Modding Particle Sys.
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hmmm once you’ll be there maybe consider and an effects randomizer?
Like as I know the effects are grouped. So they could be populated with variations and the randomizer pick one and render it. That way explosions will not be always the same.
I agree with SoBad the work is phenomenal. -
there is a line for burning vehicles. if you add an explosion addemitter to it and a emiter.probability line to that. you can have random seeming burning vehicles explode. while burning. you can chose or make any explosion for this. i like using parts of one with burning white trails. would post pics but this is just off my memory right now.
Ha right! emiter.probability - I coded that actually, and already forgot it exist :mrgreen:
You might not “please everyone”, but your work on the PS these past years have, in my opinion, been amazing. Obvious and significant improvement since you started working on it. I’m just a ‘secondary explosion’ freak! lolol Thanks for your hard work.
Thanx!
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hmmm once you’ll be there maybe consider and an effects randomizer?
Like as I know the effects are grouped. So they could be populated with variations and the randomizer pick one and render it. That way explosions will not be always the same.
I agree with SoBad the work is phenomenal.Actually the PS code is full of randomizations
Not always easy to see but for example (And out of my head):
Feature burning effect is randomized - There are 4 types and 1 is chosen for every wake up for such effect
AC burning effect is randomized - There are at least 5 typesAnd there are more…
But please pay attention! With emitter.probablity you can actually port the randomization functionality to the PS.ini, you don’t even need code anymore.
Example scenario:
Vehicle explodes and the code always call same $GROUND_VEHICLE_EXPLOSION or whatever it is called in the PS
Then in PS.ini you can create as many emitters called vehicle_explosion_effect1/2/3/4 as you like, and give each a different probability to wake up, this way you can basically customize almost anything -
WOW…
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Yes! This is it , the emitter.probability line is what I used.
For the burning vehicles , not the chain reaction for the buildings and objects with can explode lines.
Can you elaborate on the property values of emitter.probability line?
It seems to mean the smaller the number, the less of a chance, but I’m not sure.I added 3 addemitters to burning vehicle. Each has its own emitter.probability line, and it seems to work fine. I will post it later to see if it’s actually proper.
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Can you elaborate on the property values of emitter.probability line?
Yes. Emitter probability should include 2 normalized floating point values, i.e between 0-1 range. Then the code is genrating a random normalized float and checkes if the generated value falls between the probability range.
Examples:
emitter.probability 0.0 1.0 --> Always run emitter.probability 0.0 0.0 --> Never run emitter.probability 0.0 0.2 --> 20% chance And on and on...
Nice thing is to divide to a couple of equal pieces e.g, you want 5 differnt effects so you put:
0 0.2 0.2 0.4 0.4 0.6 0.6 0.8 0.8 1.0
I read the code now and see there is a slight bug that it takes <= and >= from both sides while it should be only on 1 side. I will fix that for later but that’s not critical, it only means that at some rare cases you may see 2 effects executed instead of 1.
Or you can deny that from happening if you use values above and below only, e.g:
0 0.2 0.21 0.4 0.41 0.6 0.61 0.8 0.81 1.0
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Hawk says bms need a new damage model for bms. For a model with damage on sector for aircraft, it would be the maximum result for the effects on airplanes but it will surely be complicated for now, right? maybe in the future, after having done other things and going ahead with work? it would be one of the best things to have, at least on some planes, in my opinion! It would require heavy changes to the models and others things I think, but in future it would be great to have different effects, animations and results based on the points hit. Eg vulcan shoots on the back of a mig could cause malfunction / loss of the air brake, tank problems and burst the ammunition tank of the cannon with the ammunition that ignite and explode like a machine gun effect one after the others and go everywhere (something similar there is on arma3 with ace mod i think), the damage bends and deforms the plane with smoke, flames, flying pieces, sparks etc from broken areas or completely detaches the nose The plane falls like a brick thrown out the window, or explodes before touching the ground, like a brick thrown out of the window (I’m joking, obviously… Everyone knows that bricks do not explode. When a brick is throw out of the windows, the windows explode before touching the ground)… a missile that bursts near the wing loads maybe it can cause their detonation, if it’s only an aim 9 attached to the wing tip I think detach the wing but if it also has other rockets, missiles, full tanks or bombs… with something like this system, if there is already something that changes the model of flight when you have more loads and weapons left or right, perhaps in the future is could even better simulate the damage for example a typhoon is broken a canard, how would it fly? Or a f22 receives 2-3 shots of 30 mm at the wing and must limit g force for not lose the wing (according to the manufacturer can withstand a blow from 30 mm on the wing and be able to fly to the maximum g… good, good plane) or manage other system fail or trouble, curious situations, or with the new 5 gen radar and ecm is possible a big concentration such as to be able to burn the antennas of other older radars and some unprotected circuits, it would be an interesting situation to use on enemy or see in your cockpit smoke, sparks, bad language, again sparks… like a Christmas tree). For a while I think it will remain only fantasy, but nobody can say what will bring the future to a project like bms to update itself. Just see for passion what they were able to create, and is considered by the majority of users, (even of others simulators) the best simulator for many reasons (even from me that I have tried various simulators before knowing it). I’m sure that bms will still surprise for many years
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@koaro that is a giant pile of good ideas ! Implementing them will be a big job too, so it may be a while… and as Dee-Jay says some compromises might be needed for fps hit.
once your tweaking of PS file begins, you will see some of this. Sometimes you can even lock up the 3dworld with too much stuff going on… and if you have a really good computer, you might want to test your mods on some slightly lower end system. If available.
