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翻訳の問題を報告
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=425986410
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=595017353
Beyond axis and pivot the rest of the script has nothing to dictate what it is or how to manipulate it. So absolutely no clue what's going on there as it's literally void of any helpful pointers - unless these aren't the instructions you're talking about? Perhaps i'm missing a link to some really reasonable and straight forward, clear instructions answering all of my concerns? Let me know if i have :)
I figured but that doesn't clearly define which part i'm not following correctly - if i know that then i wouldn't be asking should i? ;)
I don't understand what you mean by "Flag Grid" - i'm sure it makes plenty of sense to you the person who worked this mod out but not to me someone who's trying to understand your less than rich instructions.
So I want a single flag but i don't know how to stop the game from thinking it's multiple. I've used grey vertex colours in the hope that this defines it (as your 'instrictions' say if you want multiple flag textures you must use all black)
Going back to Flag Grid - is this referring to the grid of the mesh itself? The uv map coordinates? Seeing as i intend on having a single flag ive left it as default as stated in your limited instructions.
Edited mesh to make flag larger.
Vertext colors are gradient of grey except white at the pole.
Import works fine, looks correct (flag is looking 100% as it should) - apply the script as is and it does what i expected and i can tweak the variables enough but the problem is when i save and reload it the flag is correctly animated but the textures are weirdly screwed up. There's not enough information for me to figure out what i need to do to correct it, if ive made a wrong turn along the way - how to set up a non multiflag correctly etc
So the article would be great - good to know it's planned
Either way, very cool.