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Very so much buddy
Wonderfull. GreethingsHey Juan,
I've been looking at it, I've been rebuilding the code for FSX/P3D but the problem is there's no real good tutorials on building new visual effects in MSFS. The smoke looks simple enough to do, but recreating the fire effect which previously was an animated texture is no longer used in MSFS.
I'm trying to get up to speed with creating a menu module within MSFS that can temporarily let me generate proxy models in place of the visual effects until such time as I can figure out the new visual effects tools.
You are lucky, since SU9 or something vfx can be placed via the scenery editor using theOkay I've just looked at the SDK video on the Visual Effects System and creating the forest fire effect looks simple for the smoke. Will get that part done as soon as I can. Then I'll have to learn how to call that visual effect, from memory with the original FS Active Fires we had to place a piece of geometry that was invisible to the user to attach the effect to for FS Active Fires. Although at the same time before the app I was able to place the effects just via XML code. It's so long ago now
Scratching my head, because VFX editor crashes after about 15 minutes of working with it so either you are a very patient man, or my system sucks and probably both. "Enjoyable," in that it did not actually jump out of the screen and bite me, yes.And more lucky, the VFX graph editor is now stable enough to make effects creation enjoyable
You are lucky, since SU9 or something vfx can be placed via the scenery editor using the
(Before this innovation we had to attach the VFX to a Simboject to spawn it)
So you can easylly bulk place them with some basic script, all you need are coordinates
And more lucky, the VFX graph editor is now stable enough to make effects creation enjoyable
Inviato dal mio Mi 9 Lite utilizzando Tapatalk
<?xml version="1.0"?>
<FSData version="9.0">
<SceneryObject lat="-26.80440680525610" lon="153.10567982808814" alt="-93.00373311070103" pitch="0.000000" bank="0.000000" heading="0.000000" imageComplexity="VERY_SPARSE" altitudeIsAgl="TRUE" snapToGround="FALSE" snapToNormal="FALSE">
<VisualEffectObject name="{7D2A14DB-D41B-426F-BC20-DFD1F8C93272}" scale="1.000000"/>
</SceneryObject>
</FSData>
Oh true. I’ve seen that in passing while working on YBAF and other projects. I’ll have to make a project and look at the xml code . Thanks!!!
EDIT:
Okay I woke up and have had a look, code is as simple as:
Code:<?xml version="1.0"?> <FSData version="9.0"> <SceneryObject lat="-26.80440680525610" lon="153.10567982808814" alt="-93.00373311070103" pitch="0.000000" bank="0.000000" heading="0.000000" imageComplexity="VERY_SPARSE" altitudeIsAgl="TRUE" snapToGround="FALSE" snapToNormal="FALSE"> <VisualEffectObject name="{7D2A14DB-D41B-426F-BC20-DFD1F8C93272}" scale="1.000000"/> </SceneryObject> </FSData>
Now to start building some smoke
EDIT:
Okay I have to step this out one step at a time, this effect I need to make open source, because it's something that we had as default in FSX/P3D and I'm running into issues right from the start. The VFX editor also keeps crashing the sim
I am slowly figuring out how to re-build the VFX in MSFS, am running into a few snags, such as if I try and plug in a windDirection vector, it nukes the gravity (i.e. floating smoke), I haven't found a way to get it to get the X & Y from the wind and the Z from the gravity vector. Also I need to see about how to fade the effect in and out.
Here's how it looks so far, it's only the smoke emitter at this point, I'll plug in the fire and flames once I figure out how to create the material.
You have smoke that both rises and follows the wind? Can you say how?Later I can share with you my chimney effect source files , with wind velocity components and fading smokes (basically following the tutorial above)
sure Rick,You have smoke that both rises and follows the wind? Can you say how?
I added the gravity vector to the wind vector and throw them in the update velocity property,
some quick dirty smoke
sure Rick,
I added the gravity vector to the wind vector and throw them in the update velocity property,
some quick dirty smoke
I added the gravity vector to the wind vector and throw them in the update velocity property,
some quick dirty smoke