Cloth on objects

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Fiodis
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Cloth on objects

Post by Fiodis »

Is it possible to put cloth on object/props? I'm thinking of the CTF flag, which is that black pole but then the yellow flag part seems to be made of cloth. Is that possible?
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Re: Cloth on objects

Post by FragMe! »

In a word "yes"

In a thousand words
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In a million words
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Fiodis
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Re: Cloth on objects

Post by Fiodis »

:shock: :eek:
That's....I mean....wow....

Is it possible with XSI Modtool 6? And if so, is the process more or less the same as it is described in the tutorial here at GT?
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Re: Cloth on objects

Post by DarthD.U.C.K. »

It's not possible with the Mod Tool since it can't export stuff via the Pandemic Tool.
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Re: Cloth on objects

Post by Fiodis »

Oh, wait, is it possible to make it in Modtool and then ask if someone with the full version could export it?
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Re: Cloth on objects

Post by FragMe! »

That is totally possible, all they have to do is in the create cloth part is assign the fixed points
they don't need to provide collision geometry or envelope it to anything, like they do for cloth on a unit.
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Fiodis
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Re: Cloth on objects

Post by Fiodis »

Ah, ok, but another question regarding cloth: how do you make it fly in the wind like that? I thought BF2 has no wind. I'd assume a straight cloth on objects would hang limp.
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Re: Cloth on objects

Post by FragMe! »

From a cloth document that was posted here or Fred's site, can't remember.
Hidden/Spoiler:
// ---list of optional cloth parameters---

// Angle of the wind, phi and theta
WindDirection = “[angle1 in degrees] [angle2 in degrees]”

// Wind speed, in m/s
WindSpeed = [speed]

// Dampening coefficient – in some unit or other :^) Default is 0.5
Dampening = [number]

// Drag coefficient, also in some unit – default is -2.0
Drag = [number]

// Mass of each cloth “particle” (in Kg?) – default is 1.0
ParticleMass = [number]

// Maximum world acceleration, in m/s/s – default is 20
MaxAcceleration = [number]

// Priority – cloth with lower priority is skipped,
// if not enough time is left this frame – used for the Emperor
// Default is 0
Priority = [number]

// Does this cloth have an alpha channel? 1 or 0, Default is 0
Transparent = [value]

// BF2 has 3 different types of constraints it satisfies each frame
// when computing the cloth:
// “Bend” constraints keep the cloth’s shape.
// “Stretch” constraints keep the cloth’s size.
// “Cross” constraints keep individual pieces of cloth from shearing.
// You can turn these on or off individually by specifying a
// zero for the constraint.
// For example, if you turn off “stretch” constraints the cloth
// can grow longer or shorter…
CrossConstraint = [zero or one]
BendConstraint = [zero or one]
StretchConstraint = [zero or one]
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Fiodis
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Re: Cloth on objects

Post by Fiodis »

And those go in the ODF?
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Re: Cloth on objects

Post by FragMe! »

yup :D
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Re: Cloth on objects

Post by DarthD.U.C.K. »

particle mass doenst seem to work for me
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