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E.Nygma

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Posts posted by E.Nygma

  1.  

    Quote

    The system stayed compatible with old model so the number of parameters that are actually saved in the model is limited to a subset of what Shuriken can do. 

    Ah, thanks for the clarification! It's a pity, but keeping compatibility for a whole bunch of mods  is of course a top priority. 

     

    3 hours ago, sarbian said:

    I plan to extend SmokeScreen to allow loading a full emitter from an asset bundle, which would let you use all (?) of the Shuriken parameters,

    that would be a boon, but i understand that MJ is a priority. Till then, I'll wait and see what I can do with the current system.

    3 hours ago, sarbian said:

    Edit: and it seems to simulate the actual result in play mode

    Considering what you wrote it IS an accurate simulation of the whole bunch of zeros in the KSP script :wink:. Thanks again and

     

    Cheers

    Edit: @SpannerMonkey(smce), this seems to answer your questions as well?

     

  2. Hi,

    Quote

    @JPLRepo any chance of one of the fine devs putting together a guide to the particles, similar to the one for the new font system

    I wholeheartedly second this after trying to wrap my head around the new system for the last days -frustration quitting twice and repeatedly banging my head against my desk-. It seems to me that the new ingame behavior of the particles is governed by both, the old script and the shuriken system. It furthert seems as if movement in regards to worldspace is mainly triggered by the old system (setting a world velocity vx+>0 produces a straight stream), whereas shuriken is responsible for the fine tuning (setting a local velocity in shuriken affects the stream but the settings in the old script seem to override it). I'm at a total loss how both systems interact as unity is showing the particle stream as I want it to behave, whereas ingame these settings seem to be overriden by the old script, yet the particle size seems to be governed by both... :confused:

    Cheers   

  3. Hi @Dr_Goddard  thanks for the tips and taking the time to help me out!


    I had seen the settings and assumed it might work like this and that the animation follows a coneshaped vector. When I posted above I was aware of a few tutorials online, and have already started experimenting. 
    ATM I do have enough time to try out everything till my personal perfectionism is satiesfied `;) .

    So, additionaly I am happy to anounce thathe first model is done, currently working on the texture, then unwrapping, unity etc.

    bye and god night everyone!

     

     

  4. Hi again,

    I have taken a look at the document you posted, that's pure gold. Thanks very much! I think I might be able to recreate the current effect.
    And, regarding the issue with the backward smoke:
    t seems to me that the original creator used a fixed particle system blowing from launchpad to sea, meaning that the current part is only used as a starting point for a cone of particles, so the orientation of the part should not matter?
    Can someone test this with different part orientations? In my test install an octosat with mirrored vaporvents around confirmed this behavior. Importing the original model.mu into blender unfortunately destroys the actual effect.

    Thanks again,

    See you soon!

     

     

     

     

     

  5. Hi together and @linuxgurugamer,

    haven't been around a while and saw that you took up so many good mods and gave them a new home -including this one. Thumbs up!

    I also saw that this mod still needs a new model. I'm fairly new to Blender, but I'm currently trying to remedy this need soonTM  as a small token of gratitude for your work.
    I have one question though: You mentioned emissives are needed for the code. Since I've never done emissives before, could you please tell me what's exactly needed?
    Thanks in advance for your time.

    See you later folks!

     

     

  6. Initially I used Unity and lightdm, then tried lightdm with Cinnamon, both had issues with the fglrx drivers, switched to Slim and Cinnamon, still issues, now Mate with Slim and the open source drivers from oibaf work fine and stable...

    Yeah, would be nice to have independent confirmation, it might be a last drastic workaround then installing either KSP or Ubuntu again ;)

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