• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Effects Problem Solved?????

I've read the thread.. but how does this help the layman.. I've been trying to get something like this done for a while.. I only actually see the beacon and the airport scenery about 10nm. Can anyone help?
 
Hi,

me again. I now know how to work with the controller and also found the solution about the effect not showing when starting at the airport where the effect is (thx geaorg), but what i dont like about that solution.. is when it comes to add LODs if you want bigger effects in the distance.
Why? Because the amount of attachpoint will get VERY big then. I allready have about 500, with LODs i will get to 1500.

so i thought a bit and my first idea was:
Code:
[controller.0]
lifetime=2.00, 2.00
type=3 
distance=10000.00, 10000.00
delay=1.50, 1.50
so the effect can only spawn one time druing the lifetime of the controller. This works fine when you start at the airport but the last time i checked it it didnt worked when flying to the airport. Maybe because the model spawns way before the 10km distance and then the controller "dies" before you reach within 10km

Now i have a second tought. Why not ad a [controller.1], not the distance type (3) but the standard type (0). This goes just through the effects in sequenc.

So it would look like this:
Code:
[controller.0]
lifetime=0.0, 0.0 
type=3 
distance=10000.00, 10000.00
delay=10000000.00, 10000000.00
x offset=0.00, 0.00  
y offset=0.00, 0.00  
z offset=0.00, 0.00
effect.0=fx_appryel1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00

[controller.1]
lifetime=4.0, 4.0 
type=0
delay=2.50, 2.50
x offset=0.00, 0.00  
y offset=0.00, 0.00  
z offset=0.00, 0.00
effect.0=fx_appryel1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00

I will test that later and report back.
 
Last edited:
HM... ok again something that doesnt work in FSX even if the SDK tells you that is should work.

You can not assign a controller and name it [controller.1] (or what ever number),it will not work. It only notices the controller named [controller.0]

FSX SDK:
The controller number. You can spawn multiple controllers: [controller.1], [controller.2], and so on.
Just stupid -.-

So I have to and I can live with 500 extra attachpoints.
 
Last edited:
Hello:

Have you considered simply placing the Effects directly via XML rather than as attachments to a MDL ? :confused:

IMHO, they are likely to have less FPS hit that way. ;)


FYI: Effects can be placed via an XML placement BGL that "calls" the Controller*.fx file.

The Effect(s) thus would be rendered by FS as "basic" *.fx files "called" by the Controller.



BTW: If you place the Effect multiple times in favor of increasing the brightness, you should still see a minimal hit on FPS if the number of "particle" element sub-sections is kept to a minimum in the Effect file structure.

That way they are very simple flat / planar bitmaps displayed at your assigned coordinates, altitude, and size, via a "rotate-to-aircraft" attribute... rather than modeling 3-D "light bulb" objects and asking FS to render 500 of them at run time.


Code:
<FSData version="9.0"
  xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance'
  xsi:noNamespaceSchemaLocation="bglcomp.xsd">
<SceneryObject
  lat = "[COLOR="Red"][insert Latitude here][/COLOR]"
  lon = "[COLOR="Red"][insert Longitude here][/COLOR]"
  alt = "[COLOR="Red"][insert Altitude here][/COLOR]"
  altitudeIsAgl = "TRUE"
  pitch = "0.0"
  bank = "0.0"
  heading = "0.0"
  imageComplexity = "VERY_SPARSE" >
  <Effect effectName="[COLOR="Red"][insert Effect Controller filename here with no 'fx' file extension suffix][/COLOR]" effectParams="DAWN=0;DUSK=1;" />
</SceneryObject>

</FSData>


PS: You may also wish to see rhumbaflappys' interesting "1-file" Effect example that seemed to eliminate the need for a 'separate' Effect Controller file:

http://www.fsdeveloper.com/forum/showpost.php?p=126024&postcount=12



Additionally, have you looked at how ACES coded the sophisticated default fireworks Effect file(s) ?

[EDITED]

[FSX install path]\Effects\Cntrl_fireworks.fx
[FSX install path]\Effects\FW_Controller.fx
[FSX install path]\Effects\FW_show1.fx
[FSX install path]\Effects\FW_show2.fx
[FSX install path]\Effects\FW_show3.fx
[FSX install path]\Effects\FW_show4.fx
[FSX install path]\Effects\fx_launch.fx
[FSX install path]\Effects\fx_launch2.fx
[FSX install path]\Effects\fx_launch3.fx
[FSX install path]\Effects\fx_launch4.fx
[FSX install path]\Effects\fx_firework1.fx
[FSX install path]\Effects\fx_firework2.fx
[FSX install path]\Effects\fx_firework3.fx
[FSX install path]\Effects\fx_firework4.fx
[FSX install path]\Effects\fx_firework5.fx
[FSX install path]\Effects\fx_firework6.fx
[FSX install path]\Effects\fx_firework7.fx
[FSX install path]\Effects\fx_firework8.fx
[FSX install path]\Effects\fx_firework9.fx
[FSX install path]\Effects\fx_firework10.fx
[FSX install path]\Effects\fx_firework11.fx
[FSX install path]\Effects\fx_firework12.fx
[FSX install path]\Effects\fx_firework13.fx
[FSX install path]\Effects\fx_firework14.fx
[FSX install path]\Effects\fx_firework15.fx

