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FSXA Effects not working

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290
Country
germany
Hi,

when i view an effect in MCX or FXEditor, it chrashes or does not show the effects correct.
Im Using the latest dev build
 

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Hi,

You attached all these effects to your scenery object(s)? (because otherwise they would not show up, I believe)
It must be more than one effect (a whole bunch of them)?
 
Jep it is more then one effect but if i load the same effect in FXeditor it takes realy long and then i also have many tiles of the fx_2.bmp.
 
Hi Max,

Do you get any error message? It might be that the effect contains something that is not parsed correctly yet.
 
nope.. no error

This effects are standard one, all fx_lightObsRedSteady
 

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Last edited:
Ok, I will test that one.
 
Just to be clear: EVERY effect gives me an error in some sort of way.
A. It looks weird
B. MCX crashes

That came up when i followed exactly your video about effects in MCX, right after i activated the effects at the campside:
Code:
Fehlerbucket , Typ 0
Ereignisname: CLR20r3
Antwort: Nicht verfügbar
CAB-Datei-ID: 0

Problemsignatur:
P1: modelconverterx.exe
P2: 1.0.0.0
P3: 4e3cf1cb
P4: System.Windows.Forms
P5: 2.0.0.0
P6: 4d8ce0fa
P7: 48
P8: a
P9: System.OutOfMemoryException
P10:
(copied out of the windows eventview/protokoll)

Also see the attachment. The crossed out menu effect affected also the 3d view soon, MCX was unusable as soon as i switched effects on.
 

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Humm, weird. I'll check it, but I don't have problems with most effects. Seems to be memory related.
 
Hi,

I tried the same effect and have no problems with it.

The error message is talking about memory problems, if you open the task manager of Windows do you see FXEditor (or ModelConverterX) is using a lot of memory?
 

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OH YEAH, a lot!

After i start and load the missionobjects.BGL and jump to the campsite MCX uses 100-130MB but as soon as i activat the effect, the action starts! With in seconds the amount of the used memory jumps to 1,3 GB
 
Ah, so that might be something.

What is your language setting? Or more precise the decimal character? Is it set to dot as required by FS? Else the parsing of the FX file might go wrong. But that is just a guess now, I need to verify that.
 
Hi,

I can reproduce some of the weird effects when I put my decimal character on comma instead of dot. The parsing goes wrong, so that could mean that an emit rate of 50.00 gets parsed as 5000. With some many particles I can understand memory problems.

I am going to make the parser more robust, so that it works with any setting.
 
Hi,

I fixed the bug now, so from tomorrow the development release should work fine.
 
Oh yeah that was the problem, so great you solved it.

PS: On little thing. Could you fix the FPS rate of the 3d window... to, lets say 15fps. because it drops to 9 FPS (or so) and thats why the effects, like smoke, look realy sluggish.
when i rotate the view the fps goes up to the maximum (60fps)
 
Hi Max,

I think by default I am using a rate of about 10 fps, I did this because I don't want to make ModelConverterX to heavy on the users machine. But I guess I can increase it (or make it an option).
 
That was a reasonable decision. Maybe a simple "FAST" Option or button would do the trick

Thx for all your work
 
I'll put it on my wishlist. I think at the moment that would also make the animations run quicker :).
 
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