#Stellar Plasma-Assisted Rocket Kinetics (SPARK)
1 messages · Page 5 of 1
I renamed the new one to be "thrustTransform" and kept it.
Figured out the eye!
Needed to click the icon in the scene too!
Colider looks ok now
The X2 is coming along nicely thanks to some quick diagnostic work by Dr. Isa. I know think I really do understand how to use his awesome KSP2_IconGenerator blend the way it's intended to be used, and not the goofy way my previous process was using it.
Doing some visual part comparisons between my engines and the stock Dawn, I think mine are coming up short. Not really a surprise at this point, but it does give me motivation to improve.
The X2's paint really need to be redone - it looks sort of tan in the VAB
Both the X2 and the X3 look like there's kinda clipping into the tank below them, so the attach nodes may need a tweak, and their super simple base is really boring compared to the nice rivited base on the Dawn. I could borrow the Dawn's base approach which would actually make some of the modeling for the power and propellant feed lines easier.
Also, for stock-alike I should tweak the red power line color and ditch the black for a dusty blue. That said, the Dawn's power lines are a joke! That thing consumes a metric buttload of juice. Those lines just look like a joke for something that would need kWs of power, particularly since they've got it putting out 0.2 kN of thrust (a factor of 50 to 100x verses the theoretical top for an X3 (3 - 5N!), and that would need about 250kW of real power.
Hmm putting some octagonal bolts on the bottom part of the truss may also look nice
Yeah! That would be nice to show iot bolted on!
My base part colors really need work...
LOL the VAB's dynamic lighting changes can really show some part color differences.
Oops, I forgot the localization for the X2...
LOL, there are some fixes needed on the SPT-100... I think the size should be XXS if that's allowed, and it will need a thrustTransform and a few other things...
Also, I need to lower the thrust on the X3. If it's got three nested HETs and the Dawn is just one smaller diameter one (roughly same diameter as the middle thruster on the X3, then X3 ought to be more like 0.5 or 0.6 kN I'd guess. The X2 should put out more thrust than a Dawn, and it does, but double might be a tad high. Certainly 0.3kN would not seem unreasonable given the slightly larger outer channel plus the smaller inner chanel.
Nope, there's no such thing as a size XXS... Too bad.
Oh!
I may need another hard dependency...
Also, something has gone wonky on my spt-100... It may not matter as I do plan to re-model that one
But I'd like to know how to fix this...
Just replace the material
You don't, it's just a simple JSON config file that gets loaded if the user has LOABE installed, and it doesn't if they don't
So it's by default a "soft" dependency
^
So, how does that work for my part? I mean, in my unity project I can only pick XS as the size. What would I need to do to make it so that if the user has LOABE then the part shows up as XXS? Is it just a matter of setting the Core Data > Part Size Diameter to 0.3125?
You pick the nearest stock size, and then you create a config with the LOABE-specific size
If LOABE is loaded, it will use the size from the config
If not, the core part data size will be used
It's that second step I'll need to understand then
Just look at the code for SORRY, it has the config
Where do I create the LOABE config?
In your plugin folder
Hmmm... This is currently a codeless mod. Perhaps I'll have to make it a code-based parts mod?
The sizes are already created btw
The one where you have an "assets" or "addressables" folder
You can see them on loabe folder
Somethying like this that ships with my mod then
Yes
Thanks!
This will be so easy!
Like this perhaps?
{ "mod": "SPARK", "LOABEPartData": [ { "LOABESizeID": "[XS+]", "partNames": [ "spark_spt100" ] }, { "LOABESizeID": "[SM]", "partNames": [ "spark_x2", "spark_x3" ] } ] }
Or is there an XXS I should use? Does XS+ mean bigger than XS?
yup
and indeed
check note that
this is not working on 1.4
but i alredy fixed it
OK, this then.
{ "mod": "SPARK", "LOABEPartData": [ { "LOABESizeID": "[XXS]", "partNames": [ "spark_spt100" ] }, { "LOABESizeID": "[XS]", "partNames": [ "spark_x2" ] }, { "LOABESizeID": "[SM]", "partNames": [ "spark_x3" ] } ] }
lol, typo...
Hey @chilly minnow, I thought now might be a good time to rename my SPT100 to spark_spt100. I thought I'd done that correctly, but when I went to build in Unity I get this and it freezes
by this i mean change on the part data
I created a whole new prefab with the name. I thought I got them all
I'll have to restart unity as it's totally frozen
Hmmm... it's taking a really long time to relaunch the project. Seems to be stuck on importing.
Is there any way to rescue a unity project? This would be a bit of a bummer to have to recreate
It's now over three minutes in the busy for importing. I'll probably have to kill it from the task manager
I don't know if it was related, but Unity hub was telling me there's a new version, so I said yes and let it install. It loaded now
Console says this - I've just looked at it, so not yet given it any real thought. That's next.
