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Quote for animated windsock..

Rotornut44

Resource contributor
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us-florida
Hello,
Just wondering what one would charge to build me a simple, yet nice custom animated windsock. It must have a well set-up single texture sheet with the ability to texture the sock and pole separately. It also must work in FSX, P3D v1, and v2+. Message me with your quotes.

Thanks for your attention,

CB
 
Still looking for quotes. Would like this done no later than the end of this month. (Mid month if possible)
 
If this is freeware check the Resources link at the top of the page, there are some animated windsocks there I believe from Arno. They don't work in P3D2 though and there is no current alternative other than default windsocks.
 
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I glanced at it Gary and filed it away in the gray matter for future reference which is becoming less & less reliable with every beer day that goes by. :) . Now after looking at the Resources section I can't find the windsocks I was thinking about but I see Jörg Berg's models are there so hopefully the OP will be able to find what he needs in those. Incidentally Orbx also uses ObjectFlow to conditionally swap windsock models in P3D2, which is what we did at 65S.
 
If this is freeware check the Resources link at the top of the page, there are some animated windsocks there I believe from Arno. They don't work in P3D2 though and there is no current alternative other than default windsocks.
This will be used in both freeware and payware packages, so I need a model I have all rights to.
 
If this is freeware check the Resources link at the top of the page, there are some animated windsocks there I believe from Arno. They don't work in P3D2 though and there is no current alternative other than default windsocks.

I glanced at it Gary and filed it away in the gray matter for future reference which is becoming less & less reliable with every beer day that goes by. :) . Now after looking at the Resources section I can't find the windsocks I was thinking about but I see Jörg Berg's models are there so hopefully the OP will be able to find what he needs in those. Incidentally Orbx also uses ObjectFlow to conditionally swap windsock models in P3D2, which is what we did at 65S.

Hi again, Jim:

The original 'animated' windsock from the FSDeveloper Resources section is here:

http://www.fsdeveloper.com/forum/resources/windsock-animated.79/updates


FYI
: IIRC, this package was a cooperative project involving Jörg Dannenberg's models, Arno's input with coding access of the animated response to a 'Wind direction' (aka "AMBIENT WIND DIRECTION") MSFS environment variable offset within the FS system memory infrastructure (and Jon Patch for beta testing ?).


I don't recall if the final version of that original package posted here was ever updated by them to address a Heading orientation bug in the 3D model:

http://www.fsdeveloper.com/forum/threads/arnos-windsock-wont-compile.77737/


BTW: I don't believe the original 'animated' windsock from the FSDeveloper Resources section was restricted from use in payware developments, as it apparently has already been used years ago by Bill Womack (and IIRC, Jon Patch also) for payware products.


Regarding the newest version of the windsocks, if I'm not mistaken, the newer FSX / P3d / S.O.D.E compatible versions of the animated windsocks cited above, are also NOT restricted from "use" in payware developments; the copyright is retained by Jörg Dannenberg, but the end user can still make use of it, IIUC. :scratchch


NOTE: One must use the newest download links; V1.4x is posted here:

http://www.fsdeveloper.com/forum/th...bjects-windsocks-for-sode.430611/#post-679035


PS: Jörg Dannenberg's "Flight Port" web site has some excellent innovative freeware scenery that is fun to explore and fly with (many thanks, Jörg ! ;)):

http://translate.google.com/translate?hl=en&sl=de&u=http://www.flightport.de/&prev=search


Hope this helps ! :)


GaryGB
 
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This will be used in both freeware and payware packages, so I need a model I have all rights to.
Considering the effort by multiple very highly experienced people to create these windsocks, good luck finding alternatives you can "have all rights to." ! :alert:


FYI: In addition to reserving the right to monitor how their 'free' content is used and represented (so that it is used for good and not mis-characterized as having negative issues etc.), most authors (especially in close-knit GIS and 3D modeling / modding communities) simply want to be acknowledged 'in the credits' for a project, including entities like the USGS, various private and governmental GIS agencies etc..

