jrodriguez Posted January 2, 2017 Share Posted January 2, 2017 (edited) This mod adds flames and smoke to certain parts' joint break event. At the moment, these parts include: -anything with "wing" in the name -anything with "fuselage" in the name -anything with fuel or oxidizer as resources. -engines. Download from GitHub Source License: CC0 Author: @BahamutoD Contributors: @jrodriguez @SpannerMonkey(smce) Video by Space Scumbag: Edited September 23, 2020 by jrodriguez version update 1.12 Quote Link to comment Share on other sites More sharing options...
Benji13 Posted January 2, 2017 Share Posted January 2, 2017 Yay! My planes don't normally crash but I think they might have to start... Quote Link to comment Share on other sites More sharing options...
Guest Posted January 2, 2017 Share Posted January 2, 2017 Could I make a new picture for the OP with the new effects by @SpannerMonkey(smce)? Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted January 2, 2017 Share Posted January 2, 2017 11 minutes ago, Murican_Jeb said: Could I make a new picture for the OP with the new effects by @SpannerMonkey(smce)? As one of the foremost supporter of the mod I think you should JR'd be happy to include it i think. (note to self finish mk 3 u5 fx) Quote Link to comment Share on other sites More sharing options...
Benji13 Posted January 2, 2017 Share Posted January 2, 2017 Does this add effects to mod parts as well? Quote Link to comment Share on other sites More sharing options...
Guest Posted January 2, 2017 Share Posted January 2, 2017 (edited) 6 minutes ago, Benji13 said: Does this add effects to mod parts as well? It depends on what the parts is and/or what resource it has. I got the pictures @SpannerMonkey(smce) @jrodriguez Which one should we use? This one? Or this one? Edited January 2, 2017 by Murican_Jeb Fixed Mentions Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted January 2, 2017 Author Share Posted January 2, 2017 First one I think Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted January 2, 2017 Share Posted January 2, 2017 (edited) 19 minutes ago, Benji13 said: Does this add effects to mod parts as well? Hi the mod adds FX to any part stock or mod that is not on the hard coded exceptions list, FX is added on any joint break ,so yes mod parts explode and burn Some examples below Spoiler Edited January 2, 2017 by SpannerMonkey(smce) Quote Link to comment Share on other sites More sharing options...
Errol Posted January 2, 2017 Share Posted January 2, 2017 Would it be possible to make the effect duration adjustable? I would prefer it to be much shorter, as I have a lot of other effects going as well, and it gets a little nuts sometimes. I saw in the change log that the duration was doubled a few versions ago... Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted January 3, 2017 Share Posted January 3, 2017 Yay for more explosions!!! Quote Link to comment Share on other sites More sharing options...
Guest Posted January 6, 2017 Share Posted January 6, 2017 @jrodriguez I got a better shot and this time it's zoomed in. I also remembered to press F2 for better looks Quote Link to comment Share on other sites More sharing options...
Guest Posted January 7, 2017 Share Posted January 7, 2017 I got an even better one! Quote Link to comment Share on other sites More sharing options...
SpaceBadger007 Posted January 10, 2017 Share Posted January 10, 2017 Does this also add sparks when colliding into the ground? Quote Link to comment Share on other sites More sharing options...
Guest Posted January 10, 2017 Share Posted January 10, 2017 18 hours ago, SpaceBadger007 said: Does this also add sparks when colliding into the ground? No, that is Collision FX. Check the thread for downloads, there are lots of steps. Quote Link to comment Share on other sites More sharing options...
Guest Posted January 14, 2017 Share Posted January 14, 2017 Anything new? Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted January 14, 2017 Share Posted January 14, 2017 2 minutes ago, Murican_Jeb said: Anything new? Hi, from me sadly not, so far behind with other things it's unfunny, I doubt very much that I'll be getting into any tweaks or enhancements for this for a month or so, having a horrible winter... Quote Link to comment Share on other sites More sharing options...
