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March 9
I agree. Well, maybe it will come in the next update, we can all hope that. It would be such a good effectsure, that's what I do too
but i installed the latest sdk
and I saw no trace of smoke, contrails
I well remember that in a note
they announced the first two effects available for sdk
i saw it in the game, but in the sdk
in the fx menu...still nothing
I'm pretty annoyed
EDIT:
maybe naming that table
Sdk features roadmap
deceives
A roadmap can only deceive in the same way GPS deceives.maybe naming that table
Sdk features roadmap
deceives
a friend told me that under the SimObjects
there is already a smoke effect for volcano
I have yet to try it.
next sdk upd
How did it work out?Hi. Have you guys made any progress with effects?
I've installed the latest SDK and have been able to use the node editor to build an effect and debugger to attach it to a prop to test. however, I'm having issues trying to attach it to a ScenaryObject. I assume attachpointname should be the name of a mesh in my £D model (I use blender)? I've added a cone to my Fountain and named it FountainTip. Then added the following to my scenery XML file. The Effect is named Fountain.
<SceneryObject lat="50.11555326482982" lon="-5.53169092909015" alt="1.34144827417090" pitch="0.001018" bank="-0.001018" heading="164.327193" imageComplexity="VERY_SPARSE" altitudeIsAgl="TRUE" snapToGround="FALSE" snapToNormal="FALSE">
<LibraryObject name="{...}" scale="1.000000"/>
<AttachedObject attachpointName="FountainTip" instanceId="{...}" pitch="0.000000" bank="0.000000" heading="0.000000">
<Effect effectName="Fountain"/>
</AttachedObject>
</SceneryObject>
Does this look right?
Andy.
The Calypso.XML file contains before modifications theses instructions:Calypso.bin
Calypso.glTF
Calypso.xml
<?xml version="1.0" encoding="utf-8"?>
<ModelInfo version="1.1" guid="{E6A11F0D-819F-4DC1-3083-3AF53CC4C9C1}">
<LODS>
<LOD MinSize="0" ModelFile="calypso.gltf"/>
</LODS>
<Animation name="Radar" guid="3adff8d7-5a90-42a8-ae34-1697fa664197" type="Standard" typeParam="AutoPlay" />
<Animation name="Albatros" guid="1a396f2f-243f-4cb0-8f4c-ea60bd6da771" type="Standard" typeParam="AutoPlay" />
</ModelInfo>
<?xml version="1.0" encoding="utf-8"?>
<ModelInfo version="1.1" guid="{E6A11F0D-819F-4DC1-3083-3AF53CC4C9C1}">
<LODS>
<LOD MinSize="0" ModelFile="calypso.gltf"/>
</LODS>
<Behaviors>
<Include ModelBehaviorFile="Asobo\Generic\FX.xml"/>
<Component ID="FX_WAKEBACK_LEFT">
<OverrideTemplateParameters>
<FX_GUID>{92F1C965-87A6-4D23-BFBE-94B01040A7B9}</FX_GUID>
<FX_CODE>(A:GROUND VELOCITY, knot) 2 ></FX_CODE>
</OverrideTemplateParameters>
<Component ID="FX_WAKEBACK_LEFT_NODE" Node="FX_WAKE_L">
<UseTemplate Name="ASOBO_GT_FX"/>
</Component>
</Component>
<Component ID="FX_WAKEBACK_RIGHT">
<OverrideTemplateParameters>
<FX_GUID>{92F1C965-87A6-4D23-BFBE-94B01040A7B9}</FX_GUID>
<FX_CODE>(A:GROUND VELOCITY, knot) 2 ></FX_CODE>
</OverrideTemplateParameters>
<Component ID="FX_WAKEBACK_RIGHT_NODE" Node="FX_WAKE_R">
<UseTemplate Name="ASOBO_GT_FX"/>
</Component>
</Component>
<Component ID="FX_EXHAUST_CENTER">
<OverrideTemplateParameters>
<FX_GUID>{F5B8D8FA-C9AB-4D3A-A9F7-F1C2AB452CA3}</FX_GUID>
<FX_CODE>(A:GROUND VELOCITY, knot) 8 ></FX_CODE>
<FX_OFFSET_X>0.0</FX_OFFSET_X>
<FX_OFFSET_Y>1.0</FX_OFFSET_Y>
<FX_OFFSET_Z>-1.0</FX_OFFSET_Z>
</OverrideTemplateParameters>
<Component ID="FX_EXHAUST_CENTER_NODE" Node="FX_EXHAUST_C">
<UseTemplate Name="ASOBO_GT_FX"/>
</Component>
</Component>
</Behaviors>
<Animation name="Radar" guid="3adff8d7-5a90-42a8-ae34-1697fa664197" type="Standard" typeParam="AutoPlay" />
<Animation name="Albatros" guid="1a396f2f-243f-4cb0-8f4c-ea60bd6da771" type="Standard" typeParam="AutoPlay" />
</ModelInfo>
A bit buggy? This tutorial was published one week before su5, by a YouTube entity called "Microsoft Flight Simulator" and one might think they had some wherewithal about how MSFS works and what to expect. I have been following it all morning, by Labor Day gift to attach a flaming exhaust to my new rocket plane model and nothing! You can't even link the blocks like the show in the video! They summon up the Visual Effects Editor without first creating a project and it goes downhill from there - all with glowing comments of praise. I keep thinking, "it must be me.."Hi,
Creating effects is possible with the new Visual Effect Editor but it is a bit buggy since SU5, I hope it will improve with SU6.
I can make a post more complete if you want.