Just reimported and was about to. LETS GO!
hmmm... not looking good. It got stuck in the same place and even the "busy for" counter has stopped advancing.
Is this nbd?
dont worry about those
OK, I see it was in the other list too where you said dw
So, I've borked my untiy project and it won't build. It will freeze if I try, but I can force it to shut down and relaunch it.
tahts a common issue dw
its not borked
have you cleaned the cache?
the unity project
not the addressables
Maybe not. Where is that done?
Is it Assets > Cache Server > Unload All Assets?
Ahh! Preferences > Gi Cache > Clean Cache!
OK I did that. I'll try to build again.
Also, and presumably unrelated there's this
Is my world origin just different in odd ways between these parts?
Oh, and stuck again at the same point in the build, sadly...
I'll do that. Maybe I found the wrong way. That's how I found the Preferences > Gi Cache > Clean Cache approach I tried above.
Same results actually as the other search I did. I'll dig a little deeper online to see if I can find more I might need to do with that.
After much work I can say I have only one itty bitty clue. Really, in all honestly I'm pretty much clueless. There's something in my spark_spt100 part that is truly, deeply, and horribly goofed up. There is only one way to make this project build in its current state that I know of, and that's to Toggle Active State on the spark_spt100 to OFF. If it's on, the build will hang very early in the process in a way that locks unity up.
Another thing I've learned, not really related AFAIK, is that there's something missing in my Parts Pack Production Procedure doc. I'm not sure what it is, but if you use that guide to start a brand new fresh unity parts project you'll be doomed to having a goofed up LocalLoadPath in your addressables Default Local Group. The guide says (and trust me, it's lying when it says this) "6. Configure Unity Project: This should have been configured when you installed ThunderKit, but you can check it here."
Well, first of all, meticulously following the ThuderKit installation guide will leave this unconfigured, or rather, configured to some erronious default.
Secondly, the only way to set it to the right value is to switch the Load Path setting to <custom>. There is no other way I've found to change it - most certainly not in any aspect of ThunderKit settings. You can make it be the right thing, but only if you pick <custom>
What's a mystery to me is how I somehow managed to get this set the way I think it should be in the SPARK project. I mean, clearly it must be possible. I'd love to know what the heck is wrong with my process...
That the Load Path set the way it should be
And that's how my process ends up with it. From that point, in a nice clean fresh project, the only path forward I know if now is to switch Load Path to <custom>, which may be fine but it leaves me feeling like I've done it wrong somehow.
I did as a test of the build tools, but I'm back in the old project now. I'm attempting to bring in a whole new spt-100, not quite from scratch but close. I went back to the blend and re did a couple things and am now fighting with Blender I think. When I'm in blender I see this for the UV
When I get that into substance I see this hot mess
I've tried a couple times, but I keep getting weird overlapping results
The plan here is to be able to ditch the broken part in the unity proj and make a nice fresh new one the right way.
But I'll need to be able to paint the thing first.
thats the same uv unwrap you have on blender
so if its like that there it also is on blender
it seems like youre exporting an extra cylinder
There was an extra cylindar, a big one, but I deleted it when I branched to a cleaned up version for SP
Though I see I am missing a thrustTransfor single arrow...
I'll toss that in there now
Only exporting selected
UV map should look like this
Still looks like this
here
click a to select everything
if it still doesnt show
it might be hidden
if so
click alt+h to reveal all hidden vertexes
the UV window only shows selected faces
Do you mean alt+h in the UV editor or in the 3D Viewport?
It gives me this in viewport
but it doesn't show me anything other than that
Is it possible that there might be more than one UV Map? I ran into that problem once...
Nope they all have just one, and it's the same one UVMap
When doing Pack Islands, it should be Convex, right? To fill inside some of the circular parts?
It's weird, 'cause it doens't pack. The UV map looks the same before and after PAck Islands with either concave of convex selected
I've done some fiddling with my model to reduce the number of surfaces since there were so many that can't be seen. It now looks like this\
boo
Man, that UV map is so fucked up
Like an idiot, I decided to see what I'd get if I just used it. I got what I should have expected - crap
In this case I attempted to paint on the object (mesh) for the dichsrge chamber. Apparently in the ever so stupi9d UV map that covers half the page overlapping with a lot of stuff
The issues is obviously in blender. I'm thinking maybe I've not done an apply rotation and scale enough or to the right things. Something like this is making stuff goofed up.
Could be I need to do a merge by distance on vertices perhaps?
Try it, but probably not that
Also check if you have multiple uv maps
Yeah, I checked for multiple maps, but that wasn't it.
