PvtDK2 Posted January 25, 2011 Posted January 25, 2011 Hi Everyone! I would like to make more realistic the game experience... Could anyone tell me aproppiate values in order to make the missile trails longuer as possible? Thanks you very much. Here my actual trail values for the effect: EmissionType=ORIENTED_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=30000.000000 EmissionRate=0.0075000 EmissionVolume=0.6000,0.6000,0.6000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,-100.000000,0.000000 EmissionVelocityDeviation=0.0000000 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=30.000000 ParticleLifeTimeDeviation=0.3000 ParticleWeight=-0.10000 ParticleRandomness=0.150000 ParticleDragFactor=0.200000 ParticleInheritence=0.700000 ParticleWindFactor=1.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=1.000000,1.000000,1.000000,0.000000 ParticleColor[02].Time=0.080000 ParticleColor[02].Value=1.000000,1.000000,1.000000,0.200000 ParticleColor[03].Time=0.200000 ParticleColor[03].Value=1.000000,1.000000,1.000000,0.150000 ParticleColor[04].Time=0.800000 ParticleColor[04].Value=1.000000,1.000000,1.000000,0.100000 ParticleColor[05].Time=1.000000 ParticleColor[05].Value=1.000000,1.000000,1.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=3.50000 ParticleSize[02].Time=0.150000 ParticleSize[02].Value=7.00000 ParticleSize[03].Time=0.300000 ParticleSize[03].Value=12.50000 ParticleSize[04].Time=0.7500000 ParticleSize[04].Value=15.00000 ParticleSize[05].Time=1.500000 ParticleSize[05].Value=15.00000 BaseSizeDeviation=0.5 Quote
Lexx_Luthor Posted January 25, 2011 Posted January 25, 2011 What you mean..."longer" Longer in length? Longer in time? -- time we can do You can increase ParticleLifetime. But, if you do, you may want to change *some* of ParticleSize and ParticleColor TIME values to match....the TIME values are decimal fractions of ParticleLifetime...ie...ParticleColor[04].Time=0.8 means that color happens at 0.8 of 30 seconds -- that's 24 seconds -- in this case. If you make PL 60 seconds, maybe make PC[04].T about 0.4 .... this would make the same colour appear at the same time after the rocket launch -- 24 seconds. Experiment to Taste. The last final TIME should still be =1.0 ... that is the end of particle lifetime ... in the original case; 30 seconds. Quote
PvtDK2 Posted January 25, 2011 Author Posted January 25, 2011 What you mean..."longer" Longer in length? Longer in time? -- time we can do You can increase ParticleLifetime. But, if you do, you may want to change *some* of ParticleSize and ParticleColor TIME values to match....the TIME values are decimal fractions of ParticleLifetime...ie...ParticleColor[04].Time=0.8 means that color happens at 0.8 of 30 seconds -- that's 24 seconds -- in this case. If you make PL 60 seconds, maybe make PC[04].T about 0.4 .... this would make the same colour appear at the same time after the rocket launch -- 24 seconds. Experiment to Taste. The last final TIME should still be =1.0 ... that is the end of particle lifetime ... in the original case; 30 seconds. This answer is for the time that the smoke remains in air, isnt it, Lexx? Very helpfull too, but i was looking for increase the length of the smoke trail, please. And thanks for that really well explained answer! xD Quote
Fubar512 Posted January 25, 2011 Posted January 25, 2011 Very helpfull too, but i was looking for increase the length of the smoke trail, please. And that is precisely what he told you. Put your thinking cap on on Quote
PvtDK2 Posted January 25, 2011 Author Posted January 25, 2011 And that is precisely what he told you. Put your thinking cap on on Hahahaha... i have little idea about editting... please... me soft with me... xD and also im not english speaking so its hard to understand for me xD I did what he told, and now the smoke of the missile's trail remains longer in time in the sky... but what i want is to make longer the size of the trail... i´ve realized that, from arround a value of 10 in the ParticleLifeTime in the smoke effect, it reaches it maximum lenght from the missile's engine til the end of the smoke trail... i tried with values of 30 and 60 ParticleLifeTime, and then the smoke remains 30 or 60 seg in time when the missile explodes and then stops creating new trail... but the "length" of the trail is the same from 10 and for 30... and for 60... and for also 300 ParticleLifeTime values... Here you can see the max length that the trail has for 10,30,60... 300 ParticleLifeTime values... Quote
Fubar512 Posted January 25, 2011 Posted January 25, 2011 The effect you've shown is probably hitting the limit of particles that can be assigned per emitter. The same particle-limit issue effects third-party exhaust emitters, as well. Quote
PvtDK2 Posted January 25, 2011 Author Posted January 25, 2011 The effect you've shown is probably hitting the limit of particles that can be assigned per emitter. The same particle-limit issue effects third-party exhaust emitters, as well. Owwwwwwwwwwwww!... bad news for me... i was wondering how it could look if i launch a missile and the trail has "no limits"... til the missile explodes... bad, bad news... X'( Thanks a lot for the help Fubbar! Quote
Fubar512 Posted January 25, 2011 Posted January 25, 2011 Owwwwwwwwwwwww!... bad news for me... i was wondering how it could look if i launch a missile and the trail has "no limits"... til the missile explodes... bad, bad news... X'( Thanks a lot for the help Fubbar! You can always modify the effect to use the TW contrail emitter (which is what the default SAM inflight-effect uses). Quote
PvtDK2 Posted January 25, 2011 Author Posted January 25, 2011 You can always modify the effect to use the TW contrail emitter (which is what the default SAM inflight-effect uses). I was just doing that Fubbar!!! hahahahaha thank you! xD Quote
Lexx_Luthor Posted January 25, 2011 Posted January 25, 2011 Okay, for longer length, you have to change the weapon data. Then you don't have the same missile anymore. (1) BoosterDuration= or (2) BoosterAccel= Increasing one or two of these can make the missile go farther before rocket burnout. So the smoke trail is longer. You also can have smoke made by the rocket coasting...the In Flight Effect. I like NO trails for after rocket burnout, but others do. Unfortunately, sustainer visual effects do not work, at least not in SF-1. Quote
PvtDK2 Posted January 26, 2011 Author Posted January 26, 2011 Okay, for longer length, you have to change the weapon data. Then you don't have the same missile anymore. (1) BoosterDuration= or (2) BoosterAccel= Increasing one or two of these can make the missile go farther before rocket burnout. So the smoke trail is longer. You also can have smoke made by the rocket coasting...the In Flight Effect. I like NO trails for after rocket burnout, but others do. Unfortunately, sustainer visual effects do not work, at least not in SF-1. I´ll keep and eye on it! sounds good idea! thanks a lot Lexx, but i think there is a max 10 sec limit for the length of smoke trails that are not contrails. Quote
PvtDK2 Posted January 27, 2011 Author Posted January 27, 2011 I´ll keep and eye on it! sounds good idea! thanks a lot Lexx, but i think there is a max 10 sec limit for the length of smoke trails that are not contrails. I've realized that the limitation is for 5 sec of smoke emission! not ten.... only five sec. After that 5 sec of emition.... the trail start disapearing and "running" after the missile in order to maintain only that 5 sec of emission as max showed in the screen. Quote
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