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Multiple smoke trails? [Solved]


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I can't seem to get multiple smoke trails to emit from one model. Is this possible? I tried creating two empty game objects named "smokePoint" and set the effects to use that transform. But I only get one trail in game.

Not a big deal, and as I think about it, probably only need to use one trail anyway to get roughly the same visual effect.

THE SOLUTON: This is fully explained in the thread, but to summarize: in Unity, you need to set up a separate transform, each with a unique name for each smoke trail effect you wish to use. Then, in your part config, you just create a separate entry for each effect and point each entry at a separate transform.

Edited by Kurld
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I think you need to setup on effect per smoke origin and use different transform name. My memory on how the stock effect system handle that case is a bit blurry...

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Yes, I ran into this issue too when I worked on my Atlas V. There are two thrustTransform's on the first stage and two smokePoint's on it. The FX which is using the thrustTransform works perfect, two nice flames come from the thrustTransform, but the smoke which should be coming from the two smokePoint's only appears on one smokePoint. I didn't got a real solution for this, as you said, making only one smokePoint which is in the Center of the stage emitting the smoke then.

Maybe a Plugin guy could have a look at Squad's Smoke System...? :)

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I just did something like this for my own engine:

INckz25.png



EFFECTS
{

power
{
AUDIO
{
channel = Ship
clip = sound_jet_deep
volume = 0.0 0.0
volume = 0.25 0.0
volume = 0.26 0.5
volume = 0.93 0.55
volume = 0.935 1
volume = 1.0 1
pitch = 0.0 0.7
pitch = 0.93 0.8
pitch = 0.95 1.0
pitch = 1.0 1.0
loop = true
}


}


running
{
PREFAB_PARTICLE
{
name = flamethrust1
prefabName = fx_smokeTrail_light
transformName = fxTransform1
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, 0
}


PREFAB_PARTICLE
{
name = flamethrust2
prefabName = fx_smokeTrail_light
transformName = fxTransform2
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, 0
}
AUDIO
{
channel = Ship
clip = sound_jet_low
volume = 0.0 0.0
volume = 0.05 0.3
volume = 1.0 0.4
pitch = 0.0 0.0
pitch = 0.1 0.4
pitch = 0.93 1.2
pitch = 0.95 1.5
pitch = 1.0 1.52
loop = true
}


}
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
}
}
}

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Sweet.

- - - Updated - - -

Let me follow on with another question, about paths. IF you don't need the engines to gimbal, does it matter how the object hierarchy is structured. Could one, for instance, just add 4 separate thrustTransform objects under the model object?

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Sweet.

- - - Updated - - -

Let me follow on with another question, about paths. IF you don't need the engines to gimbal, does it matter how the object hierarchy is structured. Could one, for instance, just add 4 separate thrustTransform objects under the model object?

gimbal or not, you can attach as many as you want. Smoke trail can eat up all your FPS if you are not careful however, I would use it sparingly.

http://forum.kerbalspaceprogram.com/threads/87101

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I did get 4 working. Not sure it's a major improvement over a single one pointed straight down.

Sorry I wasn't more clear on my other question.

I had always thought the heirarchy for multiple thrustTransforms needed to be broken out into separate paths with separate objects for each nozzle, etc. But what I found as I was doing this project was that you can just put them anywhere under the game object which has part tools. So, basically I had that as the root object and its children were the model, a collider, 4 smoke trail transforms (each with different names) and 4 thrust transforms, (each named the same).

I guess what I was asking was, why put them into more of a tree-like structure? My assumption is you would do that if you wanted to animate them. Is this true? Are there any other reasons?

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any transform that is a child of the PartTools Scripts object can be used in a part module, assuming it has the correct object name needed by a part module. No need to split objects with same name into separate branches, except smoke trail transform apparently (I never used multiple smoke trails so don't know first hand). Other than animation and for your own organizational preferences, hierarchy doesn't benefit from being tree-like structure.

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