I gave up and went on to working on the X4 in the hopes that since it's based on successful X2 and X3 models it would be a better use of my time
If I really want an SPT-100, and I'm not even sure I do, it would be quicker to just draw the damn thing from scratch
That was the last one I worked on
I've done some simplifying in it so there are fewer verticies and the shapes are a little bit simpler
None of that helped the problem I was having, but is probably a good thing in the long run.
There are a couple of procedural bolts in there that I don't really need. They might be a source of the problem, but they are not new.
I think it's possible to paint things like those on in SP so that I wouldn't really even need them.
@narrow gate found it
you did
indeed have 2 uv maps
on the magnet core and on the discarge chamber
fixed mesh
btw i'd recommend you not use bolts this detailed
at this level of detail, you can get away with 8 sides
even 6 maybe
they have bodies? 😭
tip
the smaller the object
the less detail it needs
if sometjing isnt visible (like the part of a screw that’s inside a model) dont have it in the model
this also applies to like pipes
im guessing that he's just using premade asset
you can delete end faces of a pipe if it ends in the model
actually, i think they are procedural screws
also saves uv space
^^
so higher texel density
they most definitely are
btw for screws a procedural generator isnt needed
just add a cylinder change its side count to like 6 keep it as shade flat and scale it down
actually
now that i think about it
they better be on a normal map
than a mesh
i'll teach you how to! dw!
I really didn't know what I was dooing when I added those bolts...
Yes, XXS. It's for 0.3125m parts, but since you can surface attach it you might use a few of them on a larger body. It will have 1/2 the thrust of a Dawn.
Does XXS actually exist as a size?
It looks better than good, it looks amazing!
2k triangles
let me send you the blend
actually, let me also set the nodes 
there you go
wait
no
there
you might need to change the material
as the one thats currently on is the checkered board material to check textel density 
there
w/o the material
Thanks! What is the purpose of the checkerboard pattern on the material?
it tells you how much of the texture each face occupies
also
this one has a better textel density
so basically
the more black and white squares you see
the more detailed the texture on that area will be
so ie, on the new one i send you, the bottom of the part the squares are WAAAY bigger
bcuz u dont want that much detail on the bottom
and i increased the texel density (how much space the faces occupy) for the middle part of the thruster (the anodes)
so that you can have more detail on that area
you can ajust this by just rescaling the islands on the UV
so a bigger island = more textel density
a smaller island = less
im not sure about the exact numbers, but i think that each square is like 100x100px?
UPDATE Texel Density Checker 2023.1 (Blender 3.6.1 and higher) (26 Aug, 2023):Full info about update (GitHub)[New] Select anchor for scaling UV when using "Set TD"[New] Visualization of Distortion UV[New] Ability to remove panel from View 3D or UV Editor[Improvement] 25% speed increase[Fix] Clean Up orphan mesh data[Fix] Fix Automatic calculatio...
i use this addon to check textel density
i set your part to about 25px/cm
Cool! Thanks for all this, it's really helping me!
Thanks! I'm getting ready for a dive trip tomorrow and still fiddling with my gear, so I'll have to take you up on that another time. I know CUVSMO was saying it's poissible to add those in SP so that they're just part of the map and not actually needing polys. For parts as small as mine that may be the way to go. When I zoomed in on the Dawn earlier today I think it had a lot of rivits and other similar details. I would like to learn how to do that!
ohhh fancyyy!!! Hope you have fun!
no worries! whenever you get back to modding just ping me and i'll show you how!
loaded the version you sent me to check, and its a diffrence of 93k triangles xD
wireframe still looks pretty similar
@chilly minnow What am I doing wrong here? This seems to be missing toms faces?
I tried just doing an export on the blend you sent and got something that looks like what's on the left, sl O wen back to blender and redid the UV map to get what's on the right and re-exported. Bringing this into SP I get a model that's missing some faces on the discharge chamber and cathode at least.
oh no
thats
maybe the old project?
the uv unwrap was ready for SB already!
le tme re-check it
It's this one #1141807690264367135 message
suposedly yes but i'll double check a sec
i see whats happening
its my fault!
as you might know faces have normals
they were on the wrong side
this is how you check if faces have inverted normals
and how to fix it
here
also fixed a uv unwrap bug that i found
btw
you can auto generate nodes in unity
thx to Cheese
whenever ur configuring it in unity hmu!
And still missing faces.
thats wierd
What do you think might have happened?
you shouldnt need to re-export it anyway
well
either your blender settings
or some other wizardry
Well, it's not wizardry as I have no powers, the took away my wand 😦
So I blame me and my not-so-clever blender settings!
