Mirrored Flag


(Nail) #21

The only way to display the US flag as you suggest is to suspend between two poles and then you would need two flags, the union (blue portion) must be hung as the highest point of the flag. Your opinion of the matter is inconsequential, as I said before protocol dictates the way the flag flies.

but sprite command may save you some time fretting over reality

:wink:

:cool:


(TomTom7777) #22

Pegazus Your pictures of real flags are of printed nylon or such and do not show the stars equally because how they were made. In WWII they would have reserved nylon for other more important uses. Full Battle or HQ flags were more likely to have been sewn with 96 stars (48 on each side) on a heavier fabric.

Now I do not excuse those mappers who have the flags blowing in a strong wind inside a fully walled and roofed area with no sound or logic…


(Zer0Cool) #23

It would work with autosprite2


(stealth6) #24

[QUOTE=TomTom7777;182514]
Now I do not excuse those mappers who have the flags blowing in a strong wind inside a fully walled and roofed area with no sound or logic…[/QUOTE]

I told you to keep that dam window shut!:smiley:


(Pegazus) #25

lol, right i have always wondered about that :smiley:


(Nail) #26

[QUOTE=TomTom7777;182514]Pegazus Your pictures of real flags are of printed nylon or such and do not show the stars equally because how they were made. In WWII they would have reserved nylon for other more important uses. Full Battle or HQ flags were more likely to have been sewn with 96 stars (48 on each side) on a heavier fabric.

[/QUOTE]

actually they were probably silk screened unless they were ceremonial presentation flags, like battalion flags


(-SSF-Sage) #27

Yes it locks the vertical rotating, but wouldn’t work very well. :smiley:


(phisherman) #28

Thank you very much for your answers, I didnt expect any more answers. :slight_smile:

Yes, I know that, but I think it looks better as if the flag would just hang down. :wink:

And thank you guys, as it seems there really is a way to fix that. :slight_smile:

Thanks for you post, but I really dont know, what I shall do with that.
I’m a noob and I dont have any idea from scripting or whatever you need for that.

Could you change the file that has to be changed and upload it for me? :slight_smile:


(IndyJones) #29

add that line to your shader file.

deformVertexes autosprite

this will make texture look like sprite in old doom/duke 3d.


(Zer0Cool) #30

but with autosprite2 he could make a flag that just moves around the flagpole. that would be more realistic

deformVertexes autosprite2


(Zer0Cool) #31

why? it would rotate around the flagpole … isnt that enough?


(Fluffy_gIMp) #32

I forget how the flag model was actually setup (and I haven’t looked at the shader).

But the solution you are looking for would be to edit the model to have two sets of UV coordinates for the two sides of the flag, flipping them on the incorrect side.

The model may well only have one side of polygons and use a shader to create the other side, in which case you’ll need to duplicate one side’s polygons and then flip the faces (along with the UV’s).

This problem can’t really be fixed with a shader as currently the same shader is used on both sides of the flag; so fixing it one one side breaks it on the other again :).


(-SSF-Sage) #33

[QUOTE=Fluffy_gIMp;182546]

This problem can’t really be fixed with a shader as currently the same shader is used on both sides of the flag; so fixing it one one side breaks it on the other again :).[/QUOTE]

Indeed.

Using the autosprite is a big joke. Even the autosprite 2. It’s not a solution of any sort. It all left from a joke.

Using backshader ( deprecated) or such, might work well on brushes, but as for a model, it’s not really a solution afaik.


(phisherman) #34

[QUOTE=IndyJones;182534]add that line to your shader file.

deformVertexes autosprite

this will make texture look like sprite in old doom/duke 3d.[/QUOTE]No, this doesn’t work.
All it changed was that my main menu looks stupid now… :wink:


(C) #35

Fluffy_gIMp:

This problem can’t really be fixed with a shader
I disagree…Kamikazee was on the right track…
I made a sample shader:

textures/mapname/flagtest
{
	qer_editorimage models/mapobjects/cmarker/cflagallied.tga
	q3map_cloneShader textures/mapname/flagtest_back
	surfaceparm pointlight
	surfaceparm trans
	surfaceparm nomarks
	implicitMap models/mapobjects/cmarker/cflagallied.tga
}
textures/mapname/flagtest_back
{
	q3map_invert
	qer_editorimage models/mapobjects/cmarker/cflagallied.tga
	surfaceparm pointlight
	surfaceparm trans
	surfaceparm nomarks
	{
		map models/mapobjects/cmarker/cflagallied.tga
		rgbGen vertex
		tcMod scale -1 1
	}
}

(-SSF-Sage) #36

But shouldn’t that be only working with brushes. That’s what I’ve thought. I never tested it rly tho.


(phisherman) #37

Thank you very much, C, but it doesn’t work either. :frowning:

Thank you very much, anyway. :slight_smile:


(Nail) #38

Doesn’t ā€œResurrectionā€ have a section with a bunch of pot leaves that always face you ?


(-SSF-Sage) #39

I don’t know exactly what thing you need, but it sounds like autosprite. Sprites always face you. But can you imagine the flag rotating, when you go around the pole…


(stealth6) #40

why dont you drop the whole flag idea, and make the pole change color lol