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Some questions on particles (Games : Vector Thrust : Forum : Mod Support : Some questions on particles) Locked
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Oct 7 2014 Anchor

Hi guys. I was wondering if anyone could help me.

I'm researching particle system at the moment for a potential aircraft add-on. I have the following questions:

1) Is it possible to set different effect Reactors for particular engines of an aicraft? For example, the plane has 4 engines. Is it possible to set "AftBrn" and "AftBrnTVC" for different ones?

2) Aside from particle effects, there are texture files that are part of the engine effects ("Gen_EngAfterBurnTexture.jpg" for example). What exactly defines their existence, their position, and is it possible to set custom ones for each engine?

3) Is it possible to bind a particle effect to certain coordinates, which is not an engine or vortex? A colored smoke on the back of the jet for example, which is always active.

Kudos for any support here. Unfortunately I've failed to dig anything up on the subject. :(

Oct 7 2014 Anchor

What little I know of it, which I mentioned in a comment on your afterburner mod page, is the image used for the afterburner effect is ring_flare.png. I found that out when I tried modding the afterburners last week and drew a prismatic hash pattern on the image. I had planes spewing out rainbow hash symbols until I reverted the changes.

Anything on their placement, I have no knowledge on it.

Oct 7 2014 Anchor

Sorry Soviet_One, you have sent me PM about this, but has usual I take too much time to reply to messages.

1) it is not possible, but if needed I can add to the code, although you can use just the " AftBrn" if you place the bone in the right orientation.
Usually the way I place the bones for the TVC engines the "AftBrnTVC" works best for me, but you can add in a way that suit you best.

2) that texture is displayed in the game by a additive 3d plane inside the engines. (F-14D_QS_EngAcc.mesh)

you can have any shape for the heat-up effects, you only need to make an extra model, place it the right way with the texture you want.
but their position is placed in the 3d program. And yes it is possible for each engine use a different effect but that is also done in how you texture it in the 3d modeling program

you can find the material file for that texture in here the DistLayerCloud.material (I donĀ“t know why it place it there)
the material is named: Eng_AccelGlow

3) not at the moment, it is not possible because I never had that need, but I can easily allow that in the next update

Oct 8 2014 Anchor

It's okay TS, I know how it is to run a project of this scale and have other real-life obligations. :)

1) The plane in question has very different engines, requiring slightly different particle effects. it would be great if you could consider this for future updates. :)

2) Okay, I think I understand. So you basically place this texture as a separate object in 3D editor, then export this as a separate mesh?

3) Same as the first point, this would be very welcome in the next version, if it's not too much trouble. I think this will improve the potential of all future plane addons.

Thanks for your attention!

timeSymmetry wrote: Sorry Soviet_One, you have sent me PM about this, but has usual I take too much time to reply to messages.

1) it is not possible, but if needed I can add to the code, although you can use just the " AftBrn" if you place the bone in the right orientation.


So this means one "reactor" per plane. But can that Reactor hold more than one particle? Tried editing the reactor INI file accordingly, but it crashes the game. Is this possible at the moment?

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