Serious question, why have no modders done this?
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If they have, then I've never seen it:
Make Super Hero Mods Great Again! ™
My Specs:
- ToasterX970 69 teraflops
- 1 MB DDR1
- 3 KB Storage
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Looks more like a matador fleeying the scene
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@ReNNie that comment = 10/10
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Doesnt GTA V use cloth simulation? Thats what Oleg told me for Zmodeler3.
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@cyberzone2 absolutely, that's why im wondering why real capes haven't been done.
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@sollaholla Complicated format and no one cracked it yet (except dexyfex).
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@CP sadly just realized this myself. Spent about 3 hours fuckin with things and i'll tell you it's a shame that the gims and zmod devs don't collaborate and make a better tool.
GIMS:
- Has cloth shader, and all parameters listed and documented.
- No support for YFT
ZMOD:
- Full YFT support
- 0 docs or support for cloth_default shader.
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@sollaholla One of them is doing it for money, the other one don't.
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@CP That's just sad.
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@sollaholla Does the cape ever fall on top of the player's head and stay stuck?
Also, just gonna tag @Rarefacer for reasons..
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@stillhere Yes
There's a windspeed/direction param though, so if you set that to Y: -0.1 then that's should solve that.
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Dexyfex has his own source code regarding shaders so you can take a look at it https://www.gta5-mods.com/tools/codewalker-gtav-interactive-3d-map
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@sollaholla Rarefacer and I have been trying to figure out that damn native (SET_WIND_DIRECTION) and you're telling me it's as simple as that? Lmao
Thank you, that little tidbit of info will help immensely!!
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@stillhere Have you tried the
trees
shader? Seems to do something similar to cloth except it's not "pure" cloth physics. It's just shader trickery that makes it wave around and get affected by objects.
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@cyberzone2 I'll have a gander.
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@sollaholla It's Rarefacer that's been dabbling with it, I'm not sure what else he's tried!
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@cyberzone2 His cloth classes are just full of UNK hashes (uint)
So even he doesn't know. And I think some of these classes where ripped from openiv. This sucks
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He was able to render it on Codewalker . This is pure reverse engineering by the way, don't expect it to be close to Rockstar's actual source code.
edit: I see you were talking about cloth shader. So far, moving flags aren't rendered at least on CodeWalker.
He was able to render moving trees though.
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This post is deleted!
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@sollaholla @stillhere With months of research and test, I know too how the cloth movement limits can be set directly in the shader. Also I figured how to convert any cape model to cloth for GTA V to work as ped's component or as Add-On prop (like we can see in Michael's suit upperbody and in the flags). Is funny, I started with the same test attaching a flag to the ped a year ago when I asked to JulioNIB if he can to develope a script for cape's control, the project's name was "My Hero's Cape V", but he's a busy guy. The idea is to release a capes collection as Add-Ons props to be used easily for any user, with a visual positioning and attaching to player/ped system.
So, the cape is functional and including a collision, the cloth not cross the player's body when is in default pose or walking, except when appears one thing: the wind.
The wind changes everytime and affects all cloth shaders in the map and if we want a realistic cape for a hero, we need to control the wind cause shader params not covers all possibilities and directions in a hero flying, falling, water sinking, high speed running with abrupt direction changes, etc. The answer to all is: We need to control the wind, including all possible situations for the player, adjusting for all them the wind's direction and speed in real time.
The option used in other games for character's cloth control, is changing cloth's shader params in real time connected to the current player's action, but with GTA V we not have that (...yet?).
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Interesting stuff you have there Rarefacer.
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@Rarefacer I can make a script!
Also, how are you replacing the flag model? I've been struggling to figure this out because it seems to be completely broken in ZMod.
Also found this native, that may be of use?
APPLY_IMPULSE_TO_CLOTH
Simply calling this every frame may be exactly what you're looking for.
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@sollaholla If is possible to control the wind to always coming from player's front (to improve the cape behavior in walk, running, etc with a wind speed multiplier connected to the player current speed), and adding some variables like when is the player falling the wind direction is world up and the wind reduce speed when is in water, sure could be a cool mod to develope.
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@Rarefacer Definitely, I'll start working on it later today. I'll PM you later
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@Rarefacer How did you get the cloth effect working if i might ask?
EDIT: Me and @Pantyshot are working hard on a big project and it would really help us