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Is this correctly calling on three random explosions?,Your response before was clear on the emitter.probability question, and I am thinking I need to change the lines at the end f each to match your example better.
edit: I mean … will it pick one of these three? thats what it seems to be doing. I am uplading a video example now.
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Hawk says bms need a new damage model for bms. For a model with damage on sector for aircraft, it would be the maximum result for the effects on airplanes but it will surely be complicated for now, right? maybe in the future, after having done other things and going ahead with work? it would be one of the best things to have, at least on some planes, in my opinion! It would require heavy changes to the models and others things I think, but in future it would be great to have different effects, animations and results based on the points hit. Eg vulcan shoots on the back of a mig could cause malfunction / loss of the air brake, tank problems and burst the ammunition tank of the cannon with the ammunition that ignite and explode like a machine gun effect one after the others and go everywhere (something similar there is on arma3 with ace mod i think), the damage bends and deforms the plane with smoke, flames, flying pieces, sparks etc from broken areas or completely detaches the nose The plane falls like a brick thrown out the window, or explodes before touching the ground, like a brick thrown out of the window (I’m joking, obviously… Everyone knows that bricks do not explode. When a brick is throw out of the windows, the windows explode before touching the ground)… a missile that bursts near the wing loads maybe it can cause their detonation, if it’s only an aim 9 attached to the wing tip I think detach the wing but if it also has other rockets, missiles, full tanks or bombs… with something like this system, if there is already something that changes the model of flight when you have more loads and weapons left or right, perhaps in the future is could even better simulate the damage for example a typhoon is broken a canard, how would it fly? Or a f22 receives 2-3 shots of 30 mm at the wing and must limit g force for not lose the wing (according to the manufacturer can withstand a blow from 30 mm on the wing and be able to fly to the maximum g… good, good plane) or manage other system fail or trouble, curious situations, or with the new 5 gen radar and ecm is possible a big concentration such as to be able to burn the antennas of other older radars and some unprotected circuits, it would be an interesting situation to use on enemy or see in your cockpit smoke, sparks, bad language, again sparks… like a Christmas tree). For a while I think it will remain only fantasy, but nobody can say what will bring the future to a project like bms to update itself. Just see for passion what they were able to create, and is considered by the majority of users, (even of others simulators) the best simulator for many reasons (even from me that I have tried various simulators before knowing it). I’m sure that bms will still surprise for many years
Well yes damage modeling graphically and aerodynamic will be a kick ass, but it also a LOT of work, 3D models, and of course a lot of code, maybe someday
Is this correctly calling on three random explosions?,Your response before was clear on the emitter.probability question, and I am thinking I need to change the lines at the end f each to match your example better.
No this isn’t correct. In your example you have probability set to:
0 0.1 0 0.3 0 0.2
Now let’s see what happen.
Code generate a random number of 0.05 --> ALL 3 effects are generated as 0.05 is inside the range of all 3 Code generate a random number of 0.25 --> Only effect with 0 - 0.3 is executed Code generate a random number of 0.5 --> None of the above is generated as 0.5 is out of the range of all 3
The rule is simple - Code is generating a random number and checks if it falls inside the emitter probability:
Yes –> Emitter is executed
No --> Emitter is not executedIn order to get 1 out of 3 you need to take 1 and divide it to 3 and equally assign 1 part to each of the emitters.
So we have 1 as the whole and we want to get the part so:
1 / 3 = 0.33So you need to put for the 3 emitters probability:
0 0.33 0.33 0.66 0.66 1.0
This way any random number code will generate will fall with equal chances (33%) in 1 of the 3 emitters.
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Thanks, I am completely understanding now!
sometimes it takes a few explanations before it sinks in for me. I looks like common sense now that I understand it.
Here is the vid of it working (as is ) any way sometimes the secondary explosions happen right away. this is changed in my new modded explosions.
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Nice! … but what about your computer specs? (I mean FPS costs (?) , would it be compatible with lower end configurations?)
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Hey Starrats, can you send me a copy of your PS?..I love the phosphorus in the explosions!!!
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@Dee-Jay made this on my old computer and it seems fine unless you are very close to several explosions at once, like complete rocket salvo.
I don’t even remember what nvidia card I used to have, but all original parts where from 2004 or 5 Medium quality (price) package from Ibuypower.@Tass yes you could check it out if you want , but the ini code isn’t labeled where i modded and it is for 4.32. It is really no finished mod by any means. you can look at it in 4.33 , but the effects are different.
I really don’t want to post it as a public mod because it is really scrambled eggs compared to what I should have done. but the next time I do it , it will look more like my new one in Nordic, separated and labeled on each modded line. but I guess I can post ini file as just example how not to mod existing lines. It may be Saturday.
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This video is for koaro, but I post it here because my speculations on properties in PS ini file may be completely wrong, and may be corrected here.
my process was too just adjust numbers and see what happens. usually it did what I thought -
Hey Starrats, can you send me a copy of your PS?..I love the phosphorus in the explosions!!!
+1
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Good emitter.id=fireburning.
It can be applied to various effects. Such as $AIRCRAFT_EARLY_BURN, or fireworks from damaged/hit tanks turrets. -
hey that’s pretty neat!
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Tried it out about an hour ago Starrats, its working fine so far….It even has the phosphorous explosion!!!1 :bowd::bdance:
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According to a couple of Mp-tests; Falcon could really benifit from a flare-mod that ease the trffic demands. Thx!