Actually you have to attach an effect in 3d editor like Gmax, max or blender and then make your X or MDL. Effect in Effects folder and MDL as BGL library in Scenery folder..
Hello:
Certainly some may find it useful in certain development workflows to attach an Effect (aka "*.Fx") file to a 3D object.
IMHO, it is best, for preserving adaptability of such an approach, to attach a Cntrl-type Fx file to allow options for 'called' Fx.
But, in my experience, one does
NOT "
have to" attach a Basic-type Fx file to a 3D object, convert it to a MDL, package it inside a scenery object library BGL, then place it via BGLComp-type XML code.
An Effect (aka "*.Fx") file can simply be placed via BGLComp-type XML code, then compiled by BGLComp into a BGL.
Again, IMHO, it is best to preserve adaptability of such an approach, to attach a Cntrl-type Fx file to allow options for 'called' Fx.
A review of the threads linked above offers info on implementing sounds via Effects placed by:
* the "
direct" method using this workflow:
BGLComp Fx placement XML > BGL
...
or
* the "
indirect" method (using MDL AttachPoints) in this workflow:
[MDL & AttachPoint Fx] > BGLComp scenery object Library XML > BGLComp placement XML > BGL
Certainly if one intends to repeatedly re-use "sound effect" scenery library objects having pre-determined GUIDs and run time rendering "play" parameters via a 2D thumbnail proxy or live-in-FS 3D preview placement utility, that "indirect" method may have its own conveniences compared to the "direct" placement method.
But IMHO, each of the above methods have their own pros and cons ...depending on the developer's needs / preferences.
GaryGB