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Animated flags
Posted: Fri Jun 06, 2003 12:52 pm
by Zip
I'm not sure whether this should be in here or scripts......
Is it possible to make a flag that flutters in the wind?
Posted: Fri Jun 06, 2003 1:09 pm
by General Death
The way EA has done it is by models.
Im sure this could be done also by a shader with your custom texture.
Something like this:
Code: Select all
textures/yourfoldername/yourtexturename
{
qer_keyword flag
surfaceparm trans
surfaceparm nonsolid
surfaceparm nomarks
surfaceparm noimpact
cull none
nomipmaps
nopicmip
deformVertexes flap t 60 sin 0 1.5 0 0.1 1 0
deformVertexes flap t 60 sin 0 1.5 0.20 0.2 1 0
{
map textures/yourfoldername/yourtexturename.tga
depthWrite
alphaFunc GE128
nextbundle
map $lightmap
}
}
Modify the deformVertexes line values in the shader to produce the effect you want. May also work better with a path mesh then a brush since I have tried this with brushes and it loses the effect.
If you want the same effect as the models in mohaa you may want to see what shader info it has

Posted: Fri Jun 06, 2003 1:16 pm
by Zip
I knew I should have kept my mouth shut, that sounds a bit to hard for me at the moment. I need to learn more stuff before I attempt that by the sounds of it. Thanks though
Does anyone have an example of one, or better still have a British flag already made I can, erm, steal

?
Posted: Fri Jun 06, 2003 1:19 pm
by General Death
E-mail me the texture and Ill make a test map for you so you can see the shader at work
Gendeath@planetmedalofhonor.com
Posted: Fri Jun 06, 2003 1:56 pm
by General Death
Heres a test map of the shader at work...needs alittle work but I think you get the idea:
testflag.zip
Check you mail also Zip

Posted: Fri Jun 06, 2003 2:11 pm
by Zip
That was very kind of you, thanks
I think I want it wobble more, can I use 'pakscape' to find the script and edit it or shall i make a new script called testflag.scr?
Posted: Fri Jun 06, 2003 2:14 pm
by General Death
yes or simply use winzip also
You can edit the script without having to recompile also to see the effects
Ill have to look and find what each value controls...
Posted: Sat Jun 07, 2003 1:10 pm
by General Death
General Death wrote:Ill have to look and find what each value controls...
Code: Select all
Here are the explanations for the deform values:
EXPLANATION
flap___s|t___div___function___base___amplitude___.phase__frequency___optionalmin__optionalmax
flap____t____128______sin_______0________4_______.25_______.25 __________1 __________0_____
Posted: Sat Jun 07, 2003 4:04 pm
by Zip
Thanks General

Posted: Sun Jun 08, 2003 2:14 am
by General Death
I got your e-mails and ill answer them Sunday

Posted: Sun Jun 08, 2003 8:58 am
by mohaa_rox
look at a nazi flag which explains it.