Possible Capes

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sawyerdk9

Possible Capes

Post by sawyerdk9 »

I just thought up a new way that could make it so that we could possibly have capes for all units. Right now we can use the Dooku cape and Darthvader cape but they kinda suck. First of all I want to say that I don't know much of XSI so correct me if I am wrong.

I was thinking that if someone made just a square or and object that looks like a cape in XSI and gives it the cloth properties then you could export it and such. Then to attach it, think of how the holocron in the campaign "clips" on to the model. It attaches to this bone "bone_pelvis" Maybe then we could attach the cape the same way as the holocron. It might be off center but through trial and error it could probably be aligned.

Again, I know about nothing of XSI so correct me if I am wrong, it just sounded possible.

Cheers, Sawyerdk9
Laser_shot

Post by Laser_shot »

if it works,many new paths will be opened in modding :D nice idea
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RE: Possible Capes

Post by Rekubot »

I also thought of this a while back, but I'm not sure if it works or not. Someone should try it.
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RE: Possible Capes

Post by [SBF]ATATFIGHTR »

great idea :idea:
sawyerdk9

RE: Possible Capes

Post by sawyerdk9 »

Minilogoguy, Teancum, and other expierienced XSIers what do you think. Possible?
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RE: Possible Capes

Post by Teancum »

Yup, the cape would need to be modeled and animated tho. It can't use the game's cloth system unless it's attached to the unit.
sawyerdk9

RE: Possible Capes

Post by sawyerdk9 »

Hmm that sucks. How hard would it be to animate? You would need the what... basepose, idle, runforward backward, left right jump and maybe crouch?
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RE: Possible Capes

Post by Teancum »

Dunno. Best thing to do is look at Dooku's/Vader's old cape... I think it's under SoldierAddon in the animations. Something like that.
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Post by maxloef »

i thought it used the games phisycs engine :P
sawyerdk9

Post by sawyerdk9 »

Well Dookus/Vaders capes use a Basepose, Idle and runforward. I was saying the others so it would look more realistic.
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Post by Teancum »

maxloef wrote:i thought it used the games phisycs engine :P
Teancum wrote:Best thing to do is look at Dooku's/Vader's old cape...
darthpingu

Post by darthpingu »

hey, got an idea outta this: making the "cape" an attachment like a weapon, or just a cool thing like the duallaser thing the arc-trooper has in clone warss chapter 21, but maybe just a visorthing like the one on the ATTE:D
sawyerdk9

Post by sawyerdk9 »

I don't really get what you mean. The way to attach the old Dooku/Vader Capes was to call for it in the odf. It was called an animated addon or such.
kajong

Post by kajong »

You can use dooku and vader's capes :shock: how long have I not known this? Do you put them in normaly or is there a special way?
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Post by Teancum »

You can use their BF1 capes. They were built before the cloth system for BF2.
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Post by Rekubot »

It's the BF1 style capes, so they don't swish around properly like they do in Battlefront II. If you've played Tatooine Valley Penguin attached one of the capes to her MagnaGuard.
kajong

Post by kajong »

That's what I was guessing. I'm adding it to my SBD and my magna guard in my sides mod which no one knows I'm making 8) wait, did I just that outloud :shock:
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Post by Xavious »

Teancum wrote:You can use their BF1 capes. They were built before the cloth system for BF2.
OFF-TOPIC Hm that's interesting. This means I could make a more accurate-to-the-game Darth Revan using Sidious' robe...
sawyerdk9

Post by sawyerdk9 »

There is only two capes. They are pretty much the same too. Just different colors I think.
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Post by Penguin »

and the animations don't seem to work for the SWBF 1 capes ((atleast, i've never tried))
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