Jump to content

HotRockets! Particle FX Replacement + Tutorial


Nazari1382

Recommended Posts

Did you editet part.cfg for RS-25D or is this original part.cfg (i don't play with RSS so i don't know from wich pack this is),because you're using double fx effects and it's wrong.You can use old or new FX *cfg or you can build hotrockets directly in part.cfg.So if you want more direct help repost the original RS-25D.cfg and tell us what you want from thre options.

Ok, and thanks, this is the original part config from the shuttle engines pack:

PART{
// Kerbal Space Program - Part Config
// Shuttle Engine
//


// --- general parameters ---
name = km_ssme_rs25s
module = Part
author = dtobi


// --- asset parameters ---
mesh = model.mu
scale = 1.0






// --- FX definitions ---


//fx_exhaustFlame_yellow_small = 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, running
//fx_exhaustFlame_blue = 0.0, -4.0, 0.0, 0.0, 1.0, 0.0, running
//fx_exhaustLight_yellow = 0.0, 4.0, 0.0, 0.0, 0.0, 1.0, running
//fx_smokeTrail_light = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, running
//fx_exhaustSparks_flameout = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, flameout


// --- Sound FX definition ---


sound_vent_medium = engage
sound_rocket_hard = running
sound_vent_soft = disengage
sound_explosion_low = flameout


// --- editor parameters ---
TechRequired = veryHeavyRocketry
entryCost = 24000
cost = 2320
category = Propulsion
subcategory = 0
title = RX-25s Shuttle Main Engine
manufacturer = Klockheed Martian
description = Looks like the real thang!


// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,0,1


// --- standard part parameters ---
mass = 1.6
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 3600


stagingIcon = LIQUID_ENGINE

NODE
{
name = top
transform = node_top
}

//MODULE
//{
// name = ModuleEngines
// thrustVectorTransformName = exhaust
// exhaustDamage = True
// ignitionThreshold = 0.1
// minThrust = 0
// maxThrust = 400
// heatProduction = 570
// fxOffset = 0, 0, 1
// PROPELLANT
// {
// name = LiquidFuel
// ratio = 0.9
// DrawGauge = True
// }
// PROPELLANT
// {
// name = Oxidizer
// ratio = 1.1
// }
// atmosphereCurve
// {
// key = 0 380
// key = 1 330
// }
//
//}


// START FX


EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE
{
name = flamethrust
modelName = Klockheed_Martian_SSE/FX/engine/ssmeflame
transformName = exhaust
emission = 0.0 0.1
emission = 0.5 0.25
emission = 0.75 0.75
emission = 1.0 1.0
speed = 0.0 0.40
speed = 1.0 1.0
size = 0.0 0.3
size = 1.0 0.7
localOffset = 0, 0, -3
}
AUDIO
{
channel = Ship
clip = sound_rocket_hard
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}
powersmoke
{
PREFAB_PARTICLE
{
name = flamethrust2
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, 1
}
}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
volume = 1.0
pitch = 2.0
loop = false
}
}
disengage
{
AUDIO
{
channel = Ship
clip = sound_vent_soft
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}
MODULE
{
name = ModuleEnginesFX
//engineID = rocketengine
runningEffectName = powersmoke
directThrottleEffectName = powerflame
thrustVectorTransformName = exhaust
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 400
heatProduction = 570
fxOffset = 0, 0, 1
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 380
key = 1 330
}

}



// END FX




MODULE
{
name = KM_Gimbal
gimbalTransformName = gimbal
yawGimbalRange = 1
pitchGimbalRange = 11
enableRoll = true
}


MODULE
{
name = KM_PreLaunchEffect
effectName = PreLaunchEffectEngine
}

MODULE
{
name = ModuleAlternator
RESOURCE
{
name = ElectricCharge
rate = 1.0
}
}
MODULE
{
name = ModuleAnimateHeat
ThermalAnim = ssme
}




}

I think there was already some kind of FX in the engine part cfg. I was hoping for an option for the flames, smoke, and launch effects if possible?

Link to comment
Share on other sites

Here you go,i edited original part.cfg,since this was the fastest way for me (i had to be an expert in MM.cfg to be able to write MM patch,because the way original *cfg is written :confused: )

PART
{

// --- general parameters ---
name = km_ssme_rs25s
module = Part
author = dtobi

// --- asset parameters ---
mesh = model.mu
scale = 1.0

// --- editor parameters ---
TechRequired = veryHeavyRocketry
entryCost = 24000
cost = 2320
category = Propulsion
subcategory = 0
title = RX-25s Shuttle Main Engine
manufacturer = Klockheed Martian
description = Looks like the real thang!

