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Cloth on objects

Posted: Mon Feb 09, 2009 5:36 pm
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?

Re: Cloth on objects

Posted: Sat Feb 14, 2009 3:40 pm
by FragMe!
In a word "yes"

In a thousand words
Hidden/Spoiler:
Image
In a million words
Hidden/Spoiler:
Image

Re: Cloth on objects

Posted: Sat Feb 14, 2009 7:48 pm
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?

Re: Cloth on objects

Posted: Sat Feb 14, 2009 7:53 pm
by DarthD.U.C.K.
It's not possible with the Mod Tool since it can't export stuff via the Pandemic Tool.

Re: Cloth on objects

Posted: Sun Feb 15, 2009 6:19 pm
by Fiodis
Oh, wait, is it possible to make it in Modtool and then ask if someone with the full version could export it?

Re: Cloth on objects

Posted: Sun Feb 15, 2009 7:52 pm
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.

Re: Cloth on objects

Posted: Tue Mar 10, 2009 6:53 pm
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.

Re: Cloth on objects

Posted: Tue Mar 10, 2009 8:05 pm
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]

Re: Cloth on objects

Posted: Tue Mar 10, 2009 9:42 pm
by Fiodis
And those go in the ODF?

Re: Cloth on objects

Posted: Tue Mar 10, 2009 10:52 pm
by FragMe!
yup :D

Re: Cloth on objects

Posted: Wed Mar 11, 2009 2:02 am
by DarthD.U.C.K.
particle mass doenst seem to work for me