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[1.8.x-1.10.x] SmokeScreen 2.8.14 - Extended FX plugin (18 April 2020)


sarbian

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That would be sweet. I actually sorta got the hang of what things do but I still feel like I'm stumbling around mostly, and that's not very productive. Still I at least managed to get this

http://i.imgur.com/br8rmOg.jpg

haven't yet been able to get the stream out of the vents to be longer without ballooning the entire effect. Also I realized I should be disabling the effect through the in-game editor on 2 of the engines that aren't oriented in the right direction. Hopefully with your docs I will be able to get it working better

Code for this, please? Looks pretty sweet as it is, I think... :)

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Code for this, please? Looks pretty sweet as it is, I think... :)

It's not bad but still a little weak IMO. Anyways, code so far:

        MODEL_MULTI_PARTICLE_PERSIST
{
name = smokelaunch
modelName = HorizonAeronautics/FX/LaunchSmoke
transformName = thrustTransform
energy = 0.0 1.0
energy = 1.0 1
grow = 0.0 1
grow = 1.0 0.2
speed = 0.0 0.25
speed = 1.0 15
offset = 0.0 0.5
offset = 1.0 2
renderMode = "Billboard"
collide = true
collideRatio = 0
fixedScale = 1.0
sizeClamp = 50
angle = 0.0 1.0
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0
distance = 100.0 1.0
distance = 110.0 1.0
emission
{
mach = 0.0 1.5
mach = 0.01 0.0
density = 1.0 1.0
density = 0.1 0.0
}
}

Note the modelName field. Search for the Horizon Aeronautics mod (where I originally got this code) or replace with some stock smokescreen FX

Edited by Gaiiden
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It's not bad but still a little weak IMO. Anyways, code so far:

        MODEL_MULTI_PARTICLE_PERSIST
{
name = smokelaunch
modelName = HorizonAeronautics/FX/LaunchSmoke
transformName = thrustTransform
energy = 0.0 1.0
energy = 1.0 1
grow = 0.0 1
grow = 1.0 0.2
speed = 0.0 0.25
speed = 1.0 15
offset = 0.0 0.5
offset = 1.0 2
renderMode = "Billboard"
collide = true
collideRatio = 0
fixedScale = 1.0
sizeClamp = 50
angle = 0.0 1.0
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0
distance = 100.0 1.0
distance = 110.0 1.0
emission
{
mach = 0.0 1.5
mach = 0.01 0.0
density = 1.0 1.0
density = 0.1 0.0
}
}

Note the modelName field. Search for the Horizon Aeronautics mod (where I originally got this code) or replace with some stock smokescreen FX

Sorry, to bother again, but how do I input the code? I'm kinda new to this stuff...

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  • 2 weeks later...

I made some lunchpad effects for KWrocketery,now i need some advice (help).

@PART[*]:HAS[@MODULE[ModuleEnginesFX]]:FINAL

{

@EFFECTS

{

@running_closed

{

// launchpad smoke

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokelaunch

modelName = MP_Nazari/FX/smokelaunch

transformName = NozzleTransform

renderMode = Billboard

collide = True

collideRatio = 0

offsetDirection = 0,0,1

fixedScale = 1

sizeClamp = 50

initialDensity = 1

physical = False

stickiness = 0.9

dragCoefficient = 0.1

randomInitalVelocityOffsetMaxRadius = 50

timeModulo = 10

emission

{

mach = 0.0 5.5

mach = 0.07 6.4

mach = 0.09 0.0

}

energy

{

time = 0.0 1.5

time = 0.5 0.7

time = 1.0 0.6

}

speed

{

time = 0.0 4.2

time = 0.6 2.2

time = 1.0 1.8

}

linGrow

{

time = 0.0 0.3

time = 0.5 0.4

time = 1.0 9.3

}

offset

{

mach = 0.0 1.5

mach = 0.05 5.5

mach = 0.08 7.9

}

}

}

}

@PART[*]:HAS[@MODULE[ModuleEnginesFX]]:FINAL

{

@EFFECTS

{

@running_closed

{

// launchpad flame

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelaunch

modelName = MP_Nazari/FX/KWflamelarge

transformName = NozzleTransform

renderMode = Billboard

collide = True

collideRatio = 0

offsetDirection = 0,0,1

fixedScale = 1

sizeClamp = 50

initialDensity = 5

physical = False

stickiness = 0.7

dragCoefficient = 0.1

randomInitalVelocityOffsetMaxRadius = 40

timeModulo = 10

emission

{

mach = 0.0 5.5

mach = 0.07 8.4

mach = 0.08 0.0

}

energy

{

time = 0.0 5.5

time = 0.5 2.2

time = 1.0 1.0

}

speed

{

time = 0.0 8.2

time = 0.6 7.2

time = 1.0 4.8

}

linGrow

{

time = 0.0 1.3

time = 0.5 3.4

time = 1.0 9.3

}

offset

{

mach = 0.0 0.5

mach = 0.05 4.5

mach = 0.08 9.9

}

}

}

1st:What do i need to change(add) so effects will work only on launchpad?I can't figure out how the effects would last 5-10s and still remain dependant on mach cuve.

2nd:How can i join both effects in one MM.cfg?

3rd:Why smoke particles don't colide with lunchpad air wents?When i use older smokescreen plugin (pre 0.24) they do.

Thank you for advice.

Edited by sebi.zzr
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  • 3 weeks later...

ModuleRCSFX. That's another plugin, though. Also, nobody ever tried that...

