Outerra forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Download Outerra Tech Demo. Unofficial Outerra Discord server, MicroProse Discord server for OWS.

Author Topic: smoke plumes (release)  (Read 11223 times)

fly77

  • Outerra Master Modder
  • Hero Member
  • *****
  • Posts: 1761
smoke plumes (release)
« on: January 21, 2022, 06:03:04 am »

As promised here I share with you my differently colored and differently sized easily customizable smoke generators.
They come in two sizes: small smoke plumes for civil buildings and big smoke plumes for factories

The small plumes come in colors: white, black, red, green, blue, yellow and you might use them as well as smoke signals in your sceneries
The big plumes come in colors white, grey and black.
You can also customize all aspects of the smoke by editing the parameters in the smoke.objdef file (see below for details)



download from here:
https://drive.google.com/drive/folders/1vOyrucJuFr3SiDfXybQEdaiEUkhUqwwe?usp=sharing


Installation: just click on self-installing smoke.otx file

Use:
Open scenery editor (F7 key)
Under assets search for "smoke"
Pick any of the smoke icons and drag into the scenery, placing it where you need it (typically on top of a chimney or roof)


how to create your own customized smoke :
copy paste any of the  smoke folders that you find in packages/fly77 and name the folder with any name.
open the smoke.objdef file inside the folder and edit the values of the parameters:



colore:   is the smoke color number:  0 = red 1 green 2 blue 3 yellow 4 cyan 5 pink 6 white
density: 0.002   is the smoke density: 0-1 keep quite low as density increases fast
fadetime:   this is the lifetime of the plume in secs
brightness:   this is the brighness any value in the range 0-1 , with 1 corresponding to bright and 0 to dark
scale:  radius of smoke bursts in meters
period:  the time interval between single smoke bursts in secs
timeout:  the duration of a single burst in sec. for longer fadetimes choose lower burst duration as otherwise bursts overlap too much and create a too dense plume
speed: value determining how fast the burst spreads (explosiveness) I keep it at 1 or lower since we're not simulating explosion smoke here
Start from the default values and modify them one by one to see the effect

By the way: this mod is using the outerra API smoke command of the explosions interface and gives you a "no-coding" physical "wrapper" to the command

https://github.com/Outerra/anteworld/blob/master/include/ot/explosions.h

  ///Create smoke emitter
    //@param pos ECEF world position
    //@param norm smoke ejection direction (normalized pos for the upward dir)
    //@param radius approximate emitter radius
    //@param speed ejection speed
    //@param density smoke density
    //@param fade_time duration of the smoke effect
    //@param color smoke color
    //@param age age in seconds at the creation time
    uint create_smoke( const double3& pos, const float3& norm, float radius, float speed, float density, float fade_time, float timeout, const float3& color, float age = 0, uint id = UMAX32 );




« Last Edit: January 22, 2022, 12:20:29 pm by fly77 »
Logged

fly77

  • Outerra Master Modder
  • Hero Member
  • *****
  • Posts: 1761
Re: smoke plumes (release)
« Reply #1 on: January 21, 2022, 11:06:52 am »

also: by combining different smoke generators you can create custom fire

Logged

aWac9

  • Hero Member
  • *****
  • Posts: 2601
  • newbie
Re: smoke plumes (release)
« Reply #2 on: January 21, 2022, 01:31:23 pm »

thank you very much fly77, great,, they look very good, and they are oriented with the wind... I am testing what values I can put so that the exit speed of a chimney of a house is slower...
We will be testing all your inventions..
:)

Logged

fly77

  • Outerra Master Modder
  • Hero Member
  • *****
  • Posts: 1761
Re: smoke plumes (release)
« Reply #3 on: January 21, 2022, 01:43:32 pm »

thank you very much fly77, great,, they look very good, and they are oriented with the wind... I am testing what values I can put so that the exit speed of a chimney of a house is slower...
We will be testing all your inventions..
:)

happy experimenting ! ;)
note: tho only limitation seems presently that the vertical rise speed of the smoke is fixed by the outerra engine and can't be changed, but you could still try lower value of speed parameter..and/or longer period of smoke burst emission..maybe it still helps in achieving your goal
« Last Edit: January 21, 2022, 01:47:10 pm by fly77 »
Logged

fly77

  • Outerra Master Modder
  • Hero Member
  • *****
  • Posts: 1761
Re: smoke plumes (release)
« Reply #4 on: January 21, 2022, 02:37:46 pm »

try this  =D =D

Logged

fly77

  • Outerra Master Modder
  • Hero Member
  • *****
  • Posts: 1761
Re: smoke plumes (release)
« Reply #5 on: January 21, 2022, 03:13:46 pm »

