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How do I create a new exhaust plume


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I want to create a new plume, or re-color an existing one for my mod, I read the tutorial, but unfortunately it is going over my head,  If someone could walk me through the process I would be very greatful.

Starting at the beginning, step 1 of the tutorial: 

1) Game objects

Create an empty game object at the origin that you will use for exporting. This will have a partTools component on it that you will use to write the .Mu file to your FX folder.

Create an empty object as a child of the exporter object. This object will have the KSPParticle Emitter script on it. I call mine 'emit'. This allows you to easily tweak the position of the effect within the actual exported object.

I also make an additional object and name it smokePoint, to correct the orientation of the stock smoke particles. I move it to -1 on Y, and rotate it -90 on X.

This object won't be needed if you aren't using one of the stock prefab particles. It's named smokePoint to match the name of the rapier config.

 

 

How (and where) do I create the game object?

 

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1 hour ago, Tweeker said:

How (and where) do I create the game object?

 

 

Yeah these things are all confusing at first. But you're going to slap your forehead when I tell you. :)

 

Basically in the top menu bar, go to "GameObject", and then select "create empty". Poof, there it is! :) Just do that twice and drag one into the other, to make it a child object. You can rename them both. On the parent, go to "Add Component"->KSP->Part Tools.  On the child, "Add Component"->KSP->"Particle Emitter". 

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1 minute ago, Tweeker said:

Follow up question, how would I go about re-coloring an existing exhaust effect?

 Hi don't think you can, I think  you would need to be able to access the base model ( pre export) for the plume you wanted to alter, sadly there's no point exporting one with the ,MU exporter from the squad folder though, as particle emitters do not export.

Altering or animating the color of  new plume is fairly easy though, using the multitude of settings within the particle emitter editor,  but getting it looking right either takes ages and many attempts or is a matter of luck, getting the right values from the get go

But for just base color you would need a material with an attached texture, and use either and alpha blended or or additive shader, blended alpha for smoke and additive for flame, check the animate color option and set the colors you wanted the plume to include

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