[END_EDIT]



Hope these ideas might be of some help ! :)

GaryGB
 
Last edited:
I cant say at the moment if it helps, but it is defintly a new approach that is more then worth a try, thanks for that!

PS: You may also wish to see rhumbaflappys' interesting "1-file" Effect example that seemed to eliminate the need for a 'separate' Effect Controller file:

http://www.fsdeveloper.com/forum/sho...4&postcount=12
Yeah cause he is just looping a sound, there is an option for that in Effect-fx files. But they dont have options to get activated from the distance.

Additionally, have you looked at how ACES coded the sophisticated default fireworks Effect file(s) ?
No, but i did now (short look) and yeah they are very complex. Do you referre to anything special in there?
 
No, but i did now (short look) and yeah they are very complex. Do you refer to anything special in there?
Hi Max:

Yes... I had goofed during my hasty post last evening, and forgot to paste in the file name for the default fireworks controller and other files in that set: :o

[FSX install path]\Effects\Cntrl_fireworks.fx
[FSX install path]\Effects\FW_Controller.fx
[FSX install path]\Effects\FW_show1.fx
[FSX install path]\Effects\FW_show2.fx
[FSX install path]\Effects\FW_show3.fx
[FSX install path]\Effects\FW_show4.fx
[FSX install path]\Effects\fx_launch.fx
[FSX install path]\Effects\fx_launch2.fx
[FSX install path]\Effects\fx_launch3.fx
[FSX install path]\Effects\fx_launch4.fx



FYI: I find the interplay between the default fireworks 'controller' and the "called" 'basic' effects rather interesting. :scratchch

If the above file set were viewed as a multi-level nested / re-entrant "batch file" type of routine, one might wonder if there may be a way to work around some of the problematic issues with FS Effects visibility as to start location required to trigger sequenced display /re-display, and perhaps brightness and/or distance clipping. ;)


Hmmm... "sequenced" Effect lights; one might wonder if it's possible to create rudimentary 'running rabbit' approach lights without *.ASM coding ? :p

BTW: For more info, search FSDeveloper using "running rabbit" as query strings (without quotes)



PS: I have edited my post above to fix my original oversight; AFAIK the file list is complete now. :)


GaryGB
 
Last edited:
Interesting is the fact that they nested controllers in a controller.

That could make the 2 attachpoints per light and LOD possible. But first i will go on with XML placed controllers and i have a question about that, can i extract the positions of the lights/attachpoints from the placed BGL?
 
Last edited:
Hi Max:

Did you mean to extract a list of geographic Lon., Lat., Alt. "XYZ" reference point coordinate data from the XML 'placement' BGL ?

If so, then Yes, that can be done using either of 2 FSX-format BGL decompilers: :wizard:


Bgl2Xml Scenery File Decompiler

File Description:
Bgl2Xml is a scenery file (bgl) decompiler for FSX and FS9. This is version 1.3.7 and contains the latest command line and GUI versions. 1.3.7 allows the optional extraction of model files and automatically identifies the compiler version (FS9 or FSX) used to create the file and produces XML to match that compiler. Uses the most up to date decompiling engine available.

Filename: bgl2xml_137.zip
License: Freeware, limited distribution
Added: 22nd January 2011
Downloads: 1461
Author: Jon Masterson ScruffyDuck Software
Size: 1843kb


http://library.avsim.net/esearch.php?CatID=fsxsd&DLID=156017



FSX BGLXML 2.1

"A utility which disassembles BGL files into FSX format and produces an XML file to be compiled with Microsoft BGLCOMP (from FSC SDK). Besides disassembling all BGL records, it is also able to extract .MDL files from ModelData sections. This utility is freeware and open-source, licensed under GNU-GPL to help developers understand the FSX BGL structures. Also includes XMLSHELL, a GUI program for controlling bglxml from Windows Explorer.
By Alessandro G. Antonini. 400 Kb
"

http://www.fs2000.org/index.php/downloads/doc_download/9077--fsx-bglxml-21


One could then use a text editor "Find and Replace" function to change the object info etc. ;)


I am otherwise uncertain as to what may be required to extract a list of 3D world "XYZ" coordinate point data from the BGL or MDL file for AttachPoints; probably Arno would know whether that info can yet be exported via a new feature in ModelConverterX (aka "MCX") ? :confused:


Hope this helps ! :)

GaryGB
 
Last edited:
Hm i have to say that it is of course not possible the way i thought.

