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Author Topic: Ship stack smoke mod  (Read 2017 times)

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WxTech

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Ship stack smoke mod
« on: August 08, 2021, 01:03:27 PM »

Here's a little fix to tide you over until I release my full Effects pack v1.1...

Note that, as far as I can divine, stock games up to 4.12 and BAT 4 Red Core (my current version) at least seem to use only the one ship stack smoke for all ships. There will be no separate smoke for coal and diesel fired engines. Either a later BAT version (?) or a ship pack mod will be necessary to get the other two stack smokes.

This addresses the three ship exhaust smokes; the basic smoke for the majority of ships, and the two newer smokes for the few coal and diesel fired engines. When I release my bigger pack, this will be obsolete. If you've made your own changes here, you can port them over to my full pack later.

For some tastes, I may have made the basic, more common smoke a bit on the light side. You can change that using Notepad by reducing the first three numbers in the Color0 and color1 line entries for file:

SmokePipeShip.eff.

And if the density is not to your liking, for the Color0 line entry, increase or decrease the value of the last number.

For example, a smoke that's both darker and denser might change from this, my current values:
  Color0 0.4 0.42 0.44 0.14
  Color1 0.4 0.42 0.44 0.0   

to this:
  Color0 0.2 0.21 0.22 0.2
  Color1 0.2 0.21 0.22 0.0   

Another point to make. I've assigned a Wind value of 5 (meters/second), which is half the speed (10 m/s) I've given to most ground and ship damage smokes in my overall, soon-to-be-released Effects v1.1 pack (currently, in my v1.0 pack, these damage smokes have Wind 15.) I felt that having the stack smoke from ships and trains being subject to half the wind velocity as applied to other damage smokes, makes for less of a weird result of stack smoke rushing ahead of the emitting vehicle if the wind is from behind.  ;)  )

In the meantime, I heartily invite comments and suggestions to further improve these.


https://www.mediafire.com/file/5yxxeut4lwkehws/%2521_ShipPipeSmokes.7z/file
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WxTech

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Re: Ship stack smoke mod
« Reply #1 on: August 12, 2021, 09:37:25 PM »

This little mod is superseded by my far larger, all-inclusive effects pack v1.1, available in this same sub-forum (Effects.) If you install my big pack, delete this one.
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V201calaf

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Re: Ship stack smoke mod
« Reply #2 on: September 14, 2021, 12:27:05 AM »

Hello friend.. first: your mod is awesome. But i have question. What parameter i will change to change your smoke more brown. Color0 or Colo1. Thx.
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WxTech

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Re: Ship stack smoke mod
« Reply #3 on: September 14, 2021, 02:09:21 AM »

Hello friend.. first: your mod is awesome. But i have question. What parameter i will change to change your snoje more brown. Color0 or Colo1. Thx.

Color0 defines the color/opacity at the moment a particle is created, and Color1 set color/opacity at the end of the particle's live time. Unless you want the color to vary from start to finish, make the first three numbers (for red, green and blue) the same for both Color0 and Color1.

The fourth number sets opacity. Unless you want a smoke trail to end abruptly, for Color1 opacity should be made zero, so that the smoke fades out smoothly.

To make a more brown color, the R, G and B values will have R > G > B. If all three values are nearer to 1, the overall tone will be brighter; nearer to zero and the tone will be darker. It might take a few iterations to get what you like. But this is the kind of stuff I first did on my journey in modding, as it's simple to do.
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