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Update clothes.md
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lion053 authored Sep 15, 2024
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# Create custom cloth .rdms

Taubenangriff made [a new version of the rdm4-bin.exe](https://discord.com/channels/578443209940926465/976856421536768050/1232382355520356364) which now supports the vertex format `P3f_N3f_G3f_B3f_T2f_C4b` when converting from `.gltf/.glb to .rdm` (atm not from `.rdm to .gltf/.glb`).
Taubenangriff made [a new version of the rdm4-bin.exe]([https://discord.com/channels/578443209940926465/976856421536768050/1232382355520356364](https://github.com/lukts30/rdm4/releases/tag/v0.11.0-alpha.1)) which now supports the vertex format `P3f_N3f_G3f_B3f_T2f_C4b` when converting from `.gltf/.glb to .rdm` (atm not from `.rdm to .gltf/.glb`).
This format is required for `Clothes`, which are usually used for flags, sails and all other models which are supposed to not to be stiff.

In comparison to the simple `Wind_Ripples` effect which is available for the common assets (`T2h` and `I4b`), `Clothes` allow much bigger meshes and targeted deflections for each vertice. If you just need a small awning which should fake
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This is how it looks like in `Edit mode`:
![cloth7](./_sources/cloth7.png)

Before export, make sure your face normals are continuous for all areas which should behave as a single piece of cloth ingame. Otherwise each discontinuous area will be affected by the cloth dynamics (set in your cfg) individually and you won't get a continuous deflection across your cloth surface.
In this example this is already the case, so nothing more to do here.
However for other (custom) meshes this could not be the case. Therefore:

- Select your mesh, go into EDIT mode and **Vertex Selection Mode**, press `A` to select all vertices of your mesh (or choose all vertices which should belong to one cloth section)
- Press `M`, choose `By Distance`
- Switch to **Face Selection Mode**, right click and select `Shade Smooth`

## Export mesh and conversion to rdm

- If imported via .gltf/.glb: skip to the next step
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