Just be prepared to "throw 'em a bone' by giving credit if requested (and even if not explicitly requested !). :pushpin:


I believe the way may already be open for use of these windsocks in even a payware project without a need for any legal complexity of licensing or outright purchase just so that a MSFS add-on developer can "have all rights to" someone else's work.

IMHO, 'having all rights' might not be necessary or desirable for simply making and selling any MSFS add-on product that may- or may not- ever net enough total proceeds to financially qualify for a 'small-claims court' case ...in the un-likely event that there ever was a un-anticipated legal problem. ;)

GaryGB
 
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Gary,

With respect.. I think Christopher is just looking to pay someone to make the object that he needs for his projects. No reason to get too riled up about it.. :)

Continue on..
- Joseph
 
The customary arrangement is to produce a unique model, often using the template of an existing model with an original texture, which the modeler sells to the developer to use whatever way he see's fit. Details can vary, but that is probably what he means in "having all rights," by virtue of purchasing them.
 
I'm certainly not "riled up" over the topic in this thread, and I hope I didn't give the wrong impression that I was trying to discourage Chris from pursuing his goals. :oops:

Rather, I was trying to encourage him to consider the options which, IIUC, are now already available to him as a FS developer (rather than waiting). :idea:


And AFAIK, the windsocks Jim and I cited above, are presently the only ones available for use at this time. :pushpin:


Hope this helps Chris with considering his options ! :)

GaryGB
 
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Sounds good!

I'm curious of using skinned mesh in Blender could produce a desired effect.. hmm..

- Joseph
 
Skinned meshes work for animating human figures and are preferred for the motion capture style animation. I notice the figures tend to bend at the knees kind of "noodly," like there is no specific joint, but you could probably make it work fine for a wind sock.
 
Jörg Dannenberg's "Flight Port" web site has a tutorial slideshow on "Bone Animation" (that may have been used to create his windsock objects ?): :idea:

http://translate.google.com/translate?hl=en&sl=de&u=http://www.flightport.de/&prev=search

http://translate.googleusercontent....ation/&usg=ALkJrhhAdkwYKI1Hjg4z9jy5HPVcF4sPxQ


Wonder why so much "Bone Animation" detail might be used in a windsock ?

Because if you load and use the windsock cited above, and set the wind speed high enough in a MSFS flight session, the windsock actually "flaps" like it might do in real life (...very cool ! :cool: )

Hope this helps ! :)

GaryGB
 
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I have to observe, GaryGB, that from the perspective of a prospective modeler, your post was somewhat confusing. After clicking through the entire lengthy tutorial, I did not see any wind sock; further, the animations are straight key-frame style, with an "ambient" tag that translates to "always on." This type of animation is not at all suited to dynamic environment conditions, which is really hard to code into a cheap little $50 windsock, so I kind of wanted to see how he did it, if that is indeed the case.
__________
So, I dug a little deeper and downloaded the library, found "fp_windsocks_only.bgl" and had a look. The first thing I noticed was that it uses .bmp textures, a format that is backwards compatible from FS2004 into FSX, but not the ideal .dds textures found elsewhere in the library. FS2004 and earlier versions used an environmental variable for wind that was discontinued in FSX and an animation tag that is not identified in FSX will not animate. Opening the .bgl in Notepad reveals this line of code:
sock_1.jpg

Which defines it as an FS9 native model. To my understanding, an FSX model must be linked to SimConnect, or some other external client through a preloaded .dll or .exe and be coded as an AI vehicle, in order to animate from variables that are not in the standard list of animation tags. This model appears to conform to the old FS wind variable and if so, would not animate in FSX or P3D regardless of wind conditions.
 
http://www.fsdeveloper.com/forum/threads/quote-for-animated-windsock.434400/#post-715092

I have to observe, GaryGB, that from the perspective of a prospective modeler, your post was somewhat confusing. After clicking through the entire lengthy tutorial, I did not see any wind sock

Hi Rick:

Certainly the author does not label the object as a "windsock" in the context of that tutorial.