Guest Posted February 5, 2017 Share Posted February 5, 2017 (edited) Hey folks. I got into retexturing @SpannerMonkey(smce)'s flame effect by using his textures from SM Marine (With his premission, I guess I could send it to the devs.) The smoke is now more visible, making the effect look nicer. There is no lag at all.However, the smoke looks a bit square-ish because of how @SpannerMonkey(smce) modeled the effect. Overall, it's pretty good I guess. The model could use some work though, I'll upload a pic soon. Edited February 5, 2017 by Murican_Jeb Fixed and added some stuff to make the post more understandable. Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted February 5, 2017 Share Posted February 5, 2017 10 minutes ago, Murican_Jeb said: smoke looks a bit square-ish because of The way the texture and the settings for the particle emitter have to adjusted together, every smoke texture or flame texture is slightly different in the alpha, some textures are a lot more transparent than others, but even a little bit will make a difference, the particle animation color transparency is the hardest thing to get just right and takes dozens of tries usually. The chances of you hitting the right alpha so that you don't see the particle edges without using unity are about the same a me winning the lottery . Though with this sudden flurry of releases, there's still more yet, but I'll have time to have another go at this but using the U5 particles instead which although behave differently are slightly more consistent Quote Link to comment Share on other sites More sharing options...
Guest Posted February 5, 2017 Share Posted February 5, 2017 (edited) 9 minutes ago, SpannerMonkey(smce) said: The way the texture and the settings for the particle emitter have to adjusted together, every smoke texture or flame texture is slightly different in the alpha, some textures are a lot more transparent than others, but even a little bit will make a difference, the particle animation color transparency is the hardest thing to get just right and takes dozens of tries usually. The chances of you hitting the right alpha so that you don't see the particle edges without using unity are about the same a me winning the lottery . Yeah, texturing is probaly the most hardest thing in modding, esspecialy if you are new to modding like me. Also, I noticed that not many people know about this anymore. There isn't much activity and stuff. Is that a problem? Also, I'm gonna try to make my own FX without using your textures. (Because just using someone elses textures doesn't show any skill at all.) Edited February 5, 2017 by Murican_Jeb Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted February 5, 2017 Share Posted February 5, 2017 Just now, Murican_Jeb said: There isn't much activity and stuff. Is that a problem? YES...... Way back when i started modding here in 2013 there seemed to be a lot more interaction That said it's always been a case of work it out for yourself, especially when it comes to the more unusual areas, like this one and wheels. A lot of what you read elsewhere doesn't really apply well to KSP either and following a tutorial for making flames for unity will give you something in KSP that looks like it was created by a 3 year old with a box of crayons and a flip pad. Well maybe not that bad but you'll be a good way from getting it right in game. These feeble attempts of mine are probably the results of well over 100 exports and tests, and probably a week of messing around backwards and forwards between the game and unity. And yet the latest FX I've done for the guns have come out better than ever, so in time these'll likely be better too. Quote Link to comment Share on other sites More sharing options...
Guest Posted February 5, 2017 Share Posted February 5, 2017 (edited) 8 minutes ago, SpannerMonkey(smce) said: A lot of what you read elsewhere doesn't really apply well to KSP either and following a tutorial for making flames for unity will give you something in KSP that looks like it was created by a 3 year old with a box of crayons and a flip pad. Well maybe not that bad but you'll be a good way from getting it right in game. True. Yeah, modding is really hard, even if you gave me a 48 hour tutorial that explain EVERYTHING, I'm gonna be like: Btw, flame effect is coming along nicley, I just need to texture the smoke and then I'll test. Edited February 5, 2017 by Murican_Jeb Quote Link to comment Share on other sites More sharing options...
Guest Posted February 5, 2017 Share Posted February 5, 2017 Well my flame effect didn't turn out great looks like 3 year old crayon drawing, maybe worse. BUT I found out more on how exactly it works. I'm gonna try your original effects for DFX and tinker with them. Please stand by. And encase you are wondering what "it" looked like: Quote Link to comment Share on other sites More sharing options...
Errol Posted February 12, 2017 Share Posted February 12, 2017 (edited) Does anyone have any ideas about decreasing effect duration? Ping: @jrodriguez, @SpannerMonkey(smce) Edited February 12, 2017 by Errol Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted February 13, 2017 Share Posted February 13, 2017 14 hours ago, Errol said: Does anyone have any ideas about decreasing effect duration? Ping: @jrodriguez, @SpannerMonkey(smce) Hi its not something that can be done in a cfg or a patch, the values for emission and duration are hard coded , the DE is not a full part module and in some respects this limits it's versatility Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted February 13, 2017 Author Share Posted February 13, 2017 15 hours ago, Errol said: Does anyone have any ideas about decreasing effect duration? Ping: @jrodriguez, @SpannerMonkey(smce) As Spanner said, this is currently hardcoded. In fact, I think I increased the effect time sometime ago... Quote Link to comment Share on other sites More sharing options...
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