Aogashima eruption   =D

"parameters" : "colore:6, density:0.2, fadetime:600, brightness:0.5, scale:35.5, period:12, timeout:1, speed:3", 

not yet Hunga Tonga-Hunga Haʻapai -like ...but not bad  !



« Last Edit: January 21, 2022, 03:36:07 pm by fly77 »
Logged

aWac9

  • Hero Member
  • *****
  • Posts: 2601
  • newbie
Re: smoke plumes (release)
« Reply #6 on: January 22, 2022, 06:10:20 am »

I like it
fly, I put those parameters, but I don't get that smoke that you have put. ?? are the parameters ok?
Logged

fly77

  • Outerra Master Modder
  • Hero Member
  • *****
  • Posts: 1761
Re: smoke plumes (release)
« Reply #7 on: January 22, 2022, 06:46:48 am »

yes the parameters are OK . What did you do exactly and what do you get instead ?
« Last Edit: January 22, 2022, 06:51:11 am by fly77 »
Logged

aWac9

  • Hero Member
  • *****
  • Posts: 2601
  • newbie
Re: smoke plumes (release)
« Reply #8 on: January 22, 2022, 07:43:47 am »

OK, the mistake was mine, wrong values... great
would it work for a sailing ship?
:)
Logged

fly77

  • Outerra Master Modder
  • Hero Member
  • *****
  • Posts: 1761
Re: smoke plumes (release)
« Reply #9 on: January 22, 2022, 08:48:12 am »

"for a sailing ship" ? 
what ? smoke plume for a sailing ship ?
maybe you meant "would it work for a steamboat?" 
No it won't because since these smoke-generators are permanent they are unable to move.
For your suggested purpose "a non-permanent" / spawnable vehicle type smoke generator is needed.
Its possible of course. I did it: ( see screenshot) but looks all too ridiculous. What kind of use you're thinking of ?

steamboat ??  =D =D


steam-bus ??

« Last Edit: January 22, 2022, 09:22:05 am by fly77 »
Logged

aWac9

  • Hero Member
  • *****
  • Posts: 2601
  • newbie
Re: smoke plumes (release)
« Reply #10 on: January 22, 2022, 09:22:50 am »

jejejejee... sure the smoke moves with the vehicle?? What? I mean moving
I think it's a bit more difficult... but I'm going to ask you for a favor...
fly when we press the m key we get the map,,,, it is possible that instead of appearing in the lower right corner, (the Map) it is shown inside the MFD of the Mig29 ???

MFD06 by , en Flickr

MFD04 by , en Flickr

gracias
Logged

fly77

  • Outerra Master Modder
  • Hero Member
  • *****
  • Posts: 1761
Re: smoke plumes (release)
« Reply #11 on: January 22, 2022, 09:33:20 am »

fly when we press the m key we get the map,,,, it is possible that instead of appearing in the lower right corner, (the Map) it is shown inside the MFD of the Mig29 ???
MFD04 by , en
Not possible. sorry.  :'(
Logged

aWac9

  • Hero Member
  • *****
  • Posts: 2601
  • newbie
Re: smoke plumes (release)
« Reply #12 on: January 22, 2022, 09:54:02 am »

Nothing happens. Thank you.
I make videos that I don't post later because they don't look good on me etc... but I'm always thinking about the MFD of the Mig29...
An example
Logged

aWac9

  • Hero Member
  • *****
  • Posts: 2601
  • newbie
Re: smoke plumes (release)
« Reply #13 on: January 22, 2022, 10:43:39 am »

movement lights and smoke
Logged