02-26-2024, 04:22 PM
@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!
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...
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!
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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...
What I know about scripting I taught myself and I'm a lousy student
When modifying script I like to follow the bread crumbs
Sometimes they lead you to other files or someplace unexpected
Check my downloads for ReadMe or some kind of Notes
I'm always leaving bread crumbs to follow
When modifying script I like to follow the bread crumbs
Sometimes they lead you to other files or someplace unexpected
Check my downloads for ReadMe or some kind of Notes
I'm always leaving bread crumbs to follow