Cities: Skylines

Cities: Skylines

66 ratings
Flag Params
File Size
0.005 MB
Dec 26, 2018 @ 1:06pm
1 Change Note ( view )

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Flag Params

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AmiPolizeiFunk Jan 4 @ 5:55am 
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 Jan 3 @ 6:48pm 
Thanks anyway! I'll look forward to whenever you get round to fleshing out the instructions so i can better understand the process
Ronyx69  [author] Jan 3 @ 4:16pm 
@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 Jan 3 @ 6:42am 
(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 Jan 3 @ 6:42am 
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  [author] Jan 3 @ 6:06am 
@BadPeanut You didn't follow the instructions.
BadPeanut Jan 3 @ 5:54am 
I made my custom flag with the obj. Exported from the vanila mesh. Kept uv mapping, changed diffuse so all 6 flags show the same flag. The rest of the maps are pretty much the same except specular is 0, alpha is 100% opaque.
Edited mesh to make flag larger.
Vertext colors are gradient of grey except white at the pole.
Import works fine, looks correct (flag is looking 100% as it should) - apply the script as is and it does what i expected and i can tweak the variables enough but the problem is when i save and reload it the flag is correctly animated but the textures are weirdly screwed up. There's not enough information for me to figure out what i need to do to correct it, if ive made a wrong turn along the way - how to set up a non multiflag correctly etc
So the article would be great - good to know it's planned
Ronyx69  [author] Jan 3 @ 5:44am 
@BadPeanut CSLM article is on the todo list but what's not explained rn?
BadPeanut Jan 3 @ 4:52am 
can we expect a guide or how to or something other than the brief comments in the script? they're not that straight forward - would be good to see instructions detailing multiple flag and single flag types.
Ronyx69  [author] Jan 1 @ 8:33am 
@PALiX I will see if that works, already had that idea on the list.