• 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.

Is there a tutorial on creating effect textures?

DragonflightDesign

Resource contributor
Messages
1,142
Country
northernireland
i.e. those bmp and dds files in the \effects\textures folder. What the colour bands do/mean etc.. For example; I've just modified fx_fireAdd.bmp to create a fairly good exhaust gas explosion when starting up a big radial, but I did it by trial-and-error not knowing exactly what I was doing and why the end product worked as well as it does.
 
The answer to this one is use a .dds file and not a 24-bit bitmap with alpha channel. It appears that Photoshop does not export the 24-bit bmp with alpha in a format that P3D recognises.

[Edit] Save the dds file as BC3 (RGB with alpha). Compared to the default bmp files, using dds seems to give finer control over the alpha channel results onscreen. As for 'what the colour bands do/mean', in hindsight that was a stupid question and I realised the answer pretty much as soon as I posted. If you take the fx_1.bmp file (which seems to be very commonly used for nav lights etc.) and use Blend Mode = 2 in the .fx file, the simulator blends the base colour parameters stated in the .fx file with each of the pixels in the fx_1.bmp file to create a much more realistic effect onscreen.
 
Last edited:
Back
Top