Usage of shader vehicle track ammo for multiple turrets
Moderator: Oleg
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- Posts: 18
- Joined: Sat Sep 15, 2018 5:02 am
Usage of shader vehicle track ammo for multiple turrets
I have applied the aninated bullet track to multiple turrets in my vehicle but only 2 seem to work any tutorial on how to use this shader
Re: Usage of shader vehicle track ammo for multiple turrets
does this relate to the working/non-working turrets be located on left/right vehicle's side? There is an issue with uv-animated shaders (vehicle_track, vehicle_track2, vehicle_track_emissive, etc.) These shaders animate UV on the left side of vehicle only (where X is positive).
There was a solution video posted on this subject showing engine's timing belt. The idea was to move object's local axes aside and mirror axes on X axis. Such an object will be on X-positive side, but the game will mirror axes and geometry again and the object will appear on a proper place in game with UV animated over the whole object properly.
Edit:
Here's this video:
https://www.youtube.com/watch?v=5to7OEGBek4
There was a solution video posted on this subject showing engine's timing belt. The idea was to move object's local axes aside and mirror axes on X axis. Such an object will be on X-positive side, but the game will mirror axes and geometry again and the object will appear on a proper place in game with UV animated over the whole object properly.
Edit:
Here's this video:
https://www.youtube.com/watch?v=5to7OEGBek4
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- Posts: 18
- Joined: Sat Sep 15, 2018 5:02 am
Re: Usage of shader vehicle track ammo for multiple turrets
i think that is the problem since i have 2 front turrets and 2 side turrets
Re: Usage of shader vehicle track ammo for multiple turrets
I don't know how the "_track" and "_track2" shaders work, but I think every material on this shader is in sync across the model. So I guess you can't have two independent _track materials that animate out of sync.