But, certainly I asked whether the example object in the context of that tutorial "may have been used to create his windsock objects":

http://www.fsdeveloper.com/forum/threads/quote-for-animated-windsock.434400/#post-715079
Jörg Dannenberg's "Flight Port" web site has a tutorial slideshow on "Bone Animation" (that may have been used to create his windsock objects ?):

I believe it is reasonably apparent that the author presents a "fictional" example 3D object textured with a "grass" material as a 'test of concept', which with some extrapolation, might also reasonably be interpreted as an object that could be slightly modified to create a animated windsock. :idea:


I'm personally doubtful the author was creating a test model for a scenery object intended to be a ex: 'translucent large diameter flexible hose attached to a animated aerodrome maintenance lawn-care power tool that is mowing grass and yielding a massive load of grass clippings at an astonishing rate of volume per second' ! :D

IMHO, one might even wonder if the object in that tutorial might have been textured with grass to "disguise" its true intended use ! :tapedshut

< Sorry for that; I felt strangely compelled to "throw-a-bone" to any (would-be) conspiracy theorists in our midst ! :laughing:>



; further, the animations are straight key-frame style, with an "ambient" tag that translates to "always on." This type of animation is not at all suited to dynamic environment conditions, which is really hard to code into a cheap little $50 windsock, so I kind of wanted to see how he did it, if that is indeed the case.

Please note in my post above (edited to add a link to the "top" page for clarity), the author cites the tutorial via a link labeled: "Bone Animation".

http://www.fsdeveloper.com/forum/threads/quote-for-animated-windsock.434400/#post-715079

I would be inclined to assume that the author would not purposely mis-label his tutorial if its content did not actually involve "Bone Animation". o_O

I know nothing 'yet' of what qualifies as "Bone Animation" other than what I saw in Stanley Kubrick's movie "2001: A Space Odyssey", so I would not presume to sit in judgement on whether the author actually presents content involving "Bone Animation" in that tutorial; however, considering his obvious expertise, I'd personally be inclined to take him at his word. ;)


Assuming this thread at FSDeveloper forums does not regress into the type of behavior seen in the video above, perhaps we might even convince the author of the Windsock objects and the "Bone Animation" tutorial itself to share his personal insights here ? :rolleyes:

So, I dug a little deeper and downloaded the library, found "fp_windsocks_only.bgl" and had a look. The first thing I noticed was that it uses .bmp textures, a format that is backwards compatible from FS2004 into FSX, but not the ideal .dds textures found elsewhere in the library. FS2004 and earlier versions used an environmental variable for wind that was discontinued in FSX and an animation tag that is not identified in FSX will not animate. Opening the .bgl in Notepad reveals this line of code:

sock_1.jpg


Which defines it as an FS9 native model. To my understanding, an FSX model must be linked to SimConnect,re you referring to or some other external client through a preloaded .dll or .exe and be coded as an AI vehicle, in order to animate from variables that are not in the standard list of animation tags. This model appears to conform to the old FS wind variable and if so, would not animate in FSX or P3D regardless of wind conditions.

Are you referring to the original 'legacy' Windsock package I linked to above ? (link is also in my quote below)

If not, where exactly did you download the "fp_windsocks_only.bgl" you cited in your post above ? :scratchch

Hi again, Jim:
http://www.fsdeveloper.com/forum/threads/quote-for-animated-windsock.434400/#post-714820

The original 'animated' windsock from the FSDeveloper Resources section is here:

http://www.fsdeveloper.com/forum/resources/windsock-animated.79/updates


FYI
: IIRC, this package was a cooperative project involving Jörg Dannenberg's models, Arno's input with coding access of the animated response to a 'Wind direction' (aka "AMBIENT WIND DIRECTION") MSFS environment variable offset within the FS system memory infrastructure (and Jon Patch for beta testing ?).