Thanks for the help I'll take a shot at painting this now in SP
xD
no problem!
a very simplified tutorial on how to paint screws and things like that! https://youtu.be/N9iBfmRUYGA?t=71
- hardness of the brush affects appearance. even at 100% hardness there is still some bevel from the normal creating the soft edged look
- soft bevels look a bit gross because of the color information, but you could make a separate layer with height and no color above, and stamp with a softer brush to create a soft/sloping indent to the hole
- h...
if you need help pls tell me, cuz the tutorial is not great 
im curious to see how you texture it!
Still working on icon sizes and other dumb stuff before I go into bolts and such, but here's four engines in the game with the stock XS monoprop and Dawn engines for scale. On thing that's totally weird is how my steel textures look tan. That's just not right, but at least I'm being consistent. The nice thing here is that all four engines are in the game now, though only the X3 has a correct plume.
I like how the SPT100 turned out scale wise. It's definitely an XXS engine. In fact I like them all for scale, but I'm sture I've got a bit of tweaking to do on thrust, mass, etc.
I also like how easy it is now to make the icons! Once I get the scale sorted out I think that will be about perfect, though as I repaint to solve the tan-colored steel I'll need to redo the icons, but that will be so simple now!
These are all done with transparent base and accent colors in the game, so clealy I need to make things more silvery that should be shiny silvery metal.
Looking more closely at the Dawn relative to my HETs, its almost like it's a hybrid annual gridded ion?
What material did you use on the steel parts that are too tan? The base KSP2 smart material or another one?
Looks like it, we can see some sort of accelerator grid on top of the channel
Are those hybrid engines a thing irl?
In the little guy I just did (SPT100) it was KSP2_Gray_Steel
In fact everything has a base od KSP2 Steel
Try without any additional material on the currently tan parts? (Just the base smart material)
This is what I did for this part, you can see the "bare" material on the bottom ring of the cylinder next to the paint
It's hard to tell if it's shiny or not when it's in shadow like that. Could you flip that thing over and show the "bottom" ring lit from above?
I'll do that as soon as I'm home (in about an hour ><)
No hurry. I'll probably be fiddling with this most of the day, and it's all a learning process for me.
I'm learning SP currently as well I empathize ^^ It's been pretty fun and powerful for now (before I imagined we'd have to paint our textures by hand haha)
Might be the material
use the KSP2 Steel that i sent you!
thats the one i use
I thought that's what I am using. I imported those into my library so I've got these
here it looks like ur using smth else
I use KSP2_Steel for the whole part, and then I use various other things for the anodes, but those don't seem to be the problem
Yes, I used a different one there, but that's not one of the things that looks tan - at least I think not. I'll double check
I take that back. That part looks totally tan.
Could it be a weird overlay effect where KSP2 Steel is applied as a "base coat" to everything, and then other materials are on top of that?
no its totally not
its something with ur material
also, that stack has no KSP2 Steel
i thnk
at least doesnt seem to have
Are the parts that have KSP_Steel but not Steel Bright also tan?
the idea here is
KSP2 Steel applies to everythi9ng
then Sleep Bright applies to where theres mask
then Ceramic
then KSP Gray Steel
from what i see
theres no space left where KSP2 Steel applies
disable Steel Bright
and KSP Gray Steel
just to be sure
did it look diffrent on the viewport?
OK, I'm using KSP2 Dark for the anodes, KSP2 Gray for the magnetic circuit parts, and plain old KSP2 Steel for all the other stuff except the ceramic (white fill layer) and windings (copper fill layer).
I just re-exported the maps. I'll need to bring them back in to Unity I think. I know there's an easier way, but I don't think I've gotten that nailed down yet.
can you send them here pls?
the exported textures
and the full material settings
pls 
think they mean in unity
no, the one on unity
OK, I got you. Comming up!
All maps have Alpha set for transparency except normal map of course
In Unity the scene looks like this
BTW, my lighting in unity sucks...
With camera lighting turned off and world lighting turned on it's much worse
What happens if you remove your occlusion map?
I think you can do Select -> None (or just delete the texture asset)
Set occlusion strength to 1
I had the same issue yesterday with my part haha, Lux helped me with it
Need some repainting on the others now, but this is progress!
Better, but clearnly not there yet.
This is getting closer, but it looks like the X2 is messed up. The UV unwrap is wrong or it wouldn't be splotch like that.
The copper in both the X2 and X3 looks good, and that's a smart material.
Other than the copper, everything is either KSP2 Steel, KSP2 Gray Steel, KSP2 Dark Steel, or the red power line, black power line (should be blue for stock alike) and the ceramic.
Something is wacky with the X4, and I'm not sure what.
I thought I'd applied materials the exact same way, but it's looking odd here, and also in unity. I've rebacked, re-exported, and generally horsed around with it trying to make it the same as I've done for the X3. Not sure what I've messed up, but it's got an odd color and texture to it.
