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Rends

Is it possible to increase Smokestack smoke size?

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Just wonder if it's possible and if so how todo?

Edited by Rends

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Dou you mean the effect? Yes. Volume, rate, lifetime, and (particle) density all play a role in this.

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Ok ,

Is there a tutorial out there or can you tell me how to edit the entries?

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Ok ,

Is there a tutorial out there or can you tell me how to edit the entries?

Let me find the effect (the stock one is part of the particlesystem.ini file), and I'll post it as a txt file which you can copy and rename as an effect.ini, and I'll denote the parameters that you can experiment with, until you achieve the desired effect.

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OK, here's a textual representation, that you can copy and paste into notepad, and save as type "all files", name it SmokeStackEffect.ini , and save it in your effects folder.

 

[EffectType001]
Name=SmokeStackEffect
Element[01].ElementType=HOLD_EMITTER
Element[01].ElementName=SmokeStackEmitter
Element[01].StartTime=0.0
Element[01].StartTimeDeviation=0.0
Element[01].EjectTime=-1.0
Element[01].EjectTimeDeviation=0.0

 

[EmitterType001]
Name=SmokeStackEmitter
EmissionType=POINT_EMITTER
UpdateType=NON_MOVING
MaxVisibleDistance=12000.0
EmissionRate=0.04 //the lower the number, the greater the rate, example 0.004 is 100x greater rate than 0.04
EmissionVolume=0.01,0.01,0.0 //volume in x,y,z coordinates                                            
EmissionVelocityTableType=CONSTANT
EmissionVelocity=0.0,0.0,5.0 //velocity in x,y,z coordinates, the number may correspond to meters/s    
EmissionVelocityDeviation=0.2 //this adds variability to the emission
ParticleUpdateType=SIMPLE_POINT
ParticleRenderType=SPRITE
ParticleRandomOrientation=TRUE
ParticleLifeTime=5.0 // how long the particles last
ParticleLifeTimeDeviation=0.5 // self-explanatory!
ParticleWeight=-1.2 //+value adds weight., -value causes it to rise
ParticleRandomness=0.03 //self explanatory
ParticleDragFactor=0.25  //really only important if emitter is on a ship or mobile object

ParticleInheritence=1.0
ParticleWindFactor=0.9 //How the particles are effected by wind

ParticleColorTableType=TABLE
ParticleColor[01].Time=0.0
ParticleColor[01].Value=1.0,1.0,1.0,0.0
ParticleColor[02].Time=0.10
ParticleColor[02].Value=1.0,1.0,1.0,0.35
ParticleColor[03].Time=1.0
ParticleColor[03].Value=0.8,0.8,1.0,0.0
ParticleSizeTableType=TABLE
ParticleSize[01].Time=0.0
ParticleSize[01].Value=1.2
ParticleSize[02].Time=0.5
ParticleSize[02].Value=1.6
ParticleSize[03].Time=1.0
ParticleSize[03].Value=2.4
BaseSizeDeviation=0.1
TextureMaterial=SmokeMaterial

 

[smokeMaterial]
EffectShaderName=effectLightLevel.fx
DepthBufferCheck=TRUE
DepthBufferWrite=FALSE
IgnoreRenderOrder=FALSE
AlphaTestEnabled=FALSE
LightEnabled=FALSE
UseLightLevel=TRUE
SpecularEnabled=FALSE
EmissiveEnabled=FALSE
FogEnabled=TRUE
AmbientColor=1.000000,1.000000,1.000000,1.000000
DiffuseColor=1.000000,1.000000,1.000000,1.000000
ZBufferOffset=0.000000
PriorityLevel=3
BlendOp=BLEND_SRC_ALPHA
NumTextureStages=1
TextureStage[01].TextureName=smoke.tga
TextureStage[01].MipMap=FALSE
TextureStage[01].FilterEnabled=TRUE
TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE
TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

Edited by Fubar512

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