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Model with effect attached?

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176
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denmark
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
 
A tiny box + another tiny box with the effect Attached would take about -oh- two minutes to make in Max, GMax or FSDS.
 
A tiny box + another tiny box with the effect Attached would take about -oh- two minutes to make in Max, GMax or FSDS.

Why THANK YOU, Bill! You can choose the tool of your liking... :D

BTW and going off-topic, progress on Leaming Field? More screenies??:)


I now return to burning about 50 backup DVDs...:(
 
Last edited:
Why THANK YOU, Bill! You can choose the tool of your liking... :D

BTW and going off-topic, progress on Leaming Field? More screenies??

Unfortunately, my "pay work" has come back to the forefront and I've had to put "33MO - Leaming Field" to the side for the time being..."

I have determined after testing our ESDG DA42 there today in "Real Weather" that I'm going to have to add a cross-wind runway, even if it's only 5,000' because I had 20 knot southerly crosswinds, gusting to 30 knots, which made landing a real challenge for a light GA... :eek:
 
A tiny box + another tiny box with the effect Attached would take about -oh- two minutes to make in Max, GMax or FSDS.

Bill,

Two minutes? Thats good news :D

Unfortunately my knowledge of working with 3D has been very very limited, to put it mildly :rolleyes:

BUT I think I will have a go at it now. FSDS seems a good place to start for a newbie.

Thanks
Michael
 
A tiny box + another tiny box with the effect Attached would take about -oh- two minutes to make in Max, GMax or FSDS.

Hey Bill, when you get a chance, could you take "about -oh- two minutes" of time, and make us one of your excellent detailed tutorials on how to do this in GMAX ? :o


Having things better explained in a genuinely "simple" and "non-obfuscated" style such as you have done on occasion, might motivate some of us to commit more to GMAX... rather than "choosing the tool of our liking" such as Sketchup, FSDS, Blender etc.. ;)


Thanks again for all your kind and generous help bestowed upon the FS Developer Community ! :)

GaryGB
 
Hey Bill, when you get a chance, could you take "about -oh- two minutes" of time, and make us one of your excellent detailed tutorials on how to do this in GMAX ? :o

GaryGB

And hopefully for FSDS as well?

I have just bought FSDS 3.5 and could use a tutorial like that to get started :)

Thanks
Michael
 
Hi Folks

Michael -
If making it,
DO NOT attach an effect !

Instead add an EMPTY attachpoint,
that way
you can attach ANY object or effect to it.



If you just want to have a play,
before deciding to make your own -
There already is a freeware one available specifically for this purpose,
it comes with Jim Keir's Mission Editor.
FSXME itself is - freeware limited functionality, payware full functionality.

If it's for a mission it can be freely redistributed,
if for free-flight, check with Jim.

Once installed,
you'll find it under SimObjects\Misc\EffectTracker
The sim.cfg has ten entries,
each calling the model
which contains 1 empty attachpoint.

HTH
ATB
Paul
 
Last edited:
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 ? :idea:

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: :teacher:

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. :twocents:


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 ! :stirthepo

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 ! :D

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 ! :p




[EDITED]

OK, I admit it... I'll be looking forward to doing "this" in FSX with the Aerosoft PBY Catalina as well ! :rotfl:




Hope this helps ! :)

GaryGB
 
Last edited:
Gary,

Very interesting read and I will try this.

My end goal for placing such an effect in FSX would be using the freeware AI Carriers by Lamont Clark. This way I could place any kind of effect fire, smoke and so on, on land, ships, anywhere that I want.

One scenario would be placing heavy smoke on a sinking AI ship, another scenario could be placing fire in a forest or around a house...

Michael
 
Hi Folks

Michael -
If making it,
DO NOT attach an effect !

Instead add an EMPTY attachpoint,
that way
you can attach ANY object or effect to it.



If you just want to have a play,
before deciding to make your own -
There already is a freeware one available specifically for this purpose,
it comes with Jim Keir's Mission Editor.
FSXME itself is - freeware limited functionality, payware full functionality.

If it's for a mission it can be freely redistributed,
if for free-flight, check with Jim.

Once installed,
you'll find it under SimObjects\Misc\EffectTracker
The sim.cfg has ten entries,
each calling the model
which contains 1 empty attachpoint.

HTH
ATB
Paul

Paul,

Do you mean like a template from which I can create models of whatever effect I need attached? If so, yes thats a good idea.
Jim's Mission Editor is also very interesting and I have contacted him on the FSAddon forum about using Effect Tracker in Free flight.

Thanks
Michael
 
Hi Folks

Michael -
If making it,
DO NOT attach an effect !

Instead add an EMPTY attachpoint,
that way
you can attach ANY object or effect to it.

HTH
ATB
Paul

Hmm, would I be able to attach any effect to this empty attachpoint via the sim.cfg file? Just like attacking wake/water effects to ships?


Michael
 
Understanding placement location in fsx

I am just getting started with adding effects to aircraft such as rocket effects and guns. My question is when you see the 3 sets of numbers as in this example ( smoke.2=-20.0, 7.00, -2.1, fx_rocketp , ) how do you determine what each set of numbers refer to in regards to reference on the aircraft. Other part to this question is, is there any program that when you put the pointer on a part of the aircraft that it will tell you the location of that in the x y z coordinates? I would appreciate any help or tips anyone has to offer.
 
Think of the numbers like this, as you're standing on ground and that ground is the model's start point, a vague term I'll go over in a moment. First set of numbers is in front or behind you, second set of numbers is either side, last number is relative to the ground, either above or below. 0.00 means no offset.

The model's start point, I can't think of a better term (cause I'm old!), can vary by how the modeler set up the model. I don't believe there is a specific standard used or required. There "should be" a utility that reads a MDL file (compiled model file) and states where the reference point is. Hopefully someone else will add some information on that.
 
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