In Unity X3 looks like this
But X4 looks like this
The X4 materials have Metallic set to 1 and no occlusion map applied
you have occlusion map
Alpha is set to transparency for all the materials
remove the map
the texture
black textures
are not a good idea
they fuckup the shaders most of the times
Dang!
its better to just not have them (they'll be default)
so in that case, occlusion map's default is white
Notice the hexagonal boxes and how fucked up they are. My theory is that the UV unwrap is goofed up
Loso, I managed to get SP into this mode where it doesn't show the "room" with the black curtains and lights in it
they dont seem to have the material
check if the material is applied to them
Yep, X2 is goofed up.
Doh! The eye on KSP2 Steel had been switched off... That could have something to do with it.
that could be it too
But what's up with this? My KSP2 Steel material is now either flat white or flat gray. The one that had the eye switched off is flat gray, but a fresh cleen one is flat white?
thats right
thats the color
of the metal
metals have really bright colors
ur seeing only the color channel
you should see a dropdown on the top of the viewport where ytou can change the channels
you can also see the paint map and those other channes there
OK, closing without saving and reopening X2 I get this with just turniong on the KSP@ steel layer and switching lighting to Materials
My guess is that maybe I messed with that layer previously.
If I put a fresh clean KSP2 Steel layer in I get this
Yep, I'm going with the fresh clean copy now.
see?
BTW, for stock-alike power lines what colors should I use for red and blue?
I've got solid primary red and solid black, which is clearly not right
hmmm
metalic 0
HSV - 0, .8, .8
try that for red
and solid black just put HSV - 0, .8, .05
that should work right
i hav eno clue what the real values are but those sound like the pattern thta they're going for
They're going for some shade of blue on the not-red power line.
I may just screen shot a stock part, take that into photoshop, and eyedropper it there to get an RGB or HSV that way
Orrr... Winging it I tried pure blue in RGB, which got me to Hugh 0.667. Combining that with 0.8 for S and V doesn't look too far off.
I think I'll go with that for now and fix the others too, then - if X2 and X4 are looking more like X3 - I'll be ready to try my hand and some bolts or what not.
I think the skirting on the SPT-100 is still a bit off paint-wise. I'll take another look at that one, but otherwise these are looking pretty good!
Icons look pretty good too I'd say
Except maybe the SPT-100 is to ridiculously tiny in that view. Otherwise these look like they're scaling OK. Maybe a tad small on the X3 and X4?
they still feel too dark not sure why
just zoom in when you're taking the picture 
The X2 is too dark, isn't it?
What I was going for there was to geive them all a consistent scale, or at least consistent across a given size category.
That way if one XS part is actually loarger or smaller than another XS part it would be apparent in the icon.
Is that not what we're supposed to do?
all of them
the metal seem way too dark
gotta check in flight tho
i mean its up to you
you don have to follow stock's art guideline
Yeah, I'm gonna have to go take a look at the paint on X2... It's definitely a bit too dark for some reason.
The ceramic looks off...
@chilly minnow, how do I add a plume in my unity project? I removed the one I had when I was having issues building and Now I need it again so I can scale things correctly in the LFO JSONs
I got this far:
Made a ube and added LFO Volume (script)
you probably already have it
LFO/Volumetric (Profiled)
and set the profile on the material settings
Or maybe not... What do I do to get the view sorted out? Iso si maybe not right?
I thiunk I've got it close, but it seems off a bit. I'm probably doing something dumb
it doesnt work in isometric
huh thats wierd
try to move everything to 0,0,0
i think its that
its a bug
that i've been working on for the past like 2 days xD
You mean move it in the Transform for the plume's cube?
What I've been doing is eyeballing the left and right edges and the top to get the cube situated in the right place, given the constraint that x = z = 1/2 y for scale
They're all using the same X3 Plume material, which will be wrong for the non-X3 parts as it's got the X3 plume profile, but rn I'm just trying to get position and scale right for the plume cubes
I don't need the box collider for these shapes, do I? They're only here to show me what the plume would be like and not for any other purpose.
the collider
no
a sec
i'll send you a version of it fixed
i hope
wtf that should be right...
can you open the shader file
and show me whats around the line 220?
