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Combining Waterfall with SmokeScreen?


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I'm using the Waterfall mod, but I don't like how there is no engine smoke. However, the Waterfall forum thread states that Waterfall is

Quote

Cross-compatible with SmokeScreen for adding smoke effects.

And I would like to use that compatibility. RealPlume prefabs would be perfect.
But, as Waterfall overrides RealPlume, this would require me to

  • Separate the RealPlume effects into smoke and plume
  • And apply only the smoke along with the Waterfall plumes.

The SmokeScreen Github wiki is incomplete, while the only followable tutorial for RealPlume that I could find utilizes Realism Overhaul, which I don't use.

Does anyone know of a tutorial for making RealPlume/SmokeScreen smoke effects that is up-to-date and doesn't use Realism Overhaul?

Edited by NullPointerException
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What waterfall FX you use ? like restock or just stock ? I'm guessing just stock has how they write there patches are harder to read because they split it up into more patches which i think is crazy but o well give me a engine you would like to use in short from what i can see the stock waterfallFX is missing 

Spoiler

      PREFAB_PARTICLE
      {
        prefabName = fx_smokeTrail_veryLarge
        transformName = smokePoint
        emission = 0.0 0.0
        emission = 0.05 0.0
        emission = 0.075 0.25
        emission = 1.0 1.25
        speed = 0.0 0.25
        speed = 1.0 1.0
        localOffset = 0, 0, 1
      }

 

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5 hours ago, Mecripp said:

What waterfall FX you use ? like restock or just stock ? I'm guessing just stock has how they write there patches are harder to read because they split it up into more patches which i think is crazy but o well give me a engine you would like to use in short from what i can see the stock waterfallFX is missing 

  Reveal hidden contents

      PREFAB_PARTICLE
      {
        prefabName = fx_smokeTrail_veryLarge
        transformName = smokePoint
        emission = 0.0 0.0
        emission = 0.05 0.0
        emission = 0.075 0.25
        emission = 1.0 1.25
        speed = 0.0 0.25
        speed = 1.0 1.0
        localOffset = 0, 0, 1
      }

 

I'm using Stock Waterfall Effects, which works by itself, I'm just trying to add smoke to it.

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Update:

I have been working on the problem myself. I think I could work around the problem of Waterfall overriding RealPlume by removing the !StockWaterfallEffects tag from the NEEDS:[] field in the RealPlume-Stock configs.

I wanted to start with the Vector engine for no particular reason. However, I cannot find the individual smoke effect in the plume config,
located at [Game Directory]\GameData\RealPlume\000_Generic_Plumes\Deprecated\Hydrolox-Lower.cfg. My plan is still to isolate the smoke effect, and remove all other visual effects from the config file. With the Waterfall compatibility issue fixed, I'm hoping that the Waterfall plumes and the RealPlume smoke effects could
co-exist without looking weird.
The closest I could get to finding the smoke effect was line 264:

name = #$/PLUME[Hydrolox-Lower]:HAS[~processed[*]]/plumeIdentifier$-plume_grey

Have I found it, or should I continue to search?

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3 hours ago, NullPointerException said:

Update:

I have been working on the problem myself. I think I could work around the problem of Waterfall overriding RealPlume by removing the !StockWaterfallEffects tag from the NEEDS:[] field in the RealPlume-Stock configs.

I wanted to start with the Vector engine for no particular reason. However, I cannot find the individual smoke effect in the plume config,
located at [Game Directory]\GameData\RealPlume\000_Generic_Plumes\Deprecated\Hydrolox-Lower.cfg. My plan is still to isolate the smoke effect, and remove all other visual effects from the config file. With the Waterfall compatibility issue fixed, I'm hoping that the Waterfall plumes and the RealPlume smoke effects could
co-exist without looking weird.
The closest I could get to finding the smoke effect was line 264:

name = #$/PLUME[Hydrolox-Lower]:HAS[~processed[*]]/plumeIdentifier$-plume_grey

Have I found it, or should I continue to search?

Did you not look in the spoiler post and really realplume dont have anything to do with smoke there just CFG or patches the smoke is coming from the plugin smokescreen and the plumes for that fact realplumes does point to assets that hotrocket used and they add to realplumes long ago 

EDIT- if you look at realplumes cfgs you will see 

Spoiler

    !fx_smokeTrail_medium = DELETE
    !fx_smokeTrail_light = DELETE

You could and // them lines out and try to write a patch to add the stock smoke to all engines but not sure if that works on ModuleEnginesFX engines but it would be much faster and easy the other way someone would have to edit all the files think there was 35 of them and add what i post on monday in the spoiler

EDIT-2 

Spoiler

@PART[liquidEngineMainsail_v2]:NEEDS[ReStock]:FOR[WaterfallRestock]
{
  !MODULE[ModuleWaterfallFX] {}
  !EFFECTS {}
!MODULE[EngineLightEffect] {}

