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Smoke System Question

hawkeye52

Charter Member
The RAZBAM Skyraider CFG has the following entries:

[SMOKESYSTEM]
smoke.0= 37.2, 1.6, 2.01, fx_smoke_rx
smoke.1= 37.3, 1.59, -2.07, fx_smoke_rx
smoke.2= 300.107, 20.694, .369, fx_smoke_w

When I press the "I" key, a very nice, long trail of WHITE smoke is generated.
How to I make it BLACK? (or dark grey)

- H52
 
That is set in the actual .fx files. You can open them in any text editor and then change the particle color.
Or if the .fx file calls up a texture you can simply edit that in a bitmap editor.

The fx_smoke_RX.fx files are in the effects folder and the textures in the texture sub folder of effects.

Cheers
Stefan
 
Hawkeye,

Take a look through your EFFECTS folder. If you have any of the older Alphasim freeware planes installed, you should have effects for black and gray engine smoke. Look for fx_eng_exhaust_blk.fx and fx_eng_exhaust_gry.fx. These are the two engine effects files that come with the older Alphasim aircraft packages. If you have them, simply change the following line:

smoke.2= 300.107, 20.694, .369, fx_smoke_w

to this

smoke.2= 300.107, 20.694, .369, fx_eng_exhaust_blk

or

smoke.2= 300.107, 20.694, .369, fx_eng_exhaust_gry

OBIO
 
Thank you, Stefan. I see that COLOR is specified by a set of four numbers. Can you please steer me to a source where I can interpret the numbers?

- H52
 
Thank you, Stefan. I see that COLOR is specified by a set of four numbers. Can you please steer me to a source where I can interpret the numbers?

- H52

You will find that in the Special Effects SDK. It reads as follows:


Color Start=000, 000, 000, 000
The initial color of a particle. The first three numbers define the red, green, and blue (RGB) values and the fourth number specifies the amount of alpha transparency (R, G, B, [00-255]).

Color End=000, 000, 000, 000
The final color of a particle. The first three numbers specify the red, green, and blue (RGB) values, and the fourth number specifies the amount of alpha transparency (R, G, B, [00-255]).
 
OBIO & Milton, thank you both. Logic tells me to follow OBIO's easy approach, but my thirst for ever-expanding knowledge tells me to dig into the SDK.


OBIO wins.:icon_lol:


- H52
 
Duh....I guess I should have thought of including the color coding bits...Milton certainly has much more important things to than completing my incomplete postings ;)

Of course Tim had an even more clever idea...us an existing black smoke effect

Cheers
Stefan
 
If you really want to have fun playing with smokes, you can do what I did several years back. I made a smoke that started out yellow, ended up green, and just for a twist, I changed "shade=1" to "shade=0" so that it would glow at night. I was inspired by Mike Stone's Geobat - I figured a flying saucer should have an alien looking smoke!
 
The joys of messing with smoke effects. Wait till you start messing with pitch, bank and angle! Hoo hoo that is fun! Just keep telling yourself that repeatedly re-starting the sim to see if the values you changed work about 50 times is worth it!

But it is though, we all know that ;)
 
The joys of messing with smoke effects. Wait till you start messing with pitch, bank and angle! Hoo hoo that is fun! Just keep telling yourself that repeatedly re-starting the sim to see if the values you changed work about 50 times is worth it!

But it is though, we all know that ;)

Steve (and others) you might like to check out FXEditor, another one of Arno's wonderful development tools.

http://www.scenerydesign.org/fxeditor/
 
Think you better bank hard right mate and head for the island off your right wing mate.....I don't think your ship is long for this world.

Nice looking effect you crafted there.

Stefan
 
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