you can find the shader under LFO/Shaders
fixed4 frag(v2f i) : SV_Target {
if(_Opacity == 0)
return 0;
float3 size = boundsMax - boundsMin;
float3 boundsCentre = (boundsMin+boundsMax) * .5;
//return float4(mul(unity_WorldToObject,i.worldPos));
float3 rayPos = _WorldSpaceCameraPos;
float viewLength = length(i.viewVector);
float3 rayDir = normalize(i.worldPos - rayPos);
float2 rayToContainerInfo = rayBoxDst(boundsMin, boundsMax, rayPos, 1/rayDir);
float dstToBox = rayToContainerInfo.x;
float dstInsideBox = rayToContainerInfo.y;
// point of intersection with the cloud container
float3 entryPoint = rayPos + rayDir * dstToBox;
float3 exitPoint = rayPos + rayDir * dstInsideBox;
float dstTravelled = 0;
float dstLimit = dstInsideBox;
float dist = distance(exitPoint, entryPoint);
int stepCount = (1+_Resolution)*32;
stepCount *= _ResolutionMultiplier;
stepCount = max(_MinimumResolution, stepCount);
float stepSize = dstInsideBox/(stepCount); //Create multiplier for step count to allow for modder customization
int failSafeCount = stepCount;
float density = 0;
float2 screeSpaceUV = i.screenPos.xy / i.screenPos.w;
float opaqueDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screeSpaceUV);
float depthSolid = LinearEyeDepth(opaqueDepth) * viewLength;
Line 220 is the last of these:
// point of intersection with the cloud container
float3 entryPoint = rayPos + rayDir * dstToBox;
float3 exitPoint = rayPos + rayDir * dstInsideBox;
I gotta go cook dinner. I'll be back later.
I think I goofed up the transion. When I dragged that one in it had a different name so I change Volumetric (Profiled) to be Volumetric (profiled).old and then renamed this one to be Volumetric (Profiled).
When I deleted the Volumetric (profiled).old shader that gave me the purple pushup pop of doom, so I went in to see what shader it was using. I'm now here, where I can't find the new shader - so I've botched it's installation.
When I look for available shaders in LFR now, all I see are Additive and Volumetric
That one shows up in the list, but I'm still not seeing it in the Scene.
It's curious, it no longer gives me the faces that are behind the face nearest the camera.
Before I had this (#1141807690264367135 message) to go by for the size of the cube, now I don't
The material seems to be pointed to the right thing.
huh
can you show me the full material setings?
OH!
also
go to your scene light
and enable soft shadows
I can't seem to find that.
do you have any lights on your hierarchy?
can you send me a screenshot of its components?
everything seeems the same right?
OH
WAIT
thats the same material you were using before right?
Yes
then thats why
I just applied the old material to a new cube, sized it, positioned, etc.
you see, volumetric materials have properties like position, rotation and scale
and given that you have 2 cubes with the same material
that cube is using the properties of the old cube
if you either delete the old cube
or make a new instance of that material
it should work
you can ctrl+drag on the file explorer of unity do duplicate
Should I make 4 materials, one for each?
it should be 1 material per
exactly!
LFO Throtle data has a button for that
but its not quite ready yet
actually, for your plume it kinda is
let me give you a couple of files
a sec
that way you can test it
OK, so make three more matierals, and make each one "like" the first one - but they'll each be their own material
waiting.
exactly, like if you were cloning them!
and as we all know from modern science, clones are exact copies that can be on their on time and space
but 1 person cannot be on various times and spaces
I'm not so sure about that, I've watched how you operate...
I'm wise to your ways mr. Two places at once!
OK, so seriously. Clone and then install, or the other way?
install first
theres a monobehaviour in there that will create an exact copy for you
now! there's something that you should know about this! SAVE the configs
LFO's materials (the way that im going to present you rn) do no exist outside of your computers memory
so if you close unity
or change scene (ie: from scene>prefab editor or vice versa) the configs will be lost and the materials settings too
i could make it be saved but then you'd end up with like 500 materials on your unity proj
OK, project saved. Now for the install, unzip and drag onto project, right?
Drag this stuff (in windows explorer) to here (LFO folder in project)?
yup!
Should I move the LFO script from Scripts 1 to Scripts to replace the one that's there?
It doen't wnat to let me do that.
but newer!
Only bc my explorer is stupid and doesn't hold onto the date you last touched it - so it's got date/time from when I move it in
My bad, they are the same!
Should I just delete the old Scripts and rename Scripts 1 to be Scripts?
sure that should work!
OK done
great
if you go into unity
you probably have an LFO Throttle Data component
that you can add
And, yeah, I do have an LFO Throttle Data component
and choose LFO Volume again
basically it just lost the reference and you need to tell it what it was
add that!
OK, I added that to each of the four plume objects
So now I can just click New MAterial Instance?
Clicking that button doesn't seem to do much... yet
it does!
you just dont see it
thats wierd tho, none of the plumes showed to you?
actually
check the console
are there any errosr?
Yeah, I clicked that button on each one, on some of them more than once just for good measure. Clicky clicky!