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,0,1

// --- standard part parameters ---
mass = 1.6
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 3600

stagingIcon = LIQUID_ENGINE

NODE
{
name = top
transform = node_top
}

EFFECTS
{
runnung_closed
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flame_thrust
modelName = MP_Nazari/FX/flamelarge
transformName = exhaust
renderMode = Billboard
localPosition = 0,0,-9
fixedScale = 1
fixedEmissions = false
emission = 0.0 0.0
emission = 0.05 0.99
emission = 0.75 1.21
emission = 1.0 1.25
speed = 0.0 1.75
speed = 1.0 1.65
energy = 0.0 0.33
energy = 1.0 0.99
}

MODEL_MULTI_PARTICLE_PERSIST
{
name = smoke_thrust
modelName = MP_Nazari/FX/smokebooster2
transformName = exhaust
renderMode = "Billboard"
collide = false
collideRatio = 0
fixedScale = 1.0
sizeClamp = 50
emission = 0.0 0.0
emission = 0.07 0.0
emission = 0.2 0.4
energy = 0.0 0.2
energy = 1.0 3.2
speed = 0.0 1.0
speed = 1.0 0.8
grow = 0.0 0.0
grow = 1.0 0.11
scale = 0.0 1.0
scale = 1.0 1.0
offset = 0.0 0.0
offset = 1.0 0.5
size = 0.0 1.0
size = 1.0 1.1
emission
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}

AUDIO
{
channel = Ship
clip = Klockheed_Martian_SSE/Soundbank/SSME_Run
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}

engage
{
AUDIO
{
channel = Ship
clip = Klockheed_Martian_SSE/Soundbank/SSME_Start
volume = 1.0
pitch = 2.0
loop = false
}
}
disengage
{
AUDIO
{
channel = Ship
clip = sound_vent_soft
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}

MODULE
{
name = ModuleEnginesFX
engineID = rocketengine
runningEffectName = runnung_closed
thrustVectorTransformName = exhaust
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 400
heatProduction = 570

PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 380
key = 1 330
}
}

MODULE
{
name = KM_Gimbal
gimbalTransformName = gimbal
yawGimbalRange = 1
pitchGimbalRange = 11
enableRoll = true
}

MODULE
{
name = KM_PreLaunchEffect
effectName = PreLaunchEffectEngine
}

MODULE
{
name = ModuleAlternator
RESOURCE
{
name = ElectricCharge
rate = 1.0
}
}

MODULE
{
name = ModuleAnimateHeat
ThermalAnim = ssme
}
}

I hope this is what you wanted.

Link to comment
Share on other sites

Here you go,i edited original part.cfg,since this was the fastest way for me (i had to be an expert in MM.cfg to be able to write MM patch,because the way original *cfg is written :confused:

I hope this is what you wanted.

Brilliant, thanks so much! :)

Link to comment
Share on other sites

Hello Nazari,

first, thank you for your mod, a nice eye candy for KSP !

second, I had big trouble with your mod in the transition between 0.24.2 -> 0.25 ; my save game got pretty wrecked, at first, after loading a save, it warn me about a failing attempt at loading "turboFanEngine" like this http://i.imgur.com/zbhfwGM.jpg, investigating the log, your mod seems trying to duplicate the stock turbo fan engine but fails at it (the name changed ?).

This lead, I don't know how, the game to deleting ALL the contract part of the save, effectively reseting it. With your fix posted above and the removal of Emissives folder, everything is fine, the save load correctly and all contracts are there. One guess, some contracts mention the part tuboFanEngine, maybe the game detect that as an invalid part and this invalid all the contracts ...

Link to comment
Share on other sites

Hello guys,

First sorry it will be a stupid question but I have a mess with those two mods.

So for those launch pad smoke effects do I need to have hot rockets mod too ?

As far as I know that Zenith rocket is using only smokescreen mod.

Thanks for answer.

Edited by Jovzin
Link to comment
Share on other sites

Hello guys,

First sorry it will be a stupid question but I have a mess with those two mods.

So for those launch pad smoke effects do I need to have hot rockets mod too ?

As far as I know that Zenith rocket is using only smokescreen mod.

Thanks for answer.

No if you just want smoke use it.

Link to comment
Share on other sites

I found a bug... I think it's a bug... The launch smoke appears on jet engines, on runway, at staging, covering large chunk of the runway in smoke. This is not exactly what it's meant to look like, is it?

Link to comment
Share on other sites

I noticed that.. I don't think it's a bug, just a misapplied intended feature. Jets could theoretically be used for a first stage vertical launcher in which case they probably would kick up a big cloud (of dust), but they wouldn't horizontally. I don't know if SmokeScreen can detect the orientation of a part, but that would be the easiest fix. On the other hand, these are jets, not rocket engines, they don't produce a visible exhaust, or at least a smoky one so really the launch smoke shouldn't be applied to them at all..

Link to comment
Share on other sites

Hi. I'm having some trouble with the TurboJet engine.

Its texture is pure gray, and there's a space between the engine and the part its attached to.

I'm having this also, there is a gap between the connection point and the back of the turbojet engine. Deleting the Emissives folder within MP_Nazari/FX fixes the gap but you lose the hotrockets textures on the turbojet.

