this is awesome thank you :) is there any chance you might be able to get it to react when running, falling and gliding as knightwing as well? (im using the knightwing batman mod right now and it's working wonderfully with it so far)
Do you have any plans considering new batman suits variants after making flashpoint batman? I think people would love to see maybe some classics black or blue and grey suits for NW and RH. Battle for the cowl comic suits would be cool imo
I would love to se those classic blue and grey, vanilla batman suit is dull sometimes I also remember you making the dark knight returns suits, you could update them too
It's their variant of https://docs.unrealengine.com/4.26/en-US/InteractiveExperiences/Physics/Cloth/Overview/
And I know that they can switch clothing systems, and they have disabled UE clothing tool as well as Chaos clothing tool.
"Physics" consist of things like drag, lift, mass, rest angle, collision detection, etc. All of which I tweaked in this file.
For example, Batcycle originally it's just Batgirl's physics. But I increased the mass of the Batgirl's cloak physics tweaked lift and drag. I did this via calculating the ratio of change between the values in Batgirl's default physics with the values of Batgirl's Batcycle physics. I then used that ratio to multiply the vanilla cape's default physics to the new vanilla batcycle physics. TLDR huge focus on calculating and maintaining proportional difference.
But those values are the only reason the vanilla batcycle cape animates "differently" from BG's batcycle cape despite the latter being the foundation of the former.
The cloak is animated by physics. I mean, if I didn't add environmental collision detection, the cape would go through the floor. (This is because the vanilla batcape does not have environmental collision detection).
Awesome work. These mods have injected new life into this game. It has been a lot of fun to play as Batman and your mods have really impressed. Visually, these mods cause me to forget that Batman ISN'T suppose to be a playable character.
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Battle for the cowl comic suits would be cool imo
I've already updated some of them here: https://www.nexusmods.com/gothamknights/mods/346
I also remember you making the dark knight returns suits, you could update them too
Pure physics wouldn't look that good I guess.
Thanks again for awesome mods!
And I know that they can switch clothing systems, and they have disabled UE clothing tool as well as Chaos clothing tool.
"Physics" consist of things like drag, lift, mass, rest angle, collision detection, etc. All of which I tweaked in this file.
For example, Batcycle originally it's just Batgirl's physics. But I increased the mass of the Batgirl's cloak physics tweaked lift and drag. I did this via calculating the ratio of change between the values in Batgirl's default physics with the values of Batgirl's Batcycle physics. I then used that ratio to multiply the vanilla cape's default physics to the new vanilla batcycle physics. TLDR huge focus on calculating and maintaining proportional difference.
But those values are the only reason the vanilla batcycle cape animates "differently" from BG's batcycle cape despite the latter being the foundation of the former.
The cloak is animated by physics. I mean, if I didn't add environmental collision detection, the cape would go through the floor. (This is because the vanilla batcape does not have environmental collision detection).