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One door closes, another opens. Did you need an MSFS VFX artist?
They do work Rick. PILOT'S used nine legacy .fx files for the MSFS2020 version of the Boeing B-314.Right, well I have not seen one legacy effect, an .fx file actually applied in MSFS.
It's not necessary because the aircraft.xml controls everything and whatever component you are using to call your effect, can also drive the sound file.Attaching sound to fx. Seems there is no way to do that any longer
Something like this? I really think it's just a matter of stacking emitter blocks into effects and don't be afraid to fire off three or four to achieve the desired fx. As to rockets, use one, make a little mesh node, attach your effect and send it soaring.FSX/P3D had a "emitter spawning another emitter" feature, called "Controller". That was how they made the fireworks in FSX/P3D, but that seems to be gone now. Although, I saw "fireworks anywhere" add-on somewhere that seems to do just that. I need that to spawn my rocket launch effect - a billowing cloud that keeps generating "child" clouds from within itself, which in turn create more "offspring" clouds.
Graphics is why. Everything that was broken or patched was sacrificed to obtain the current visual quality.Yeah, I know MSFS is a different sim; but why should I end up with 'less', if so mush of FSX is already included in the new sim ?
You don't have an example of XML by chance, do you? B-314 is native and not a port over?They do work Rick. PILOT'S used nine legacy .fx files for the MSFS2020 version of the Boeing B-314.
@Misho: what's stopping you using legacy .fx?
Yeah, kid of, but more of a "bubbly" slowly moving and expanding launch cloud, which randomly produces "offsprings" that have the same behavior. I'll try to schematically illustrate what I mean.Something like this? I really think it's just a matter of stacking emitter blocks into effects and don't be afraid to fire off three or four to achieve the desired fx. As to rockets, use one, make a little mesh node, attach your effect and send it soaring.
The Controller File Format
The Controller is a powerful feature that lets you create sequences of various effects that can be triggered from one place. Essentially, a controller sets up a series of effects (or other controllers), and then it either repeatedly cycles through the effects or randomly selects and triggers some of them. Because controllers are effects themselves, you can spawn controllers from within controllers (just like any other effect). You can use this feature to create a great randomization effect or huge sequences of events that last over long time periods. The only limitation is how many particles you can render onscreen before affecting the frame rate.
There is no tool to create controllers, you will have to create them in a text editing tool, such as Notepad or Visual Studio.
Controller File Format
The format of a controller file is:
[Library Effect][Properties][Controller.0]...[Controller.n]
I think you are missing the fact that all the control of the controller has been passed to the model XML. You had multiple effect files the controller called and may I remind, with terse, machine code type language. We could control parameters like duration, rate, temperature, remember that one? The particle rises for a certain time, then it falls after it cools, because we could only ever possibly want to simulate chimney smoke effects.MSFS2020 would still process the "controller" feature, if I used legacy fx. Is there ANYTHING in the SDK on usage of legacy fx? Any guidelines?
Yes that would be cool if it were still supported in 2024, I'd build myself up a fake port over to be my .fx carrier. That way it doesn't mess with my modern meshes and I just place the effect carrier inside my main models, for effect, but beyond that, I'm not going to prevent my models accessing all the MSFS aircraft .cfg files, PBR, etc just so I don't have to use the VFX editor.No. The files used by the MSFS2020 version were in FSX format.
I think you are missing the fact that all the control of the controller has been passed to the model XML. You had multiple effect files the controller called and may I remind, with terse, machine code type language. We could control parameters like duration, rate, temperature, remember that one? The particle rises for a certain time, then it falls after it cools, because we could only ever possibly want to simulate chimney smoke effects.
By using the aircraft.xml you can have a specific effect fire when your O2 release pressure valve opens, try getting an .fx controller to do that.
Yes that would be cool if it were still supported in 2024, I'd build myself up a fake port over to be my .fx carrier. That way it doesn't mess with my modern meshes and I just place the effect carrier inside my main models, for effect, but beyond that, I'm not going to prevent my models accessing all the MSFS aircraft .cfg files, PBR, etc just so I don't have to use the VFX editor.
That you presume this has not occurred, despite the above. Don't just paste up a google search result, prove me wrong. MSFS gltf with .fx effects, we're waiting patiently. I'll turn this smile face into an eating crow face and give you either the professor or the wizard face, your choice.it merits testing whether some- or all- FS2Kx legacy SDK Fx attachment control methods might still be used in MSFS 2020.