Cities: Skylines

Cities: Skylines

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Flag Params
   
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26 DIC 2018 a las 13:06
21 ENE 2019 a las 4:23
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Flag Params

Descripción
While previously created flag props (and vehicle sub meshes) still require the Flag Params mod, a new method for saving shader parameters by boformer has removed the requirement for a mod.

See the Flag Shader article: https://cslmodding.info/shader/flag/
31 comentarios
SakuraKagamizawa 15 AGO 2022 a las 6:10 
法国国旗好评
绿东福 14 FEB 2020 a las 6:19 
法国国旗好评
RaVeN ︻芫 9 ENE 2020 a las 21:17 
Any way to make an American Flag on a pole with this animation work, wonder if this flag or this mod would work: ?

https://gtm.steamproxy.vip/workshop/filedetails/?id=425986410

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=595017353
BadPeanut  [desarrollador] 6 MAY 2019 a las 21:53 
@ronyx you could probably mark this as redundant now that boformer fixed the script so it works without the mod required
AmiPolizeiFunk 4 ENE 2019 a las 5:55 
an example of the vanilla flagpole mesh (w painted vertices) and a script to get the vanilla animation would be very helpful... or any common upright standing flag
BadPeanut  [desarrollador] 3 ENE 2019 a las 18:48 
Thanks anyway! I'll look forward to whenever you get round to fleshing out the instructions so i can better understand the process
Ronyx69  [autor] 3 ENE 2019 a las 16:16 
@BadPeanut Actually no idea how the texture (uv mapping) could move in any way if the flag grid parameters are at defaults, wouldn't even matter what the vertex paint is at that point.
BadPeanut  [desarrollador] 3 ENE 2019 a las 6:42 
(2) under "Flag Movement" i can understand the strength parameters but everything else is pretty unclear and not explained. You give a description of what some of it is but not what you would change to get a specific reaction - for instance what value would i change if i were to edit the axis or the pivot? They look like x,y and z coordinates but that doesn't allude to what values are accepted, how strong it needs to be, is it just between 0.0 and 1.0 etc...

Beyond axis and pivot the rest of the script has nothing to dictate what it is or how to manipulate it. So absolutely no clue what's going on there as it's literally void of any helpful pointers - unless these aren't the instructions you're talking about? Perhaps i'm missing a link to some really reasonable and straight forward, clear instructions answering all of my concerns? Let me know if i have :)
BadPeanut  [desarrollador] 3 ENE 2019 a las 6:42 
(1)
I figured but that doesn't clearly define which part i'm not following correctly - if i know that then i wouldn't be asking should i? ;)
I don't understand what you mean by "Flag Grid" - i'm sure it makes plenty of sense to you the person who worked this mod out but not to me someone who's trying to understand your less than rich instructions.
So I want a single flag but i don't know how to stop the game from thinking it's multiple. I've used grey vertex colours in the hope that this defines it (as your 'instrictions' say if you want multiple flag textures you must use all black)

Going back to Flag Grid - is this referring to the grid of the mesh itself? The uv map coordinates? Seeing as i intend on having a single flag ive left it as default as stated in your limited instructions.
Ronyx69  [autor] 3 ENE 2019 a las 6:06 
@BadPeanut You didn't follow the instructions.