• 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.

Puddles

Messages
455
Country
us-florida
Orbx/Bill Womack's KACK Nentucket scenery includs these amazing puddles on the ground that seem to reflect light etc. (more than just a puddle looking thing drawn on a texture sheet)

0f9qsuj.jpg


Would anyone know how to make these? I am overwhelmed by how realistic they look I want to incorporate something like this in my own scenery.
 
Hi Caleb:

Is this in FSX or in P3Dv4 ? :scratchch


In FSX, import scenery library object BGLs into MCX and study FSX MDL-based G-Polys with special Material Property settings ex: :idea:

[FSX install path]\iBlueYonder\Nantucket\Scenery\kack_gp_full.bgl

Object: 17 / 13

Name: kack_gp_full006

GUID: aed43e31-6bb1-497d-b9b7-5ee29daf508a

Texture Materials:

[FSX install path]\iBlueYonder\Nantucket\Texture\asphalt_worn_overlay.dds

[FSX install path]\iBlueYonder\Nantucket\Texture\asphalt_worn_overlay_spec.dds

[FSX install path]\iBlueYonder\Nantucket\Texture\asphalt_worn_overlay_n.dds


GaryGB
 
Last edited:
Thanks for the reply. So open the GP BGL in MCX and see what I find.

I will look soon and report back.
 
Just model a puddle (with some greyish texture and alpha channel) and play a bit with the reflection settings. I'd recommend blending the reflections using the specular map's alpha channel.
consider placing the puddles through SODE instead of BGL so you can make them appear only if it rains.
 
Just model a puddle (with some greyish texture and alpha channel) and play a bit with the reflection settings. I'd recommend blending the reflections using the specular map's alpha channel.
consider placing the puddles through SODE instead of BGL so you can make them appear only if it rains.
What application would I use to "play a bit with the reflection settings"?
I will also look into SODE. I model the puddles the same way I would if I were to place them as BGL to place them with SODE correct?
Thanks.
 
Soarfly made a tutorial on this:

I model the puddles the same way I would if I were to place them as BGL to place them with SODE correct?

Yes you model the same way, but instead of adding to a scenery BGL library, you install the MDL as a simobject under the SODE folder and you have to write XML code so that SODE will place it and control the display to your liking. For most cases you can pretty much copy/paste from the example code provided in SODE. There is now an interactive placement tool for SODE based on Whisplacer.
 
Thanks for the replies everyone.
That depends on what you use for modeling/exporting. Blender, MAX/GMAX and MCX can do this.
Ok, I will probably use MCX.
Soarfly made a tutorial on this:
Thanks for sharing, I will look at that.
Yes you model the same way, but instead of adding to a scenery BGL library, you install the MDL as a simobject under the SODE folder and you have to write XML code so that SODE will place it and control the display to your liking. For most cases you can pretty much copy/paste from the example code provided in SODE. There is now an interactive placement tool for SODE based on Whisplacer.
I still don't understand how a flat puddle picture on the ground can be created as a MDL model (I would assume it would be created as a BGL from ADE with a GP), but maybe that video will explain. (I will watch soon).

Can SODE work with a BGL or does it need to be a MDL?

Thanks.
 
https://www.fsdeveloper.com/forum/threads/puddles.442953/post-800802

Soarfly made a tutorial on this: { URL }

Yes you model the same way, but instead of adding to a scenery BGL library, you install the MDL as a simobject under the SODE folder and you have to write XML code so that SODE will place it and control the display to your liking. For most cases you can pretty much copy/paste from the example code provided in SODE. There is now an interactive placement tool for SODE based on Whisplacer.

Hi Barry:

Thanks for posting that alternate work-flow; I had forgotten about that tutorial using FSX MDL-based 'flat' (planar) 3D objects.


BTW: One might wonder whether such puddles may also be made using an attached 'platform' with a Water attribute to make them even more "immersive": :scratchch

Perhaps that may also trigger the "water spray" user aircraft wheels 'ground roll' Effect.

https://www.fsdeveloper.com/forum/threads/platforms.39520/post-178033


Perhaps a local Effect controller with a small radius may also be used to produce a 1-time "splash" display when the user aircraft first passes over it. :idea:

GaryGB
 
Last edited:
Needs to be an MDL file as it's simObjects (similar folder structure to aircraft)
Ok. As I begin watching the video I am beginning to understand how a puddle can be compiled as a MDL.
---------------------
@GaryGB:

Would you know where I could find information as to how to:

"Trigger the "water spray" user aircraft wheels 'ground roll' Effect"
--AND/OR--
"A local Effect controller with a small radius may also be used to produce a 1-time "splash" display when the user aircraft first passes over it"?

Thanks.
 
https://www.fsdeveloper.com/forum/threads/puddles.442953/post-800817

Ok. As I begin watching the video I am beginning to understand how a puddle can be compiled as a MDL.

---------------------

@GaryGB:

Would you know where I could find information as to how to:

"Trigger the "water spray" user aircraft wheels 'ground roll' Effect"

AFAIK, based on rhumbaflappy's post, if a "hydro" attribute is used over terrain, one should see a 'water spray' user aircraft 'ground roll' effect by the wheels, even if the "water" is applied via the platform surface of a 3D model, rather than being displayed via a CVX or legacy LWM vector mesh-clinging 'hydro' polygon.

