• 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.

FSX Animated textures?

Messages
549
Country
nicaragua
Hi again!
I'm thinking about making G vapor effects inside the model itself for my F-22, due to the complex shape of the vapor cloud (That is impossible to recreate using fx files). My question is, can the FSX material support the "Animate_" prefix like FS9?
Thanks in advance!
 
Unfortunately, if you create a true FSX model, no. That's why the chain-animated VC Rain wouldn't work in FSX...

However, since FSX will provide support for FS9 models that use the chain-animated texture system, presumably one could get it working...
 
Ah... Ok then... I guess I have to find out how Aerosoft managed to make their F-16's G effect...
Even so, because I'm currently helping Project Airbus on their models, I guess I could use that option in their planes since they make them for FS9...
 
I should have added as an afterthought that it is possible using custom XML script in modeldef.xml to recreate the missing "VC Rain" by using a user-driven system for displaying a sequence of static bitmaps in rapid sequence.

This is how several modelers/programmers (Mike's L-39 for example) have recreated the "VC Rain" in a true FSX model.
 
Yeah, but creating it isn't my first thought... I still have a lot to learn about XML coding... Also time for FS is short these days... I'll probably try something in the next holydays...
 
I should have added as an afterthought that it is possible using custom XML script in modeldef.xml to recreate the missing "VC Rain" by using a user-driven system for displaying a sequence of static bitmaps in rapid sequence.

This is how several modelers/programmers (Mike's L-39 for example) have recreated the "VC Rain" in a true FSX model.

Interesting. Does it work along the lines of an XML coded strobe light in terms of animation?




- Edit: Doesn't it just involve a looping animaion with a visibility tag, just like prop disks and wheels?
 
Last edited:
Interesting. Does it work along the lines of an XML coded strobe light in terms of animation?
- Edit: Doesn't it just involve a looping animaion with a visibility tag, just like prop disks and wheels?

That is pretty much all that it is, although the math involves loop-sequencing the images, and controlling the speed of the sequence with a not too complex formula.

Understand that at a minimum, the technique requires 32 FSX Materials, as well as 32 copies of the mesh for the interior "glass." Depending on the model's size and complexity, that has the potential to incur a major hit on framerates.
 
Last edited:
That is pretty much all that it is, although the math involves loop-sequencing the images, and controlling the speed of the sequence with a not too complex formula.

Understand that at a minimum, the technique requires 32 FSX Materials, as well as 32 copies of the mesh for the interior "glass." Depending on the model's size and complexity, that has the potential to incur a major hit on framerates.

Or a "boned" mesh and animation.
The advantage: Like the light splashes, you can control the size of the vapour clouds depending on G Force.


Btw:
How would you loop an animation?

I've got a few ideas, but I bet the answer is fairly simple.
 
Define a counter variable, and cycle it from 0 to 31 (or 1 to 32). Control the speed of the counter based on ground speed (for VC Rain), or whatever else is suited to your needs.

Each set of polys has its visibility controlled by the value of the counter variable.

The set for "still" simply uses a simple counter variable.

The set for "moving" uses a counter variable modulated by the speed variable.
 
Oh, that makes sense. Thanks for the hint, Bill. (As usual, lol.)

Well, truthfull at the moment "hints" are all I can give, since I haven't gotten around to coding the XML scripts required myself!

I have of course examined the .mdl of both the L-39 and Anthony's "Sierra LSA" to determine how they did it... :D
 
Back
Top