limited, I dont think that JK2 uses the Ghoul 2 engine... I think that Ghoul was the engine used in Soldier of Fortune, to allow you to amputated limbs etc. Ghoul 2 was the engine they have designed for use in SOF2, which has a particle system....allowing you to cause a bloody mess to slide down a wall etc This would be a VERY welcome addition to JK2, I mean, imagine being able to finish off an opponent by chopping them in half (EP1-style) *lol* Unfortunately though, I dont think they use it Link to comment Share on other sites More sharing options...
Guest Jolts Posted March 28, 2002 Share Posted March 28, 2002 They did use ghoul2 for jk2, just not to its full extent Link to comment Share on other sites More sharing options...
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