IIUC, in MCX with the MDL imported, one must create an AttachPoint on the MDL as a Platform with a "Water" attribute

https://www.fsdeveloper.com/wiki/index.php?title=ModelConverterX#Attached_object_editor


FYI: Thus far, a somewhat more detailed reply to my question on how to do this was kindly conveyed by rhumbaflappy in a PM 26 Nov 2016 :

https://www.fsdeveloper.com/forum/conversations/water-type-platform-explanation.14217/

"Using gmax or a similar modeling program, make a flat plane, and apply a transparent texture to it. You can then attach a platform to the surface, of the type water, either in gmax, or through ModelConverterX. That area will then behave as water. "


Perhaps rhumbaflappy might offer us some additional details on how he did what he alluded to in his thread with "water platforms" ? :wave:



https://www.fsdeveloper.com/forum/threads/puddles.442953/post-800817

@GaryGB:

Would you know where I could find information as to how to:

"A local Effect controller with a small radius may also be used to produce a 1-time "splash" display when the user aircraft first passes over it"?

Although one could use an AttachPoint on the MDL linked with a Effect *.Fx controller file that is then linked to a separate *.Fx file, IMHO one may be better able to repeatedly configure and fine tune the EffectParams via a Effect *.Fx file placement using BGLComp (somewhat like one might do with a sound).

I'll see what examples I can find that may help explain this, perhaps even with a 'worked example' (...before my own Travels begin in another day or so). ;)

GaryGB
 
Last edited:
Interesting ideas about making puddles using a platform made of water or attaching an effect for spray or sounds! I'll have to play with that some. :)
 
Thanks for the replies. I don't quite want my platform to behave as water, because IIUC that will make the plane bounce up into the air (if crash detection is off) or crash (if crash detection is on). I just want a spray effect.

I might just use the effect editor included in the SDK (tools > effect editor or something like that) to trigger the .fx file f I can't figure out how to use an AttachPoint on the MDL linked with a effect using MCX.

Would anyone know the name of the effect file for water spray?
 
https://www.fsdeveloper.com/forum/threads/puddles.442953/post-800832

Thanks for the replies. I don't quite want my platform to behave as water, because IIUC that will make the plane bounce up into the air (if crash detection is off) or crash (if crash detection is on). I just want a spray effect.

I might just use the effect editor included in the SDK (tools > effect editor or something like that) to trigger the .fx file f I can't figure out how to use an AttachPoint on the MDL linked with a effect using MCX.

Would anyone know the name of the effect file for water spray?


For example - FSX default Cesssna 172 Aircraft.Cfg entry:

[FSX install path]\SimObjects\Airplanes\C172\aircraft.cfg

[EFFECTS]
wake=fx_wake
water=fx_spray
dirt=fx_tchdrt
concrete=fx_sparks
touchdown=fx_tchdwn_s, 1

As with all Effects, it is loaded from:

[FSX install path]\Effects\fx_spray.fx

GaryGB
 
For example - FSX default Cesssna 172 Aircraft.Cfg entry:

[FSX install path]\SimObjects\Airplanes\C172\aircraft.cfg

[EFFECTS]
wake=fx_wake
water=fx_spray
dirt=fx_tchdrt
concrete=fx_sparks
touchdown=fx_tchdwn_s, 1

As with all Effects, it is loaded from:

[FSX install path]\Effects\fx_spray.fx

GaryGB
So in this case the aircraft already has the effect assigned to it when it goes though water so as long as I attach a platform to the surface, of the type water, the plane will have the spray effect when it goes though my puddle, correct?
 
Yes. :)

IIRC, when you manually set FSX Weather for rain, you should see the spray behind the wheels on paved surfaces, although there are also 'custom' display methods used at more sophisticated freeware and payware airports. :idea:
 
Ok. When you say "'custom' display methods" do you mean custom effects?

What about the effect for the one time splash effect? Is this a different effect file than the spray? And the one time splash is not usually assigned by default in most aircraft like the water spray is, correct? I would rather use a 1 time splash and use an AttachPoint on the MDL linked with a effect controller file than a spray.

Thanks
 
https://www.fsdeveloper.com/forum/threads/puddles.442953/post-800847

Ok. When you say "'custom' display methods" do you mean custom effects?

In some sceneries, yes; but I primarily meant the method of displaying the puddle (ex: MDL with or without Platform, terrain polygon etc.)

https://www.fsdeveloper.com/forum/threads/puddles.442953/post-800847

What about the effect for the one time splash effect? Is this a different effect file than the spray?

Yes, it is likely to be a different Effect than used for a user aircraft 'ground roll' wheel Effect.

https://www.fsdeveloper.com/forum/threads/puddles.442953/post-800847

And the one time splash is not usually assigned by default in most aircraft like the water spray is, correct?


Correct. :)

https://www.fsdeveloper.com/forum/threads/puddles.442953/post-800847

I would rather use a 1 time splash and use an AttachPoint on the MDL linked with a effect controller file than a spray.

Thanks

You can begin studying the concepts for a method to use an AttachPoint for an Effect by reviewing Christian Bahr's thread here:

https://www.fsdeveloper.com/forum/posts/800089/


Hmmm... lets also see if Christian can come up with an avatar that has Marvel's "Dr. Strange" pop his head up from inside the puddle ! :wizard:

GaryGB
 
Last edited:
Thanks for the reply @GaryGB.

Would anyone know if the one time splash effect is an effect file that is included in the simulator's install or if it needs it be created from scratch? If it is included in the simulator's install would anyone know the name of it?

Thanks.
 
Back
Top