I placed the object via ADE and compiled with an extra BGL for the objects, but of course this is only a librarie and the position is in the AFD-file. There of course only for the center of the obj and its orientation.

So... guesing the coordinates for 226 points ... hm... maybe hard:eek:
 
Hi Max:

Arno evidently has access to AttachPoint Names, GUIDs, and 3D model coordinates for pre-existing imported MDL files as seen in his fascinating recent video tutorials here: :spushpin:

http://www.fsdeveloper.com/forum/showthread.php?t=49769


[EDITED]

Hopefully Arno will soon offer via MCX, the ability to output info as geo-referenced Lon/Lat/Alt "XYZ" coordinates from:

  • AttachPoints for 'Other' objects in a multi-object "scene" in addition to the 'central' / "main" object in a model

  • Reference Points for 'Other' objects in a multi-object "scene" in addition to the 'central' / "main" object in a model


IIUC, those Lon/Lat/Alt (aka geographic "XYZ") coordinates could be derived by calculation of positions for other objects relative to the single geo-referenced coordinate of a "central" object "ReferencePoint" datum in that multi-object scene.


I envision that we could utilize such coordinate info for automated XML placement of geo-referenced models imported to MCX, and for various other development purposes such as creating / placing complex multi-object positions of repetitive (read: "instanced") scenery library objects and Effects etc. such as in your Approach Lighting Array project at EDDL.


Thus, ideally via MCX one could automatically or semi-automatically 'XML place' the objects modeled as a 3D world multi-object scene, and/or output them to scenery object libraries for future use by the author 'elsewhere'.

Hopefully as well, in addition to placing objects at the original central or relative / offset "derived" geographic locations used in a source project model, one would be able to export accompanying and/or derived placement data in ex: a CSV or geographic "XYZ" ASCII text file for other FS Development purposes.



FYI: Until such time as Arno offers us that ability, one could use the multiple object "Row" functions options available in Don Grovestine's FenceBuilder Pro (aka "FBP"), published by FSAddon: :idea:

http://silvercloud-store.com/index.php?dispatch=products.view&product_id=29780

http://secure.simmarket.com/fsaddon-fencebuilder-pro.phtml


NOTE: There is a free feature-limited down-loadable FBP demo on the simMarket product info page which includes the full manual (but the 'demo' version does not allow use of FBP's multiple object "Row" functions).

However, with FBP, one can place (via standard XML placement output *.BGL files) end-user assigned numbers of objects or Effects:

  • in arrays or "segments"... and as end-user assigned numbers of multiple rows of those arrays or "segments"

  • at end-user assigned intervals between elements in those arrays or "segments"

  • at end-user assigned intervals between multiple rows of those arrays or "segments". :p

Thus, Effects can be placed in multiple, parallel lines at a spacing you specify. :wizard:


BTW: If desired, parameters for those objects or Effects can be further assigned in FBP to apply "jitter" aka 'randomize' by:

  • heading

  • size

  • position laterally along either side of a line axis

  • altitude position above a line axis

  • type of object / Effect placed from a end-user pre-selected group of objects (ex: trees) ! :D



Alternatively, consider Instant Scenery version 2.x (aka "IS2") from Flight1:

http://www.flight1.com/products.asp?product=instscen2


NOTE: There is a free work-area-limited down-loadable IS2 demo on the Flight1 product info page:

"The free demo version offers the full functionality of Instant Scenery within a 50NM radius of the Seattle-Tacoma Intl. airport for up to 30 days."


IS2 can place lines of objects along a line axis, but unlike FBP, IS2 does not allow 'automatic' placement of multiple rows of lines of objects:

"You can choose between a line containing a fixed number of evenly-spaced objects, and a line
containing objects with a specified spacing. Use the radio buttons in the Line of objects dialog
box to switch between these two modes.

Auto adjust spacing, when enabled, slightly adjusts the spacing so that the last object in the line
appears exactly at the mouse cursor location.

Auto adjust heading adjusts the heading of all objects in the line based on the line direction
."


BTW: There are a number of very helpful 'ease-of-use' benefits when working with Instant Scenery real time in a FS flight such as:

  • Live, on-screen display of labels for all scenery objects near the aircraft regardless of the scenery file containing them

  • Live interactive preview[/I] of objects being placed and/or moved dynamically with the mouse.

...that IMHO, make IS2 another "must-have" FS tool along with FBP and others. ;)


[END_EDIT]


Hope these ideas might prove helpful ! :)

GaryGB
 
Last edited:
Back
Top