Thread: "Limp" flag ?
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Old 01-17-22, 01:43 PM   #13
gap
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Quote:
Originally Posted by Jeff-Groves View Post
I'd look into vicker03's way of using the particals generators as he did on the Engine animations for SH4.
You'd still need to 3D model the flags in various states.
Today there are several programs capable of animating a mesh as if it was a flapping piece of fabric under the effect of winds of various strengths, from dead calm to a tornado. For sure Blender, and probably 3ds Max, can do this and export their physic simulation as key-framed animations.

Imho the trickiest points are:

1 - for SH flags to be realistic, not only the global wind should be considered, but the combined vector of global and motion wind, i.e. the apparent wind. IIRC one of the SH5 patches by The Dark Wraith, probably not one of the best known, does this for changing flag orientation.

2 - If more than one flag state must be used in game depending on wind strength, the game should calculate apparent wind speed for any vessel, and on the base of those speeds it should decide which animated flag is to be flown on each vessel at any given time.

Both flag orientation and flag selection would require an hardcoded patch for adding the needed code to the game. Has anyone messed with similar features in SHIII?
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