Also, I have a feature request. A curve allowing you to control the brightness of the bitmap. Depending on air density, for instance, this could enhance plume over/under expansion by dimming the particle as well as increasing it's size.

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  • 2 weeks later...

So this mod doesn't work straight out of download and I haven't found any easy way to edit the FX from the toolbar or in the config files.

What settings should I use for a gigantic titan rocket fireball? Can I have an example settings please!

Edited by Avera9eJoe
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How bout this, is there perhaps a repository somewhere for pre-made configs for those of us who are more likely to LITERALLY make smoke come out of the computer than make anything useful? Ie, a stock pack, NovaPunch pack, KW pack, etc?

Otherwise known as HotRockets?

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so how do I use the timeModulo setting? so to get a nice taper point on the Afterburner jets, I set particle size to be based on time like this?

size
{
timeModulo = 0 1 //[particle birth][fullsize]
timeModulo = 2 0 //[particle life end][0 size]
}

BTW This plugin is awesome!

aLHEjPg.jpg

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F-15-eagle-afterburner.jpg

AfterBurner.jpg

f_16_falcon_taking_off_with_full_afterburner_by_jamestayloranime-d51yuw5.jpg

B9 D-30F7 Afterburner FX Nodes:

            MODEL_MULTI_PARTICLE_PERSIST
{
name = b9_jet_d30_flame
modelName = B9_Aerospace/FX/HR/flamejet3
transformName = thrust_transform
emission = 0.66 0
emission = 0.67 2.42 1.35 1.35
emission = 1.0 2.5 0 0
speed = 0.66 3.75
speed = 1.0 4.575
energy = 0.66 0.5
energy = 1 1
// under/over expansion
logGrow
{
density = 1 -0.9
density = 0.4 1
density = 0.05 5
density = 0.005 40
}
linGrow
{
density = 0.05 0 0 0
density = 0.005 3
density = 0 30
}
size
{
power = 0 1.295
power = 1 1.58
density = 0.4 1
density = 0.05 0.87
density = 0.03 0.55
density = 0.02 0.45
density = 0.005 0.4
density = 0 0.25 0 0
}
}

AUDIO
{
name = b9_jet_d30_sound_afterburner
channel = Ship
clip = sound_rocket_hard
volume = 0.66 0
volume = 0.67 1 3 3
volume = 1 1.33 0 0
pitch = 0.66 1
pitch = 1 0.66
loop = true
}

Edited by Taverius
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so how do I use the timeModulo setting? so to get a nice taper point on the Afterburner jets, I set particle size to be based on time like this?

size
{
timeModulo = 0 1 //[particle birth][fullsize]
timeModulo = 2 0 //[particle life end][0 size]
}

BTW This plugin is awesome!

http://i.imgur.com/aLHEjPg.jpg

Yes it is, i still dont understand why this mod has just 4 stars.

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so how do I use the timeModulo setting? so to get a nice taper point on the Afterburner jets, I set particle size to be based on time like this?

size
{
timeModulo = 0 1 //[particle birth][fullsize]
timeModulo = 2 0 //[particle life end][0 size]
}

You don't use this right!If you whant to use dependence of the particle from the time:

timeModulo = 10   //set timeModulo 1=10s(i don't really know if this is in "s",serbian should explain that)

size
{
time = 1 1 //first 10s size is 1
time = 2 0 //next 10s size is 0
}

I don't recomed using timeModulo for what you want to achieve,rather use speed,energy and logGrow floatCurves.

Edited by sebi.zzr
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From memory, I hope I get it right :

timeModulo = 10 set up the time input so that it goes from 0 to 10 and then start back from 0. All this is in seconds. ( time = InGameTimeInSecond % timeModulo )

So to use it you would do something like


size
{
time = 0 1 // when time = 0s the size is *1
time = 5 2 // when time = 5s the size is *2 (and the float curve compute the values in between)
time = 10 1 // when time = 10s the size is *1 (so we get a nice loop)
}

You can also play with the singleEmitTimer when you set up effect that play only engine start or stop. ie when you set up yu ModuleEngineFX with a flameoutEffectName / engageEffectName / disengageEffectName

You get an effect that runs for singleEmitTimer length and can use timeModulo too. So you could have an old engine puffing up some smoke when you start it, or a booster that still cough up smoke and flames after flameout.

It requires though to use, and lots of reading stuff and messing with floatCurves :)

And I don't provide any of the art, so you have to make them or uses some other made ( but hotrocket did a fine job, and others mod uses it too now ! )

Edited by sarbian
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so timeModulo is not the life-time of particle in seconds but just some input modifying other attributes. and Size is size of emitter; not particles. linking Size to timeModulo just makes the emitter shrink down to 0, then loop back to full size again; that explains what I was seeing last night in experimenting. Thanks!

Yes I know Taverius; I'm taking artistic license here. But I can bring up ref

too... and
;) And the white vapor is just good timing for the screenshot. :D

so for future planned additions, "Ship centric" means particles that spawn on parts other than Engines? or is that already in the newest release?

Edited by nli2work
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You can spawn the effects anywhere you have a transform so long as you have a PartModule to call a normal effects node.

For example, the FSanimateGeneric PartModule can call an FX at the start and end of an animation.

Ah, good to know. I think I see a way to take advantage of this. how much processor overhead is this route? seems like a rather complex module to spawn an FX for a bit of visual that only occurs for a second or two under very specific conditions.

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