Jump to content

Horizon Aeronautics - Development Thread


stubbles

Recommended Posts

Nazari (hotrockets dev) has been helping me with some particle stuff. So I've been working on some custom particle systems. Still a lot of tweaking to do though, since I'm new to this somewhat limited system.

If you could please put up a simple 123/ABC walkthrough of what you work out from implementing your own FX under the new particle system, that would be fantastic

Link to comment
Share on other sites

Are you the same stubbles that worked on a BSG Nexus mod ?

Hah! Yeppers :)

On that note, we're still working on it, but it's hard. NBC Universal closed all BSG mods out of ModDB and most of the team is gone. It's basically me making art and one scripter working on all of the mission/AI stuff.

Thanks for the feedback, all. I'll post some more shots later when I got the FX nailed down.

Link to comment
Share on other sites

Fairly happy with the RD171 engines. The smoke is going to take some tuning.

I should have the other engines finished up tomorrow I hope.

Hmm. The engine bells look like they are on fire (as if fire is surrounding them). Is this an optical illusion?

Link to comment
Share on other sites

Running into a slight issue with the secondary particle system on the RD-120

When the fuel runs out, the smaller particle systems continue to emit particles until the engine is throttled to zero :'( Anyone have ideas on that by chance?

horizon54.jpg

It's like the smaller system is tied ONLY to throttle control and ignores the fuel level.

Here's the scripting on the part:


// MODULE PARAMETERS
MODULE
{
name = ModuleEnginesFX
//engineID = rocketengine
runningEffectName = engineSmoke
directThrottleEffectName = engineFlame
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 550
heatProduction = 200
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 350
key = 1 304
}
}

MODULE
{
name = ModuleEnginesFX
//engineID = rocketengine2
//runningEffectName = engineSmoke
directThrottleEffectName = engineFlame2
thrustVectorTransformName = thrustTransform2
}

// HEAT ANIMATION
MODULE
{
name = ModuleAnimateHeat
ThermalAnim = EmissiveAnimation
}

EFFECTS
{
engineFlame
{
AUDIO
{
channel = Ship
clip = HorizonAeronautics/Sounds/sound_rocket_rd120
volume = 0.0 0.0
volume = 0.1 0.5
volume = 0.5 1.0
volume = 1.0 1.25
pitch = 0.0 0.0
pitch = 0.1 0.75
pitch = 0.5 1.0
loop = true
}
MODEL_MULTI_PARTICLE
{
modelName = HorizonAeronautics/FX/RD120Flame
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.1 0.5
emission = 0.5 1.0
emission = 1.0 1.25
speed = 0.0 0.0
speed = 0.1 0.5
speed = 0.5 1.0
speed = 1.0 1.25
}
}
engineFlame2
{
MODEL_MULTI_PARTICLE
{
modelName = HorizonAeronautics/FX/RD120Flame2
transformName = thrustTransform2
emission = 0.0 0.0
emission = 0.1 0.5
emission = 0.5 1.0
emission = 1.0 1.25
speed = 0.0 0.5
speed = 0.5 0.75
speed = 1.0 1.25
}
}
}

I'm guessing it's because the second engine module is empty of all real engine functionality? I can try messing with that, splitting the thrust up between them.

Edited by stubbles
Link to comment
Share on other sites

Running into a slight issue with the secondary particle system on the RD-120

When the fuel runs out, the smaller particle systems continue to emit particles until the engine is throttled to zero :'( Anyone have ideas on that by chance?

https://dl.dropboxusercontent.com/u/1482056/horizon54.jpg

It's like the smaller system is tied ONLY to throttle control and ignores the fuel level.

Here's the scripting on the part:

*snip*

I'm guessing it's because the second engine module is empty of all real engine functionality? I can try messing with that, splitting the thrust up between them.

I would agree with your logic, but there are plenty of engines out there with multiple rocket bells - there must be a way to overcome this besides splitting the thrust

Link to comment
Share on other sites

Try adding dependOnEngineState = True for rocketengine2, so


MODULE
{
name = ModuleEnginesFX
//engineID = rocketengine2
//runningEffectName = engineSmoke
directThrottleEffectName = engineFlame2
thrustVectorTransformName = thrustTransform2
dependOnEngineState = True
}

Although I have no idea if that particular snippent will apply in that module, although the original transform splitting idea worked so hopefully this will also

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...