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Multiple MODEL_MULTI_PARTICLE


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Apologies if this has been answered before, but I could not find much,

I have an engine with a central large nozzle and several outer small nozzles.
I have setup the FX with multiple MODEL_MULTI_PARTICLE, small FX for the outer nozzles, large FX for the central nozzle.

  running_closed
  {
    AUDIO
    {
      channel = Ship
      clip = sound_rocket_hard
      volume = 0.0 0.0
      volume = 3.0 3.0
      pitch = 0.0 0.2
      pitch = 1.0 1.0
      loop = true
    }
    PREFAB_PARTICLE
    {
      prefabName = fx_smokeTrail_aeroSpike
      transformName = smokeTransform
      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
    }
    MODEL_MULTI_PARTICLE
    {
      modelName = Squad/FX/shockExhaust_blue
      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 0.5
      speed = 1.0 1.2
    }
    MODEL_MULTI_PARTICLE
    {
      modelName = Squad/FX/LES_Thruster
      transformName = vernierTransform
      emission = 0.0 0.0
      emission = 0.05 0.0
      emission = 0.075 0.25
      emission = 1.0 1.25
      speed = 0.0 0.5
      speed = 1.0 1.2
    }
  }

Unfortunately, only the second defined MODEL_MULTI_PARTICLE plays in-game.

Is there a way around this?

384536f175.jpg

For some context, here is the Unity setup

48f8a33172.jpg

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While I'm no modder, I can think of three ways of doing this:

1. ModuleEnginesFX allows both a powerEffectName (Linked to actual thrust) and runningEffectName (Linked to throttle). You could put the verniers on the runningEffectName, however they will show full effect even when thrust limited.

2. Use 2 engine modules with 2 effects, without mode switching. This would be kinda hacky, and you would have two sets of engine options and limiters, but you'd have full control over the verniers.

3. Split the vernier into its own part, which eliminate all the problems at the cost of a new part, but allows finer control over them and allows them to be used elsewhere.

Those are the ones I can think of right now. Like I said, I'm no modder, but I know a thing or two about modding. Hope this helps!

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1 hour ago, DerpyFirework said:

2. Use 2 engine modules with 2 effects, without mode switching. This would be kinda hacky, and you would have two sets of engine options and limiters, but you'd have full control over the verniers.

Very good tips all around.

I like option 2 a lot! I don't think it is so hacky.

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If you try option 2, let us know how it works out. That's not something I've tried. However one added benefit of that, is that you'll be able to define the thrust strength for those nozzles separately. If everything is using just one ModuleEnginesFX, the thrust gets evenly divided over the thrust transforms, which isn't quite right if most of them are verniers.

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When using multiple prefab particles in the same effect, each must have a unique name. Presumably it should be the same for multi particles.

MODEL_MULTI_PARTICLE
    {
      name = FX1
      modelName = Squad/FX/shockExhaust_blue
      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 0.5
      speed = 1.0 1.2
    }
    MODEL_MULTI_PARTICLE
    {
      name = FX2
      modelName = Squad/FX/LES_Thruster
      transformName = vernierTransform
      emission = 0.0 0.0
      emission = 0.05 0.0
      emission = 0.075 0.25
      emission = 1.0 1.25
      speed = 0.0 0.5
      speed = 1.0 1.2
    }
 

Edited by Randazzo
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2 hours ago, NecroBones said:

 

If you try option 2, let us know how it works out. That's not something I've tried. However one added benefit of that, is that you'll be able to define the thrust strength for those nozzles separately. If everything is using just one ModuleEnginesFX, the thrust gets evenly divided over the thrust transforms, which isn't quite right if most of them are verniers.

It does work quite well :) Separate strengths also.

3539bdd42f.jpg

1 hour ago, Randazzo said:

When using multiple prefab particles in the same effect, each must have a unique name. Presumably it should be the same for multi particles.

MODEL_MULTI_PARTICLE
    {
      name = FX1
      modelName = Squad/FX/shockExhaust_blue
      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 0.5
      speed = 1.0 1.2
    }
    MODEL_MULTI_PARTICLE
    {
      name = FX2
      modelName = Squad/FX/LES_Thruster
      transformName = vernierTransform
      emission = 0.0 0.0
      emission = 0.05 0.0
      emission = 0.075 0.25
      emission = 1.0 1.25
      speed = 0.0 0.5
      speed = 1.0 1.2
    }
 

Oh! Let me try this. Many thanks!

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