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Emissive not appearing in game on engine


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Hello guys, I need some help with the emissive for my engine, already saw videos, helped, but didn't resolve totally the problem

here's what I've done

G5YlfqM.png

Wanted to add emissive at the bottom of it so :

UIporwG.png

9yUxuH2.png

zoE8cAA.png

XDkxJJT.png

WAfKNgs.png

btw I added the emisive color in unity and not in blender, when I've choose "emissive" instead of "diffuse" in order to modify my engine in from it's .fbx file, I saw that new texture needed, so I've put that color in it because I saw that the color of emissive is choosen from the animation curves.

So, once .mu produced, got this:

IdNawDY.png

So, I've made the .cfg file, here's a copy


PART
{
name = rotor_XT1
module = Part
author = Samy
mesh = model.mu
node_stack_top = 0.0, 0.9, 0.0, 0.0, 1.0, 0.0
node_attach = 0.0, 0.5, 0.0, 0.0, 1.0, 0.0
CoMOffset = 0.0, 2.3, 0.0
TechRequired = aviation
entryCost = 4000
cost = 950
category = Engine
subcategory = 0
title = XT-01 rotor engine
manufacturer = Samy Corp.
description = The first electrical engine, it still needs air because it's using a turbine system, without liquidefuel this engine still works, but gives much less propulsion than the conventional ones.
attachRules = 1,0,1,0,0
mass = 1.5
// heatConductivity = 0.06 // half default
emissiveConstant = 0.8 // engine nozzles are good at radiating.
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 2000 // = 3600
bulkheadProfiles = size1
MODULE
{
name = ModuleEnginesFX
engineID = Cruise
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 60
heatProduction = 200
useEngineResponseTime = True
engineAccelerationSpeed = 0.12
engineDecelerationSpeed = 0.5
fxOffset = 0, 0, 0.74
flameoutEffectName = flameout
powerEffectName = running_thrust
engageEffectName = engage
disengageEffectName = disengage
spoolEffectName = running_turbine
engineSpoolIdle = 0.05
engineSpoolTime = 2.0
EngineType = Electric
PROPELLANT
{
name = ElectricCharge
ratio = 23
DrawGauge = False
}
PROPELLANT
{
name = IntakeAir
ratio = 23
}
atmosphereCurve
{
key = 0 0 0 0
key = 0.3 100 0 0
key = 0.5 500 0 0
key = 0.7 700 0 0
key = 1 900 0 0
}
// Jet parameters
atmChangeFlow = True
useVelCurve = True
useAtmCurve = True
machLimit = 0.75
machHeatMult = 3.5
velCurve
{
key = 0 1 0 -0.125804
key = 0.2 0.98 0 0
key = 0.6 1 0.2399533 0.2399533
key = 1.05 1.167 0.5409369 0.5409369
key = 1.67 1.46 0 0
key = 2.1 1 -3.49991 -3.49991
key = 2.278022 0.496117 -3.164169 -3.164169
key = 2.5 0 0.004306508 0
}
atmCurve
{
key = 0 0 0 0
key = 0.15 0.2 2.448394 2.448394
key = 0.5 0.6 0.5020669 0.5020669
key = 1 1 1.047895 0
}
}
MODULE
{
name = ModuleResourceIntake
resourceName = IntakeAir
checkForOxygen = true
area = 0.006
intakeSpeed = 10
intakeTransformName = Cylinder
}
RESOURCE
{
name = IntakeAir
amount = 0.3
maxAmount = 0.3
}
MODULE
{
name = ModuleAnimateHeat
ThermalAnim = emissive
dependOnEngineState = True
responseSpeed = 0.5
}
MODULE
{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 1
}
MODULE
{
name = ModuleTestSubject
environments = 71
useStaging = True
useEvent = True
}
MODULE
{
name = ModuleSurfaceFX
thrustProviderModuleIndex = 0
fxMax = 0.5
maxDistance = 20
falloff = 2
thrustTransformName = thrustTransform
}
EFFECTS
{
running_thrust
{
AUDIO
{
channel = Ship
clip = sound_jet_deep
volume = 0.0 0.0
volume = 0.05 0.4
volume = 1.0 1.0
pitch = 0.0 0.6
pitch = 1.0 1.0
loop = true
}
PREFAB_PARTICLE
{
prefabName = fx_smokeTrail_light
transformName = thrustTransform
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
localRotation = 1, 0, 0, -90
}
}
running_turbine
{
AUDIO
{
channel = Ship
clip = sound_jet_low
volume = 0.0 0.0
volume = 0.05 0.7
volume = 1.0 1.0
pitch = 0.0 0.1
pitch = 0.25 0.2
pitch = 0.5 0.3
loop = true
}
}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
volume = 0.5
pitch = 0.5
loop = false
}
}
disengage
{
AUDIO
{
channel = Ship
clip = sound_vent_soft
volume = 0.5
pitch = 0.5
loop = false
}
}
flameout
{
PREFAB_PARTICLE
{
prefabName = fx_exhaustSparks_flameout_2
transformName = thrustTransform
oneShot = true
}
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}
}

Launched the game, engine working like it was before, but I've got a problem, not a single emissive was there .... even at maximum thrust

o2kWSD2.png

What should I do guys ?...

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Newer versions of Unity use a different method of animating texture emissives, so you need to hack around with some settings to force your part to use the legacy animation system instead. See the following post for details:

http://forum.kerbalspaceprogram.com/threads/115898-emissive-problems-in-unity-ModuleAnimateHeat-not-working?p=1882007&viewfull=1#post1882007

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Downloaded Unity 4.2.2, fixed the incompatibilities, I'll try and tell you ;)

- - - Updated - - -

Installed Unity 4.2.2, reworked the part and tested witout animation, working.

Added animation like in this tutorial, and when I launch the game now, the game says the part is missing from my actual planes, and I can't find it in the parts.

So the part don't load anymore once I added animation...

- - - Updated - - -

Here's the error I get in Unity

unYwNio.png

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I get where the problem is coming from now !

I resolved almost everything, I think that the anim didn't "change" because the engine isn't generating any heat ...that's all

Changed the animation with throttle, and it's working like a charm :)

Thanks for everything guys ;)

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