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Liquid Assets - Printable Version +- Phoenix Garden (https://roysforum.com) +-- Forum: Users Home (https://roysforum.com/forum-87.html) +--- Forum: Users Created Threads (https://roysforum.com/forum-90.html) +--- Thread: Liquid Assets (/thread-641.html) |
Liquid Assets - trashy - 02-20-2024 These Toys and Room Objects are for testing purposes only Toys are not numbered correctly and may cause conflicts with other toys I will be updating the script for these mods for compatibility with V11 Give me a couple Days Room Objects with shower animation attached that can be imported into any room Showers, Fountains even Rain should be possible but the shower has always been first. Preview Video [To see links please log-in or register here] I ripped a set of emitters from the Orca Mod and managed to attach them to a Room. The downside is now I don't have any control over distance and magnitude or gravity. What you see is what you get. The Upside is I've come up with a short loop of script that I can attach to any room or object. I've got a couple toys for you to test as well. VX Toys [To see links please log-in or register here] Room248 empty backdrop, already got it then mark it disabled or move it somewhere else. The first 2 shower mods only, still working on the fountain and the Ultimate shower room. I like the new Blender but for game files blender 2.79. After the object has been converted to game mod and I've added the emitter loop to the mesh script it can Not be imported back into blender. Wait a minute.....I got distracted As I was preparing to upload I had a bright idea and gave it a quick try Import your room into blender then import the original OBJ file for the showerroom and position it Take the coordinates for position and rotation from blender and add them to the mesh script You can't import the mesh with emitters and liquid animation attached but you can use the obj file in blender to get the coordinates I've been messing with the Orca Mod liquids for a long time. I don't expect anyone else understand the mess I made. I configured 8 pair of emitters to create 1 shower emitter. I can configure and import these emitters into any room for a shower or whatever. If that's what you need I can be bribed! My goal is to create room assets with liquid animations attached that anybody with a little experience can add to their own room. The emitters are all set just import the object into your room. This is the first 2 mods from the video. the fountain and the Ultimate shower I'm still working on Check the ReadMe file VX Shower Mod [To see links please log-in or register here] [To see links please log-in or register here] Warning: When modifying RoomObjects Script never use the word "Shower" by itself in options.roomset = "Shower, Emitters, Doors" The word Shower is already used as a system command to turn default room showers on and off. You can use ShowerEmitter or Shwr or ShowerDoor just not "Shower" by itself I discovered this long time ago when I modified the locker room showers RE: Liquid Assets - The End - 02-21-2024 Very cool. I'm wondering though how "universal" such a mod would be? It seems like it's all part of a custom room or toy. Would there be a way for builders of custom rooms to add the sprayers to their own room? Can the droplets be changed? I miss the "element" effects from H5, such as "rain". But shower droplets are too big for rain. At least with rain, always showering towards the bottom of the screen wouldn't be a problem. ![]() RE: Liquid Assets - trashy - 02-21-2024 (02-21-2024, 01:47 PM)OysterMug Wrote: The toys anyone can use in any room The shower stalls and shower head are objects that can be easily imported into any room, They are Universal Mods that can be used in any room. The hard part is setting up the particle emitters, that's why I attached them to an object. You don't have to worry about the particle emitters, I took care of that just add the object to your room. I'll have to work up a better install guide but I think someone like Daspex Knows what I'm doing. Yes I can change the radius of the particles and point them in any direction but that's about all I can control. All the crazy objects I have been importing into rooms recently, flat screen for video, Static Models, Lamps, everything is compatible with V11 Everything except the Particle Emitters! I just found the conflict, it was "-". NEVER USE "-" for anything but "Minus". I guess VX is a little more forgiving but in V11 it was breaking the script. I need to modify all my script for particle emitters but they are compatible with both VX and V11 RE: Liquid Assets - The End - 02-22-2024 If I had know you were using them, I could have warned you against using the "-" (or any mathematical symbols, including "+", "/,\" or ".") inside a variable. TK17's scripting has always been incredibly sensitive to using them. I'd love to see rain with splashes (and maybe "fire" someday.) RE: Liquid Assets - trashy - 02-26-2024 @OysterMug the rain should be easy the splash is far to complicated for me. I modified the LockerRoom shower and the "Animation Library" that goes along with the shower and the splash and the splash rings is massive. You can't use blank spaces in your scripts, use an underscore "_". It was a mistake, I know better, Never use "-" Edited all the scripts and loaded the Room and shower mods into TK v11. DirectX9+Shaders and Reshade v6.0.1 with Basic Shaders like Tonemap, HDR, Bloom, Ambient Lighting etc..... You can open and close the doors, raise and lower the toilet seat and control 8 shower emitters Setting up the RoomObject script for this is going to be a pain in the ass! [To see links please log-in or register here] New water for the base of the fountain, looked great in VX but what's going on in V11, I don't get it. This is the basic emitter configuration. 2 concentric rings, 8 pair of emitters, angled slightly outward The one thing that bothers me is the particles set up a pattern of rows and columns, it doesn't look natural. The emitters all start at the same time, how do I add random motion and break the pattern. The best Idea I had was to rotate the 2 rings of emitters in opposite directions. I've been trying for a while and finally succeeded in rotating a normal object. I should be able to rotate these emitters. If there was nothing more I could do these particle emitters look acceptable. If I can link them to an Animation Scheduler and rotate them or make them pulse... RE: Liquid Assets - trashy - 02-28-2024 Succeeded rotating emitters but the affect was not what I expected Rotation does help but I could not rotate them as fast as I wanted. Rotate too fast and the stream warps out of shape. Rotate fast enough and the stream starts to spiral. It looks cool but not for a shower. Pulse: Scale particle emitters, larger, smaller. I don't think this will help break up the patterns set up by the particle emitters but it would be awesome to add to a fountain animation Connecting to an animation scheduler allows me to animate Position, Rotation and or Scaling. There are a couple more Room scripts you would have to modify but I think it is worth it AcRoom Imports the room object, you will need to import the animation library also. AvRoom initiates the rotation or scaling Finished with the shower head only. The fountain and the 2 shower stalls I haven't started on yet. RE: Liquid Assets - The End - 02-28-2024 Is the rotation one direction only? You might be able to stop the spiraling if you rapidly switch directions. |