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smoke plumes (release)

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fly77:
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 );




fly77:
also: by combining different smoke generators you can create custom fire

aWac9:
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..
:)

fly77:

--- Quote from: aWac9 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..
:)

--- End quote ---

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

fly77:
try this  =D =D

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