Created
March 30, 2019 11:02
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Flags without "Flag Params" mod (based on a script by Ronyx69)
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// Warning: Do not save vehicles after running this script without a game restart! | |
// The vertex paint of the mesh controls the amount of movement: | |
// white means no movement and black means maximum movement. | |
// | |
// If you're using multiple "flag" textures in one prop, (like vanilla flags) | |
// the flag must be entirely black and everything else should be white, | |
// and you can't use the strength variable, otherwise the UV mapping will break. | |
// The flag should be UV mapped onto the flag on the bottom right of the texture. | |
// | |
// If you're using just one texture, | |
// you can use shades of gray to control which parts move more or less, | |
// and also use the strength variable to reduce the movement. | |
// | |
// LOD also moves, so it should be treated the same way as the main model. | |
// Flag grid on the texture: leave at defaults if you're not using multiple flag textures in one prop | |
var columns = 1; // amount of vertical columns | |
var rows = 1; // amount of horizontal rows | |
Vector2 topLeft = new Vector2(0, 0); // top left corner x,y position (measured from top left) in pixels | |
Vector2 bottomRight = new Vector2(0, 0); // bottom right corner x,y position (measured from top left) in pixels | |
// Flag movement: | |
// movement strength (0.0 - 1.0) | |
// can't be used if you're using multiple flag textures in one prop | |
var strength = 1.0f; | |
Vector3 axis = new Vector4(0.0f, 1.0f, 0.0f); // movement axis | |
Vector3 pivot = new Vector4(0.0f, 0.0f, 0.0f); // pivot point of the flag, where it is "attached" | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo; | |
var shader = Shader.Find("Custom/Props/Prop/Flag"); | |
asset.m_material.shader = shader; if (asset.m_lodMaterial) asset.m_lodMaterial.shader = shader; | |
var tex = asset.m_material.GetTexture("_MainTex"); | |
var x = -((bottomRight.x - topLeft.x) / columns) / tex.width; | |
var y = ((bottomRight.y - topLeft.y) / rows) / tex.height; | |
Vector4 a = new Vector4(axis.x, axis.y, axis.z, 0f); | |
Vector4 p = new Vector4(pivot.x, pivot.y, pivot.z, 0f); | |
Vector4 t = new Vector4(columns, rows, x, y); | |
asset.m_material.SetVector("_RollParams3", t); | |
asset.m_material.SetVector("_RollLocation0", p); | |
asset.m_material.SetVector("_RollParams0", a); | |
if (asset.m_lodMaterial) | |
{ | |
asset.m_lodMaterial.SetVector("_RollParams3", t); | |
asset.m_lodMaterial.SetVector("_RollLocation0", p); | |
asset.m_lodMaterial.SetVector("_RollParams0", a); | |
} | |
if (asset.m_lodMaterialCombined) | |
{ | |
asset.m_lodMaterialCombined.SetVector("_RollParams3", t); | |
asset.m_lodMaterialCombined.SetVector("_RollLocation0", p); | |
asset.m_lodMaterialCombined.SetVector("_RollParams0", a); | |
} | |
Vector3[] v = asset.m_mesh.vertices; | |
var c = asset.m_mesh.colors; | |
Color[] nc = new Color[v.Length]; | |
for (int i = 0; i < v.Length; i++) | |
{ | |
nc[i] = new Color(c[i].r, c[i].g, 1 - ((1 - c[i].r) * strength), 1f); | |
} | |
asset.m_mesh.colors = nc; | |
if (asset.m_lodMesh) | |
{ | |
v = asset.m_lodMesh.vertices; c = asset.m_lodMesh.colors; nc = new Color[v.Length]; | |
for (int i = 0; i < v.Length; i++) | |
{ | |
nc[i] = new Color(c[i].r, c[i].g, 1 - ((1 - c[i].r) * strength), 1f); | |
} | |
asset.m_lodMesh.colors = nc; | |
} | |
// Tells the asset editor to save _RollParams3, _RollLocation0 and _RollParams0 shader properties | |
var vectorProps = Type.GetType("ColossalFramework.Packaging.ShaderUtil, ColossalManaged").GetField("vectorProps").GetValue(null) as string[]; | |
vectorProps[4] = "_RollParams3"; | |
vectorProps[5] = "_RollLocation0"; | |
vectorProps[6] = "_RollParams0"; |
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