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Old 12-14-07, 01:45 PM   #8
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
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Quote:
Originally Posted by tater
Just did it. BTW, I can now add custom smoke effects to specific ships, I will work on a coal fired ship mod. Woot!

The only thing I cannot do at the moment is hook the smoke to the funnel in such a way that it will go away when the funnel gets blown off. Still, that's not the end of the world. BLACK coal smoke for SOME ships can now be easily possible.

tater
in the particles.dat there is an ID named 'funnel_smoke'. The ship's use this for their smoke stacks. If you clone this and change the 'color' parameters in the fastparticlegenerator to make it a darker color and then add this cloned ID in place of the funnel smoke's ID in the ships you should have different smoke then.
To add a smoke node to any ship is also easy to do. Basically clone the fastparticlegenerator out of funnel smoke and paste it onto a new node. Attach that node to the ship you want to have a continuous smoke effect. The best way to do this would be to make the new node 'public' by placing in particles.dat or make a new .dat file for it, and reference it as a new cfg#xx node in the ship's .eqp file.
The particles.dat and materials.dat files I'm very familiar with as I ported them over to SH3 and made my own FX mod out of it for SH3. I'll be bringing that FX mod over to SH4 here soon...
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