  EFFECTS
  {
    engage
    {
      AUDIO
      {
                channel = Ship
                clip = Waterfall/Sounds/KW/sound_liq1
                volume = 1.0
                pitch = 1.0
                loop = false
      }
    }
    disengage
    {
      AUDIO
      {
        channel = Ship
        clip = sound_vent_soft
        volume = 1.0
        pitch = 2.0
        loop = false
      }
    }
    flameout
    {
      PREFAB_PARTICLE
      {
        prefabName = fx_exhaustSparks_flameout_2
        transformName = smokePoint
        oneShot = true
      }
      AUDIO
      {
        channel = Ship
        clip = sound_explosion_low
        volume = 1.0
        pitch = 2.0
        loop = false
      }
    }
    fx-mainsail-running
    {
            AUDIO
            {
                channel = Ship
                clip = Waterfall/Sounds/KatSounds/kero_loop_hard
                volume = 0.0 0.0
                volume = 0.05 0.6
                volume = 1.0 1.5
                pitch = 0.0 0.7
                pitch = 1.0 1.0
                loop = true
            }
      PREFAB_PARTICLE
      {
        prefabName = fx_smokeTrail_veryLarge
        transformName = smokePoint
        emission = 0.0 0.0
        emission = 0.05 0.0
        emission = 0.075 0.25
        emission = 1.0 1.25
        speed = 0.0 0.25
        speed = 1.0 1.0
        localOffset = 0, 0, 1
      }
    }
  }
  MODULE
  {
    name = ModuleWaterfallFX
    // This is a custom name
    moduleID = mainsailFX
    // This links the effects to a given ModuleEngines
    engineID = basicEngine

    // List out all controllers we want available
    // This controller scales with atmosphere depth
    CONTROLLER
    {
      name = atmosphereDepth
      linkedTo = atmosphere_density
    }
    // This controller scales with effective throttle
    CONTROLLER
    {
      name = throttle
      linkedTo = throttle
    }
    // this controller generates a random value in the range specified
    CONTROLLER
    {
      name = random
      linkedTo = random
      range = -1,1
    }
    // -----------------------------------------------------
    // Past here should be generated with the ingame editor!
    // -----------------------------------------------------
    TEMPLATE
    {
      // This is the name of the template to use
      templateName = waterfall-kerolox-lower-4
      // This field allows you to override the parentTransform name in the EFFECTS contained in the template
      overrideParentTransform = thrustTransform
      position = 0,0.04,-0.02
rotation = 0, 0, 0
scale = 3, 3, 3
    }

  }
}
 

 

Edited by Mecripp
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22 minutes ago, Mecripp said:

Did you not look in the spoiler post and really realplume dont have anything to do with smoke there just CFG or patches the smoke is coming from the plugin smokescreen and the plumes for that fact realplumes does point to assets that hotrocket used and they add to realplumes long ago 

EDIT- if you look at realplumes cfgs you will see 

  Hide contents

    !fx_smokeTrail_medium = DELETE
    !fx_smokeTrail_light = DELETE

You could and // them lines out and try to write a patch to add the stock smoke to all engines but not sure if that works on ModuleEnginesFX engines but it would be much faster and easy the other way someone would have to edit all the files think there was 35 of them and add what i post on monday in the spoiler

I see that the code you gave me in the spoiler is a SmokeScreen config, however I have no idea where I should put it. As I said, I have not been able to find a good tutorial or documentation on SmokeScreen. It would be helpful if you could point me to wherever you learned to make these configs.

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1 hour ago, NullPointerException said:

I see that the code you gave me in the spoiler is a SmokeScreen config, however I have no idea where I should put it. As I said, I have not been able to find a good tutorial or documentation on SmokeScreen. It would be helpful if you could point me to wherever you learned to make these configs.

see if this helps https://forum.kerbalspaceprogram.com/index.php?/topic/59710-hotrockets-particle-fx-replacement-tutorial/

Edit- looking at restocks cfgs you might use them with alittle edit might be fastest way there just might be alittle scale or placing might need fix but looks like you would just need to first fix the @part ( needs or for ) and give it a try might be some name changes 

Edited by Mecripp
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I have been reading through configs for RealPlume-Stock and the game itself, and tried to use them to create my own effect pack with only smoke effects. However, I think I jumped to conclusions and my configs don't do anything. Here's what I made:

GameData\WaterfallSmoke\Squad\liquidEngineSSME.cfg

@PART[SSME]:FOR[RealPlume]:NEEDS[SmokeScreen,!ReStock] // S3 KS-25 "Vector" Liquid Fuel Engine
{
    EFFECTS
	{
		running_closed
		{
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_light
				transformName = smokePoint
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.25
				speed = 1.0 1.0
				localOffset = 0, 0, 0
			}
		}
	}
}

I copied the header from the RealPlume-Stock config with the Waterfall incompatibility removed, and the rest from the stock part config for the engine.
What did I get wrong?

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