Not sure if this is the correct forum for this, but here goes...
What I need:
A model with an effect attached to it. Lets say a Forest fire effect.
This way I should be able to place this model in FS and move it around like any AI object, e.g. moving Forest fire. I guess the model would have to be 'empty' or 'invisible'.
I have seen this done with Red smoke as in emergency flares, I just do not know how to do this or if such types of objects already exists.
Thanks
Michael
Hi Michael:
I'm wondering if a sequence of displayed effects might not be easier on FPS and easier to control with precision than a SimObject or a static custom scenery object with an effect that uses the AttachPoint script ?
Of course if you plan on using this effect in an interactive way, then as Paul says, this would involve the SimObject method and use of the FSX Mission SDK.
This process is easier via a user friendly GUI such as Jim Keir's
FSX MISSION EDITOR (published c/o FSAddon), or Konstantin Kukushkin's
Instant Mission Maker (published c/o Fllight1).
If you look at the default Fireworks *.Fx files in [FS install path]\Effects:
1.) "Cntrl_fireworks.fx"
2.) "fx_firework1.fx" through "fx_firework15.fx"
3.) "FW_show1.fx"
You'll then see how they interact on a "Random", yet cyclic basis. These can be placed anywhere that you like on the ground and/or in the trees via XML and FSX SDK BGLComp to start the first local controller Fx file.
Furthermore, making an edited copy of these files and changing the actual effect displayed from fireworks effects instead to different sized versions of the "
fx_CampFire.fx" effect with alternate versions of the file to vary the density and opacity of smoke might enhance the "realism" when spread over a forest fire area.
For example, one can copy and edit the default opaque smoke in "fx_CampFire.fx" to a translucent type (seen with campfires NOT burning "rubber tires"

); see the comparisons below:
[
EDITED]
Excerpt from
"fx_CampFire.fx" (only the sections requiring a change are shown here)
[ParticleAttributes.0]
Blend Mode=1
Texture=fx_1.bmp
Bounce=0.00
Color Start=25, 25, 30, 120 // <-- Change to: Color Start=25, 25, 30, 11
Color End=45, 45, 60, 0 // <-- Change to: Color End=45, 45, 30, 0
Jitter Distance=0.00
Jitter Time=0.00
TempK=108.00 // <-- Change to: [greater number]
TempRate=0.00 // <-- Change to: [greater number]
uv1=0.00, 0.50
uv2=0.50, 1.00
X Scale Goal=20.00
Y Scale Goal=20.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00
...and also at:
[ParticleAttributes.1]
Blend Mode=1
Texture=fx_1.bmp
Bounce=0.00
Color Start=70, 70, 85, 120 // <-- Change to: Color Start=70, 70, 85, 11
Color End=56, 56, 75, 0 // <-- Change to: Color End=56, 56, 55, 0
Jitter Distance=0.00
Jitter Time=0.00
TempK=108.00 // <-- Change to: [greater number]
TempRate=0.00 // <-- Change to: [greater number]
uv1=0.00, 0.50
uv2=0.50, 1.00
X Scale Goal=20.00
Y Scale Goal=20.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00
FYI: "Size" can't be controlled for
effects via the "Scalar" parameter in XML placement code and BGLComp, so one must size the effect by editing the *.Fx files.
See the example comparisons below
HINT: You may wish to make them even larger for a bigger forest fire; IIUC when placed as "non-AttachPoint objects", one can fly through an effect without crashing !
Excerpt from
"fx_CampFire.fx" (only the sections requiring a change are shown here)
[Particle.1]
Lifetime=6.00, 10.00
Type=19
X Scale=0.50, 0.70 // <-- Change to: X Scale=0.50, 2.50 (or greater number)
Y Scale=0.50, 0.70 // <-- Change to: Y Scale=0.50, 2.50 (or greater number)
Z Scale=0.00, 0.00
X Scale Rate=0.10, 0.30
Y Scale Rate=0.10, 0.30
Z Scale Rate=0.00, 0.00
Drag=0.00, 0.00
Color Rate=0.20, 0.50
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Fade In=0.10, 0.20
Fade Out=0.60, 0.80
Rotation=-15.00, 15.00
Shade=1
Face=1, 1, 1
...and also at:
[Particle.2]
Lifetime=1.00, 1.50
Type=19
X Scale=0.50, 0.75 // <-- Change to: X Scale=0.50, 2.50 (or greater number)
Y Scale=0.50, 0.75 // <-- Change to: Y Scale=0.50, 2.50 (or greater number)
Z Scale=0.00, 0.00
X Scale Rate=0.01, 0.01
Y Scale Rate=0.01, 0.01
Z Scale Rate=0.00, 0.00
Drag=0.00, 0.00
Color Rate=0.90, 0.95
X Offset=-0.40, 0.40
Y Offset=0.00, 0.00
Z Offset=-0.40, 0.40
Fade In=0.00, 0.00
Fade Out=0.00, 0.00
Rotation=-100.00, 100.00
Face=1, 1, 1
NOTE: All these edits are best implemented interactively via the GUI provided by
FSX SDK Special Effects Tool (aka "
VisualFxTool.DLL") ...when properly enabled by an edit to the FSX
DLL.XML file located in the "active" Windows user profile folder chain using
ex:
FSX DLL.XML Viewer and Repair Utility
http://www.flight1.com/files/FSXML.zip
BTW: In the VisualFxTool dialog for an effect, an associated *.Wav file can be changed to another sound from [FS install path]\Sound to vary a sound type according to a local size of a fire.
Oh, I almost forgot to mention, the direction and rate of ascent or descent for a smoke type effect is determined by the "
TempK"= and "
TempRate=" parameters.
Milton Shupe wrote an excellent tutorial on smoke effects including TempK / TempRate parameters (as related to aircraft exhaust) here:
http://www.aerodynamika.com/cgi-bin/yabb/YaBB.cgi?num=1197136310/2
Since larger fires and their associated thermal convection currents begin to develop their own local "weather" patterns as their size increases, I've edited my code examples above for the "campfire" effect above to point out those sections which might merit some edits for even more realism.
Speaking of "thermal lift", one might try placing custom "
thermals" in areas with larger forest fire effects for an even more exhilarating flight during a fire-fighting mission !
http://www.fsdeveloper.com/forum/showthread.php?t=10157&highlight=ridge lift
http://www.fsdeveloper.com/forum/showthread.php?t=10487&highlight=ridge lift
http://www.fsdeveloper.com/forum/showthread.php?t=7557&highlight=ridge lift
PS:
Hi Paul:
I wonder if the idea for
"forest fire display" pioneered in "
FS-Blaze" by Scott Gridley of FS-Freeflow and Ron Jeffers might now be able evolve into an
interactive Mission with the FSX Mission SDK to become a true forest fire fighting experience... with air tankers that "successfully extinguish" fire effects which can fade from display !
http://forums1.avsim.net/index.php?showtopic=53656
http://library.avsim.net/search.php?SearchTerm=FS-Blaze&CatID=root&Go=Search
http://www.fs-freeflow.com/index.php?ind=downloads&op=section_view&idev=19
BTW: Remember the thrilling forest fire flying experiences in the great movie
"Always" ?
http://en.wikipedia.org/wiki/Always_(1989_film)
It's one of my favorite aviation films that I'll 'always' enjoy watching; I'd really like to try that flying scenario out in FSX sometime !
[
EDITED]
OK, I admit it... I'll be looking forward to doing "
this" in FSX with the Aerosoft PBY Catalina as well !
Hope this helps !
GaryGB