I clicked a couple times on the X3 plum's button. No errors or warnings in the console, no plume on the screen
do you have LFO Volume on that?
wdym?
you need to add a component called LFO Volume
xD
all volumetric shaders have to have that
And here's a goofy 3-channel plume on a 4 channel thruster too
And a three channel plume on a two channel thruster!
just create the plumes like how Isa showed!
Yay!
xD
it all works
ok so
let me give you a quick rundown on how to animate your plumes
can i see how the hierarchy of your parts is?
seems about right!
All are like this, but most have more parts
Ahhh-Nahhh-Maaaate!
(spoke like a zombie)
ok, lets do it like this
drag the plume into the thrust transform
actually, better
on the thrustTransform create a empty child
named Plume
and on that Plume add the SPT-100 plume as a child
I'll need to unpack the prefab, right?
yup!
on the Plume add a LFO Master Throttle group
or smth similar i dont remember the exact name
search for only LFO and you'll find it
work only in 1 for now
ok so
some few things on that
Use new shader ignore, its for the mesh based plumes, and something that i was using for debug
Group Throttle and Group Atm Pressure are the controls you'll look for to check the animation of your plumes!
Active? shows (or hides) the plumes correctly
the right way to show or hide plumes is to disable the mesh renderer btw
confirmed
thats just a quick way to enable or disable all plumes under that Throttle data master group
Collect children basically look for any missing LFO Throttle Data's that are not on the Masters group
Save config saves to LFO/config/partName.json
Reload is a bit useless
and Load config loads the config on the same path as the save
That one will be handy!
Now
if you drag the prefab with the plumes into the file explorer
it will ask if you want to create a new prefab or a variant
create a variant and call it partName with Plume
or wtv you feel like calling it
Confused by this.
the idea here is that, the game's prefab will not have the plumes
let me show u!
the idea here s that you dont mistakenly add your plumes to the prefab that will be exported to the game
I know about dragging into Assets to make a prefab, but this sounds different?
yeah, i'll show u a sec!
prefab will always keep the prefab inside updated
but anything that you modify IN the variant will stay the same
think of it as like Falcon9 and F9 Heavy
F9 is the prefab, and F9 heavy the variant
if you modify something on F9, it will carry over to F9 heavy
OK, you created a cube, made it a prefab, created a sphere, made it a child of the cube and then moved it, then finally dragged the cube into the assets folder where you created a prefab variant, right?
exactly
The thing above that had me previously confgused was when you said drag it into the file explorer.
yeah, the Assets is the Unity's File explorer
Now I see you mean just drag it down into the Assets folder (which is a bit like a file explorer)
So, here, I should drag the newly updated spark_spt100 to Assets and make a variant, or is there more to do first?
no, you can do that!
so now you have a version of spark_spt100 w/o the plume that gets exported to the game
and one with the plume!
thats ok!
Yep, the old one is an addressable, and the new one is not
as you can see, the plume is now purple
thats because, as i said, LFO materials are saved on the memory
you can hit Save Config n th eMaster
The ever dreaded purple pushup pop of doom
and then check under LFO/Configs if a config was created

thy name shall not be said in vain
xD
also, send the config here just to check if everything is correct pls
This step means in the Plume object, right?
This one?
Lo, and behold! So sayeth, so shall it be done
Translation: WTF! That wasn't there a minute ago!
looks correct!
xD
ok so, how to animate it
its still a bit of a raw process
but not complicated
just has a couple of flaws in it
LOL!
You're a bad man!
That was a wicked pun!
You should totally take the credit for that one!
i see the problem
do you see anything under this?
should be something like a foldout named Config
Maybe I missed a step... Did you say to turn around and load the config or smth?
I've got nada under there
also nada
ok then its my fault!
a sec
replace your LFO.dll under LFO/Scripts/ with this
then you should have smth like this
probably not
What can I do to poke it?
great!
now
this should be pretty straight forward
add a new float param
so just add an item udner Float Params
the idea here is that Param Name will be modified based on these curves and values
if none of the Use Curve is toggled on, it will just take whats on Value
so take that as the default value
then each curve can be of this 3 types
- Base meaning that, it will use that as the base value
- Multiply will multiply the current Value (either from a curve marked as Base or from the
Valuefield) - Add will add to the current Value (same as above)
a good practice is to get the value that you're trying to modify, and put its current value on the Value field
this because, when we start animating the plume with the sliders, it will override the shader parameter
ok so lets do a simple Opacity curve
Param Name always starts with an _ so ie if you're trying to change the opacity, you put in the param name _Opacity
set the Value to 1
and we'll do it so that at 100% throttle it is 1 opacity and 0 at 0% throttle
so we'll use the throttle curve
so you can check that toggle
then, you can change the Throttle Curve Type to Multiply, as its the best fitting for what we're trying to do
and then comes Unity's animation curves
have u messed with them yet?