I don't recall if the final version of that original package posted here was ever updated by them to address a Heading orientation bug in the 3D model:

http://www.fsdeveloper.com/forum/threads/arnos-windsock-wont-compile.77737/


BTW: I may have mis-interpreted the actual MSFS environment variable offset within the FS system memory infrastructure which that original legacy windsock uses, as today, when I imported it into MCX, I was greeted by a user prompt for this variable / value:

windsock_mcx_set_condition_variable_global_winds_surface_velocity-png.23377


Sorry if my initial mis-interpretation of how the windsock is coded may have caused any confusion. :oops:


FYI
: Perhaps this info might help shed some further light on the obscure mechanism by which this windsock actually may respond to the wind ? :wizard:


http://www.fsdeveloper.com/forum/threads/variables-available-in-fs.332/

http://www.aerodynamika.com/cgi-bin/yabb2/YaBB.pl?num=1129741392/all



Regarding P3D compatibility, my post (also in this thread) cites those different windsock models ...here:



Hope this helps clear up any confusion you may have in relation to my posts in this thread ! :)



PS: I will do some tests to refresh my memory as to animation functionality for the original 'legacy' windsock Bill Womack used in his Plum Island FSX scenery, as well as what I believe to be the same 'naked MDLs' posted at FSDeveloper which IIRC, require packaging inside a BGLComp-XML-type scenery object library and which IIUC, must be placed in "pairs" ...in order to work properly.

I will post further on the issue of intact functionality for the 'legacy' windsock objects in question after I have re-tested them in both FS9 and FSX. :coffee:

GaryGB
 

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The OP asked about a contracted windsock and besides showing him ways to get one without contract, I had thought he was being shown a way to get one for FSX and P3D that also responds to environmental variables. In any of the links in the above post, I could only find fp_windsocks_only.bgl, which I tested and do not believe will animate in FSX or P3D. I could find no information on linking global_winds_surface_velocity to a model component, or on the term itself as a variable. Sorry to seem so :confused:
 
Hi Rick:

At the time (years ago) that I first tinkered with the original 'legacy' windsock MDLs package posted at FSDeveloper and those included with the Plum Island scenery package, I don't recall having opened the MDLs in MCX, so seeing the actual MSFS variable / value used was a surprise to me also ! :)


Even more baffling is where to begin in understanding a obscure method by which the cited legacy windsocks actually may respond to the wind. :confused:

IMHO, right about now we urgently need some info from "The Help File" of Arno's extensive knowledge on legacy methods of conditional display. :wave:


I do still need some time to do tests on the functionality of the windsocks in question as I mentioned above, so I'll post more info later. :coffee:

GaryGB
 
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U P D A T E

Hi Rick:

I have tested the windsock in Bill Womack's Plum Island scenery in FSX with an assigned Wind speed of 16 Kts.; it rotates / flaps. :pushpin:

The GUID that it uses is different than those in the MDLs for the original 'legacy' windsocks package posted at FSDeveloper; however, both sets appear visually and functionally identical. ;)


BTW: When I checked one of my download folders, I "re-discovered" another set of FS9 windsocks I'd forgotten about from AVSIM:

http://library.avsim.net/esearch.php?CatID=fs2004sd&DLID=167118


I have yet to test these latter MDLs; perhaps the internal methods used in this package might also be useful to you and Christopher ? :idea:


PS: It is possible that the latter windsock MDLs may also require correction for local magnetic variation when placed, just as the original 'legacy' windsocks package posted at FSDeveloper do; perhaps this is an inherent issue with more than one MSFS "wind" system variable ...when used for a windsock ? :scratchch

As has been mentioned in other threads, when a Heading in BGLComp-XML placement of "0" degrees is used, a windsock object rendered in FS at run time may not precisely follow the FS "Wind Direction" ('Wind Direction' is always expressed in degrees Magnetic).

http://www.fsdeveloper.com/forum/threads/cat-and-wind-headings.3123/

http://www.fsdeveloper.com/forum/threads/arnos-windsock-wont-compile.77737/


Hope this helps ! :)

GaryGB
 
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