Multiple Exhausts => 2, 4...

Discussion in 'Racer Problems & Fixes' started by QuadCoreMax, Aug 14, 2010.

Messages:
767
Ratings:
+71
Hi all,

As the title suggests, I'm struggling making 2 exhausts work. One exhaust works perfectly & the other won't.

Here's the code (thx to Colin) :

Code:
```particles
{
backfire
{
exhaust0
{
pos=-0.339 -0.411 -2.233
normal=0 0 -1
}
exhaust1
{
pos=0.339 -0.411 -2.233
normal=0 0 -1
}
type=backfire
; type=backfire_long
min_rpm=5000
; min_rpm=0
; suppose car comes from 9000 rpm for example. Then backfiring can happen when max_rpm is reached
max_rpm=7500
; max_rpm=12000
; high backfire likeliness for rally cars
likeliness_percentage=30
; likeliness_percentage=100
}
}
```
I'm suspecting somewhere to declare the nb. of exhausts that are used ?

Tip :

To work quickly with exhausts position (~ 1 minute), try to play with a "null object/dummy" CoG in your 3D application, freeze your dummy object to the center of your scene. (Apply a center of CoG before). Move/snap your object to your exhaust vertex (eventually align it perfectly) & check your transform values. Transfer those values in car.ini.

Messages:
767
Ratings:
+71
Should look like this, to make 2 simultaneous exhausts :

Code:
```    backfire
{
exhaust0
{
pos=[B]0.339[/B] -0.411 -2.233
normal=0 0 -1
}
exhaust1
{
pos=[B]0.339[/B] -0.411 -2.233
normal=0 0 -1
}
exhaust2
{
pos=[B]-0.339[/B] -0.411 -2.233
normal=0 0 -1
}
exhaust3
{
pos=[B]-0.339[/B] -0.411 -2.233
normal=0 0 -1
}
```
Same schema for 4 exhausts would mean 8 exhausts....

3. boomer541

Messages:
1,361
Ratings:
+168
I located one exhaust accurately with Blender by putting the cursor on the exhaust pipe and activating transform view which gave the x,y,z values.

I also worked over the particles.ini to make the backfire larger so that it was easy to see. The black smoke didn't match the image in the image folder, don't know why. It s/b flame.

Your post #1 should produce two backfire locations which are referenced to the car null point.

4. Stereo

Messages:
2,853
Ratings:
+1,934
I suspect emission shaders aren't working "as expected" in 0.8.17, from what tests I've done it seems like emission = 1.0 is now about 30 times dimmer than it used to be. With the change to lux it would make sense that they don't work without further editing. Flares are pretty dim, too.

Ef. in attachment, that's with emission=30 0 0 that it really matches up okay with the headlights. The texture's kinda crappy but I blame myself for that.

I've also heard rear-facing red projected lights suggested, maybe worth adding those in for better night-time shots.

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