Never
Oh, those
Then yeah I've messed with them
Set points and a few things, but I can't say I really know them
its still pretty simple dw
basically, just make a curve from 0-1
with how you want to multiply Value
so ie, at 100% throttle you want to multiply Value by 1
and at 0% throttle you want to mulptiply Value by 0
perfecto
now
on the LFO Throttle data you have the exact same controls that you have on the LFO Master Group
they both are synced
so, now, slide the throttle bakc and forth
and see your plume animate!
the idea here is that any value of the shader can be modified as you please
(apart from colors and vectors, but i'll add them in a later date)
great!
and there you go, thats how you animate a plume
now if you click save config, it should save the FloatParam into the save!
This is awesome! I need to do the same for the others while this is still fresh in my mind.
and you can just put that same config under modName/assets/plumes/ and lfo will load it!
it also already adds the partNAme, so its pretty much a "plug and play" experience
nop
here it is
thats how unity serializes the curves
if you get the purple cube, just hit load config, and it should go away
The first time it gave me spark_spt100.json. This time it gave me plume.json
tho be careful, if you hit save config with a purple square, it will override your config
i see, can you show me your hierarchy pls?
I did the save from Plume, but that's where the button it. I don't think the button is in SPT100 Plume
probably some bug on my part
yeah theres not! it should automatically get the partName
but for some reason it didnt
debugging FTW!
And beta testing...
And Early Access to bleeding edge LFO features!
its ok tho, you'll only have to add
"partName": "spart_spt100",
on the top of the json after
just like this has #1141807690264367135 message
yup! but no need to add it now
Should I ditch the other one then and rename this one? I think I should
since it will be overwritten when you save again
nono! it will still save it with that name
just keep working and when ur done
or u want to test in game
do those steps
i'll look for whats going wrong
While you do that I'll do the other three then?
yup!
also, experiment with other values too
what i did for you plume was smth like this
It seemed to make a diff. It wasn't letting me make the prefab variants until I reimported the game
oh yeah, you can create prefabs with monobehaviours missing!
reimport then!
from top to bottom
_LengthwiseBrightnessWith throttle, i make the plume less bright, but never 0! basically it goes from a multiply of 1 to .5_Falloff, with throttle, i inversly increase the falloff, making the plume shorter, with the base value of 20 (so at 100% its 0 and at 0% throttile is 20)_Opacity, goes from 1-0 in a bit of a quadratic way (you have that curve on the unity's presets, on the bottom of the curve window)_Noise, i make it have more noise the more throttle it has, from 1-.5
As a baseline all four now animate and work like the first. I'll play around with the other params.
I need to go back to the ion thruster bleng Isa made and make an SPT-100, X2, and X4 variant at some point. Shouldn't be super hard I think. Mainly a matter of working out where and how many point I need on the B-Spline for the channels. No need to mess with the central cathode or the general falloff of either set.
Then these plumes will really be working!
And your nerw tools will help me quickly make the LFO JSONs!

also
on the part prefab
so not the one with the plumes
there should be the Plume GameObject
no need to add any component to it!
so add it!
to the original prefab
not the variant
How do I make that happen since what's in my hierarchy is now the prefab variants?
I've still got the original prefabs in the Assets folder
But what's available to me in the hierarchy is the modified thing that should not go into the game, right?
Oh, it's just like this, isn't it?
the original prefab still exists
yup! this!
Done x4
But what about this?
In the past I'd always apply the overrides and re-save the JSON before doing a build.
Now I've got stuff in the overrides, but I'm not sure if I should apply it. Will this make a some sort of mess with the new prefab variant being put in the addressables for the game?
The confusing part for me is that this override is in the prefab variant.
the best way to work with prefabs
is to work INSIDE the prefab
this little step does make it a bit more confusing, thats true
to make it easier, you could create a new scene where you only work on plumes
and leave that main scene just for the normals parts
on that other scene you'd have the variants
and on the main scene, just the parts
does this sound good for you?
I'm OK needing to double click into a prefab to work on that there, but I'm uncertain what the effect of applying the override in the prefab variant would be
So I think I can double click into the prefab and then do a save JSON from there
it will only apply to the variant
you can click Open variant there
and then click on the prefab inside the variant, and click open prefab
to go to the original prefab!
notice how 1 says Variant : Open and the other says Prefab : Open
Do I need to do it that way? Wouldn't double clicking on the addresable prefab also take me straight to it?
yeah! it will!
theres no problem in exporting your plume with the part btw
might just make addressables building time a tad longer
So, my variant has overrides that need to be applied because I've made various changes to it, and I should just go ahead and apply them
But applying them is only going to impact the variant, so nbd
And the addressable prefabs all now have the Plume child for thrustTransform, so those should be good to go.