QUESTION Glitching flags

VladK

New Member
dear community,
I am adding Wind to an existing track and getting weird glitching (see screenshot), but only for vertical banner-flags. First I thought it is topology (e.g. non-merged vertices).. but nothing obvious in 3D package. Do you know what is causing it and how to fix it?

Many thanks!
 

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fughettaboutit

aka leBluem aka Please Stop This
Moderator
I also struggle with flags, its CustomShadersPatch trying to make tesselation, iirc its points in UV-mapping not welded or something, at least i read that somewhen/where, to disable that put this in config:

[WIND]
DYNAMIC_FLAGS = NONE
 

VladK

New Member
That would disable all dynamic flags, unfortunately.. even the classic flat ones.
I was trying to disable only those vertical flags, but this also didn't work..

[WIND]
IGNORE=flagsB?
DYNAMIC_FLAGS = 1

Maybe I'll replace the shader with a simple (non-flag) one to keep the flat flags waving. Oh well :(
 

VladK

New Member
Yep, you are right! Moreover - IGNORE flag requires a game restart. So after I restarted the game and replaced DYNAMIC_FLAGS =1 with DYNAMIC_FLAGS=AUTO - it works!

Flat flags are dynamic, vertical using simple flag vertex shader

flags_ok.jpg

 

Gunnar333

Well-Known Member
I just tried another method on my flag meshes and it works fine:
In general you are doing a flag with a double sided mesh or two meshes - one for front and one for back side.
But these meshes can intersect each other while waving in low wind conditions.
So I created just a single sided mesh and added in ext_config.ini :
Code:
[SHADER_REPLACEMENT_...]
ACTIVE=1
DESCRIPTION= double sided flags
MESHES = yourflagmesh
CULL_MODE = NONE
DOUBLE_FACE_SHADOW_BIASED = 1
So you get a double sided texture.

edit:

Code:
CULL_MODE = DOUBLESIDED
But of course the above only works with CSP and not Vanilla AC.
But you can do a mesh for the flag back side, too for Vanilla AC and hide it with model replacement in ext_config.ini.
 
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