Disabling wind effect on meshes, shaders patch

Discussion in 'Tracks' started by MGMetroDave, Nov 6, 2019 at 11:33 AM.

  1. MGMetroDave

    MGMetroDave Member

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    Hello again, sorry, another question :)

    I'm trying to disable the wind override for a flickering camp fire mesh, which is using the ksFlags shader (that's what it is in the KN5). Currently it looks correct in ksEditor but in AC, CSP takes over and turns it into a ksFlagsFX (checked this using the new object inspector). I'm trying to make it behave using the default AC behaviour instead (no wind effects).

    I've got this in my config:

    [INCLUDE]
    INCLUDE=common/conditions.ini, common/materials_track.ini

    [WIND]
    IGNORE=smoke.002, log_SUB3, log_SUB2, material:smoke, material:fire

    But it doesn't seem to do anything. I must be doing something stupid but I can't work out what it is :lol:.

    @Johnr777 your excellent jr_mosport track has a perfect example of what I'm trying to achieve. I tried to follow your example using the config (as shown above). Your flickering campfire mesh is shown as ksFlags in game (not ksFlagsFX).

    Any help would be greatly appreciated! Thanks in advance!
     
  2. Johnr777

    Johnr777 Moderator

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    Yeah, that is weird!

    The [WIND] tag is for objects that sway with wind speeds, flags dont. The effect there is to flap, which is a bit different.

    Have you maybe considered Stereo's water shader? you could get decent flame action with it I think!
     
    MGMetroDave likes this.
  3. MGMetroDave

    MGMetroDave Member

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    Thanks @Johnr777. Thanks for the info and the suggestion. I'll do a few tests with stFlow. I've used it for other animations in the track and it works well, so I could imagine it would work well with a flame texture too, with the diffuse texture scrolling but the alpha transparency (attached to the txNormal texture) not scrolling. Thanks again!
     
  4. Johnr777

    Johnr777 Moderator

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    Looking forward to seeing the end result!
     
  5. MGMetroDave

    MGMetroDave Member

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    Just a preview video of the track in its unfinished state. At the end is a clip of the campfire using stFlow shader. Early WIP version of the track. Still lots of work to do.

    Apologies for the mouse cursor, the poor quality video, and the even poorer (ahem, keyboard) driving! :lol:
     
    Last edited: Nov 7, 2019 at 3:22 PM
    Patrice COte and Tibor Solyom like this.
  6. Johnr777

    Johnr777 Moderator

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    Makes my campfire look like something that came out of a supermario game :lol:
     
  7. MGMetroDave

    MGMetroDave Member

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    Lol No it doesn't! Mine's probably just overkill! Took me way too long to convert and loop 64 frames of a youtube video (with permission), then convert it to an alpha channel and work out the correct shader settings.
     
  8. MGMetroDave

    MGMetroDave Member

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    And if anyone wants the DDS and shader settings just let me know. Happy to share.
     
  9. Johnr777

    Johnr777 Moderator

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    I’ll have a peak :)
     
  10. MGMetroDave

    MGMetroDave Member

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    Shader settings:

    SHADER=stPerPixelNM_UVflow
    BlendMode = eAlphaBlend
    ksAmbient=0
    ksDiffuse=0.8
    ksSpecular=0
    ksSpecularEXP=0
    ksEmissive=10,10,10
    ksAlphaRef=0
    fresnelC=0
    fresnelEXP=0
    nmObjectSpace=0
    isAdditive=0
    fresnelMaxLevel=0
    boh=0,0
    offsetDSpeed=1,0
    offsetNMSpeed=1,0
    NMmult=0
    detailNMmult=0
    offsetNMdetailSpeed=0
    pauseTiming=0.015625,-1

    txDiffuse=fireloop256.dds (or fireloop256compressed.dds)
    txNormal=fireloop256nm.dds (or fireloop256compressednm.dds)
    txDetailNM=NULL.dds


    Please feel free to use however you want, but add the following to the readme accompanying the track:

    Flickering fire texture adapted from video by JCM Digital Imaging HTTP://JCMDI.COM
    (that's not a credit to me, it's the source of the video)
     

    Attached Files:

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