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[Answered] Replace one plume colour with another?


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I'm wrapping up the tuning of some ethane-based jet engines, and I want to re-skin not only the parts, but the exhaust.

The Panther afterburner, for instance, uses a red engine plume in wet mode that I want to re-colour as blue. Here's the relevant bit from the config:

	EFFECTS
	{
		power_wet
		{
			MODEL_MULTI_PARTICLE
			{
				modelName = Squad/FX/afterburner_shock
			}
		}
	}

The afterburner_shock.mu model references a DDS image file named FlameRed.tga, which doesn't exist but there's a FlameRed.dds here. I know KSP tends to ignore image filename extensions.

Without hacking or cloning afterburner_shock.mu, is there a way to substitute the texture or image used?

In another example, the Rapier has two different shock exhaust models (shockExhaust_red_small.mu and shockExhaust_blue_small.mu) but use the same texture (shockDiamond2.dds). I'm guessing the model's adding a colour tint. Can I change the colour in the config for the part, or would I have to clone this model and pick a different tint?

The KSP Wiki doesn't mention a textureName option for MODEL_MULTI_PARTICLE like the MODEL definitions use.

Edited by Gordon Fecyk
Wanted to indicate problem was solved
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Hi, in my experience , the tint of a flame is set more by the mod author when they are making the effect, the texture in reality defines, or so it seems the shape and lighting of the particle and the particle emitter scripts animate color takes care of flame tint, which explains why the red and blue example you cite use the same texture.  MODEL_MULTI_PARTICLE  is an animated particle emitter

I don't think there's any way to change the plume color after processing to .mu . All i've ever manged to alter via cfg is strength and emission rates, you can of course swap plumes from one engine to another but that serves no purpose if there is no blue option.  Aside from making a new model for the plume in unity , I suppose you could hunt through the engine mods until you found the style and color you want and use that model for your FX instead

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This helps, thanks.

I might borrow the Vector FX for the Panther afterburner analogue, or adapt the Whiplash FX. Both of these are close matches to what I'm looking for. If I feel brave enough to install Unity I might clone existing models if we're permitted to.

When I start making RealPlume configs there should be a wider selection of FX models to choose from.

[Update] Doing this...

@EFFECTS
{
	@power_wet
	{
		@MODEL_MULTI_PARTICLE
		{
			%modelName = Squad/FX/diamondBlue
		}
	}
}

...produced this:

exv4.png

Edited by Gordon Fecyk
Added finished example
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