MGMetroDave
Active Member
Hello again, sorry, another question 
I'm trying to disable the wind override for a flickering camp fire mesh, which is using the ksFlags shader (that's what it is in the KN5). Currently it looks correct in ksEditor but in AC, CSP takes over and turns it into a ksFlagsFX (checked this using the new object inspector). I'm trying to make it behave using the default AC behaviour instead (no wind effects).
I've got this in my config:
[INCLUDE]
INCLUDE=common/conditions.ini, common/materials_track.ini
[WIND]
IGNORE=smoke.002, log_SUB3, log_SUB2, material:smoke, material:fire
But it doesn't seem to do anything. I must be doing something stupid but I can't work out what it is
.
@Johnr777 your excellent jr_mosport track has a perfect example of what I'm trying to achieve. I tried to follow your example using the config (as shown above). Your flickering campfire mesh is shown as ksFlags in game (not ksFlagsFX).
Any help would be greatly appreciated! Thanks in advance!
I'm trying to disable the wind override for a flickering camp fire mesh, which is using the ksFlags shader (that's what it is in the KN5). Currently it looks correct in ksEditor but in AC, CSP takes over and turns it into a ksFlagsFX (checked this using the new object inspector). I'm trying to make it behave using the default AC behaviour instead (no wind effects).
I've got this in my config:
[INCLUDE]
INCLUDE=common/conditions.ini, common/materials_track.ini
[WIND]
IGNORE=smoke.002, log_SUB3, log_SUB2, material:smoke, material:fire
But it doesn't seem to do anything. I must be doing something stupid but I can't work out what it is
@Johnr777 your excellent jr_mosport track has a perfect example of what I'm trying to achieve. I tried to follow your example using the config (as shown above). Your flickering campfire mesh is shown as ksFlags in game (not ksFlagsFX).
Any help would be greatly appreciated! Thanks in advance!