Gotham Knights

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zhandao

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zhandao

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17 comments

  1. herolin3434
    herolin3434
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    this is a game changer for me, thank youuuuuuuuuuuuuuu
  2. AndreiCernu
    AndreiCernu
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    nvmnd
  3. ZeroAssasin
    ZeroAssasin
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    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) 
    1. zhandao
      zhandao
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      Possible but I have not been able to reverse-engineer and then reprogram those assets.
  4. Blyxz
    Blyxz
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    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
    1. zhandao
      zhandao
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      I can update any of these suits I made for the reverted version. Which incidentally is named "Battle for the Cowl" :P: https://www.nexusmods.com/gothamknights/mods/152/

      I've already updated some of them here: https://www.nexusmods.com/gothamknights/mods/346
    2. Blyxz
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      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 
    3. zhandao
      zhandao
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      Right. My updated blue/yellow DKR Is here: https://www.nexusmods.com/gothamknights/mods/346
  5. MotivatedA
    MotivatedA
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    Just curious is it actual physics or its more like animation at this moments? Like animation directs the movement of cape.
    1. zhandao
      zhandao
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      It's their variant of Unreal cloth physics. I know because they deactivated the normal ones lol
    2. MotivatedA
      MotivatedA
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      still seems like combination of physics and some animation shapekeys.
      Pure physics wouldn't look that good I guess.

      Thanks again for awesome mods!
    3. zhandao
      zhandao
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      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).
  6. tomshepard308ci
    tomshepard308ci
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    wow, is it possible to improve batgirl capes to make them like capes not just a glorified scarfs?
  7. kazushige001
    kazushige001
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    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.
    1. zhandao
      zhandao
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      Ty. Yep I make sure to maintain a sense of suspension of disbelief. A character within the game, not just a character from without.
  8. ScottMemelord
    ScottMemelord
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    Oh hell yeah!
  9. AntareSupremen
    AntareSupremen
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