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Manipulate hue, intensity and duration of tire smoke without scripting?


  • MODERATOR

    Is there an easy way to manipulate hue, intensity and duration of tire smoke without scripting?

    eg when you come to a full handbrake stop and set off with wheelspin
    there's a burst of greyish tire smoke coming from around the wheel and inside through the rotor
    that dissipates way to quick to my liking, about 3 times the speed of what I would find 'realistic' if there is such a thing in V
    also I would like the hue itself to be much whiter

    So I'm not talking about the smoke behind the vehicle but rather the buildup inside the wheelcase

    I know of Eddlm's GTAExtended - VisualFX 1.2.5 and the So I Smoke Right Burnout Mod 5.0

    Guess I'll be ploughing through vfxvehicleinfo.ymt and wheelfx.dat

    alt text


  • MODERATOR

    Ask @Eddlm, he did stuff with smoke in his GTAExtended mod


  • MODERATOR

    using ★ Particles Effects ★ 8.5.1 as a pointer for the sections in said files, and reference material on buildup and color I want

    0_1540560488823_upload-ddfd6c5c-8f4a-4444-9117-230b8fc72f71

    hmmmm...
    alt text

    COL_TINT 205 200 190, let's try 220 225 225 on generic, Dry Road when tyre is OK, all concrete and asphalt surfaces

    //edit:
    hardly see color hue difference tbh :S
    and don't think you can change the dissipation rate in these files ?

    alt text



  • @ReNNie
    It uses 'ptfx_smoke_wispy_anim' in 'core.ypt' afaik (just confirm we are talking about the same texture? See pics etc. I'm pretty sure we are :thumbsup:)
    That texture is used for a lot of things though :slight_frown:
    RPG/Rocket trail & part of the smoke after RPG explosion (pic4) & trailing smoke from explosion debris, pretty much ALL the smoke the tyres produce, the exhaust smoke & probably a heap of other explosion/smoke trail things/other smoke particle effects etc.

    I very quickly made 'ptfx_smoke_wispy_anim' obvious to spot & took a few screenshots:

    Smoke 01

    Smoke 02

    Smoke 03

    RPG Smoke 01

    I think the duration of the smoke effect is set in the animation texture itself. Adding more pictures to the animation cycle should make it longer in duration (I'm pretty sure I made explosions longer in duration by doing this but it was years ago. Confident I did but can't quite remember?! :slight_smile:). Obviously this will also increase the duration of all ptfx that use that texture (which might be workable if you get the animation looking right).
    Here is what 'ptfx_smoke_wispy_anim' looks like:

    ptfx_smoke_wispy_anim

    The only other file I can find so far (just a quick search) that references 'ptfx_smoke_wispy_anim' by name is 'ptxclipregions.dat':

    ...\mods\update\update.rpf\common\data\effects\ptxclipregions.dat

    although I doubt it will be much use for what you want.

    You are certainly able to edit the intensity & hue of the 'ptfx_smoke_wispy_anim' texture directly, although given that the texture is used for tons of things you're kinda back to either trying to find a data file that solely influences it, getting someone to script something or finding a nice balance of intensity/hue/duration that works for all animations that use 'ptfx_smoke_wispy_anim'.
    Another angle might be finding & testing out various FX mods to see if any of them alter/edit the 'ptfx_smoke_wispy_anim' texture to something that suits you better (hue, duration etc) :thumbsup:

    I shall continue to investigate & let you know if I find anything else :thumbsup:



  • @ReNNie
    Try this:

          <wheelBurnoutPtFxFricMult value="100.00000000"/>
          <wheelBurnoutPtFxTempMult value="100.00000000"/>
    

    in 'vfxvehicleinfo.ymt' & see if you get a bit more smoke :thumbsup:

    It needs both values set high (10>100+) to appear to work. If it's a bit too much smoke lower the TempMult to 10. The settings are a bit quirky. 100+ values don't add much (if any) more smoke, values below ~10 go back to standard/normal results & raising one value on it's own seems to do nothing (for me anyway).
    As there is more smoke it appears to last a little longer too (just over ~1sec. Does make a noticable difference though :thumbsup:) although I haven't actually altered the duration (the smoke is just visible for longer as there is slightly more of it I think).
    No promises but test it out & see if it gets you closer to what you want :thumbsup:


  • MODERATOR

    @a63nt-5m1th

    I got tipped by jevi / I'm Grateful for mods that changing the WHEEL_BURNOUT_FX entry in wheelfx.dat
    from wheel_burnout to another smoke related particle effect could work, but still unsure which one to pick

    And by LeeC with educating me on RGB color tinting perhaps methods using 1.0 for 0.5f in wheelfx.dat

    Seeying the Smoke Right Burnout mod I had actually changed that section to values below
    and did notice a difference or so I thought, maybe it's just a placebo ;)

          <wheelSkidmarkSlipMult value="0.78000000"/>
          <wheelSkidmarkPressureMult value="1.00000000"/>
          <wheelFrictionPtFxFricMult value="4.80000000"/>
          <wheelDisplacementPtFxDispMult value="2.60000000"/>
          <wheelBurnoutPtFxFricMult value="6.20000000"/>
          <wheelBurnoutPtFxTempMult value="4.20000000"/>
          <wheelLowLodPtFxScale value="2.80000000"/> 
    

    Let's see what double 100 does the :), hmmm, def too much, but it does something!
    But increasing volume to this extent also seems to change the hue itself to the mere texture

    alt text



  • @ReNNie
    @a63nt-5m1th said in Manipulate hue, intensity and duration of tire smoke without scripting?:

    It needs both values set high (10>100+) to appear to work.

    Sorry, wasn't very clear there (hungover :slight_frown:). You can still get it to work with settings under '10'. It just wasn't very visible when I tested a few random numbers.
    See if you can find the sweet spot :thumbsup:

    @ReNNie said in Manipulate hue, intensity and duration of tire smoke without scripting?:

    But increasing volume to this extent also seems to change the hue itself to the mere texture

    I would expect the smoke to appear darker (more grey) the more of it that there is. Is that what you mean?


  • MODERATOR

    @a63nt-5m1th correct that's what I'm seeing I guess


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