Can someone suggest a gap fix?

thanks

Link to comment
Share on other sites

It's really easy and i'm 99% sure this was already discussed and fixed on this thread.Go to GameData/MP_Nazari/FX/emissives,open emissivec.cfg and delete rescaleFactor = 1.125 and @scale = 1.125 .Now file should look like this:

@PART[turboFanEngine]:FOR[HotRockets]
{
!mesh
MODEL
{
model = Squad/Parts/Engine/jetEngineTurbo/model
//position = 0.0, 0.0, 0.0
//scale = 0.8, 0.8, 0.8
//rotation = 0, 0, 0
//parent = anotherModelTransform
texture = model000, MP_Nazari/FX/emissives/tfdiffuse //Squad/Parts/Engine/turboFanEngine/model000
texture = model001, MP_Nazari/FX/emissives/turbofan
}
}

save and you'r good to go.

Link to comment
Share on other sites

Just a quick one, for anyone using FPSlacker's config for stock parts, I've found that in 0.25 the small radial engines (rokomax 24-77) are having the always on effects issue for me. Have any of you noticed this as well, or have I just managed to make a mess of something here in my install?

Link to comment
Share on other sites

Just a quick one, for anyone using FPSlacker's config for stock parts, I've found that in 0.25 the small radial engines (rokomax 24-77) are having the always on effects issue for me. Have any of you noticed this as well, or have I just managed to make a mess of something here in my install?
Some of squad engines(including "rokomax 24-77") use new FX model.You need to delete *cfg for that engine or use original *cfg from Hotrockets. Edited by sebi.zzr
Link to comment
Share on other sites

Some of squad engines(including "rokomax 24-77") use new FX model.

Did you figured out how to use that new fx_exhaustFlame_yellow_tiny_Z? My Deployable Skycrane MK1 was using old "fx_exhaustFlame_yellow_tiny" prefab from smaller Rockomax engines and now it... still works, but the flame is too big to fit in smaller nozzle.


P.S. Can anyone share a sample Unity file with some working emitter? I absolutely don't catch how to configure one PROPERLY - even with first page tutorial. I mean configuring shape and size or plume and other peculiarities.

Link to comment
Share on other sites

Did you figured out how to use that new fx_exhaustFlame_yellow_tiny_Z? My Deployable Skycrane MK1 was using old "fx_exhaustFlame_yellow_tiny" prefab from smaller Rockomax engines and now it... still works, but the flame is too big to fit in smaller nozzle.

Do you need to this work with HotRockets or just to edit original *cfg?You can look here for how to configure *cfg.

Link to comment
Share on other sites

I am having trouble positioning the particle effects for KOSMOS engines. I've copy/pasted configs from the HotRockets squad engines, and the flame effect is way too far behind the nozzle. However, I can't get the flame position to move. I've tweaked the "offset" value in MODEL_MULTI_PARTICLE_PERSIST, and I've tried changing values in the offset { } list, and I can't see any difference in flame position. Here's the override I'm using right now for the engine:

@PART[Kosmos_Angara_RD-275K]:NEEDS[SmokeScreen]
{
!fx_exhaustFlame_yellow = dummy
!fx_exhaustLight_yellow = dummy
!fx_exhaustSparks_flameout = dummy
!sound_vent_medium = dummy
!sound_rocket_hard = dummy
!sound_vent_soft = dummy
!sound_explosion_low = dummy

EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/flamelarge
transformName = engine_thrust
emission = 0.0 0.0
emission = 0.05 0.25
emission = 0.75 1.21
emission = 1.0 1.25
speed = 0.0 1.75
speed = 1.0 1.65
energy = 0.0 0.33 // Same for energy
energy = 1.0 0.99 // Same for energy
fixedEmissions = false
scale = 2.0
offset = 1
//offset = -0.5
logGrow
{
density = 1.0 1.0
density = 0.4 1.0
density = 0.05 5.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.05 0.0
density = 0.005 3.0
density = 0.0 30.0
}
offset
{
density = 1.0 0.0
density = 0.05 0.05
density = 0.0 0.15
}
emission
{
density = 1.0 1.0
density = 0.05 1.0
density = 0.005 0.35
density = 0.0 0.13
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
}
size
{
density = 1.0 1.0
density = 0.05 1.0
density = 0.005 0.9
density = 0.0 0.60
}
}


AUDIO
{
channel = Ship
clip = sound_rocket_hard
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}
powersmoke
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = engine_thrust
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.0 // Move the particle emitter away from its default position by x meters
size = 0.0 1.1 // Rescale the particles to +0%
size = 1.0 1.25 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // Collision active or not
collideRatio = 0.1 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************
// From here the value are not the default anymore.
// ***************


angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
size
{
density = 1.0 1.0
density = 0.01 4.0
}
}
}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
volume = 1.0
pitch = 2.0
loop = false
}
}
disengage
{
AUDIO
{
channel = Ship
clip = sound_vent_soft
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}

@MODULE[ModuleEngines]
{
@name = ModuleEnginesFX
runningEffectName = powersmoke
directThrottleEffectName = powerflame
!fxOffset=dummy
}
}

The flame appears a couple of meters beneath the nozzle, but I'd like to move it up closer. I'm sure I've overlooked something with the parameters for SmokeScreen, but I don't know what it is. I had a similar problem with the RD-0146 engine from the same pack, but I was able to get the flame position by moving it with an offset of 4 or so (but the particles did not move 4 meters from where they were - more like a fraction of that distance).

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...