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MSFS20 Smoke in MSFS

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norway
Hi,

-is it possible to have smoke animated from blender in MSFS? Lik smoke from a chimnei or something? - Or does it exist in sdk somewhre. Thanks
 
Ok thanks 😊 I will expect a lot of scenery updates on flightsim.to when it comes😎
 
March 9 :)

DRSlide2-1.jpg
 
it would be great to make something like this =)
 

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  • stickers-high-smoking-chimney.jpg.jpg
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sure, that's what I do too :)
but i installed the latest sdk
and I saw no trace of smoke, contrails :confused:
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 :mad:
I'm pretty annoyed :D

EDIT:
maybe naming that table
Sdk features roadmap
deceives 🙃
 
Last edited:
sure, that's what I do too :)
but i installed the latest sdk
and I saw no trace of smoke, contrails :confused:
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 :mad:
I'm pretty annoyed :D

EDIT:
maybe naming that table
Sdk features roadmap
deceives 🙃
I agree. Well, maybe it will come in the next update, we can all hope that. It would be such a good effect 😬
 
maybe naming that table
Sdk features roadmap
deceives 🙃
A roadmap can only deceive in the same way GPS deceives.


The contrail effect is visible within the simulator and until one is unable to implement it onto a working model, there is scarcely reason to assume it would need to be attached any differently than the rain effect. Under this interpretation, the roadmap is accurate.
 
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
unknown.png
 
I haven't opened mfs since the last upgrade
it will take another month to pass the anger with asobo :(

There are still too many problems to fly and develop, so I am now dedicating to building my FS rig

I have tried the volcano, but I believe it can only be used for.... a volcano :)
 
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.
 
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.
How did it work out?
 
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.

Then it is possible to attach this effect to a SimObject (a simple cube can do the trick) or to a plane, a boat, an animal, etc ...
The code is quite simple if you are familiar with XML in the MSFS way.
I am converting my Calypso (FSX version) to MSFS and I have theses files:
Calypso.bin
Calypso.glTF
Calypso.xml
The Calypso.XML file contains before modifications theses instructions:
<?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>

I have create 2 effects :
- a wake effect
- a chimney effect.
In my Calypso, I have create some attach point as empty (plain axis) and named it: FX_WAKE_L, FX_WAKE_R and FX_EXHAUST_C

Theses effects are compiled in a VisualEffectLib which shopud be incorporated in your Community as an addon or incorporated directly in the tree directory of your addon.
Lines that you should add must be incorporated in two Behaviours tags.
A different GUID should be associated at each effect attach point and you could display it according to the result given by the code you want.
The component ID is choose by the devloper For the rest, the SDK and Anthony's post should allow you to make your own tests.

The result is:

<?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 &gt;</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 &gt;</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 &gt;</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>

I hope to release a small librarie with theses effects and some remarks to use it.

Today, I finished 3 complementary effects:
- a water drop
- a delayant drop red,
- a fire whith smoke

Theses tree effets are for my Canso PBY-5A which is a Water Bomber.

Delayant drop by C-FPQK bis.jpg


Canso_PBY-5A_v020.jpg


Basic effects can be also attached to some specific points : C_GEAR, R_GEAR, etc and display water effects, snow effects, etc depending on the nature of the terrain where the aircraft will land.
A snow effect when my Canso land on Mirabel-CYMX.

Runway_on_Mirabel.jpg


I can make a post more complete if you want.
 
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.
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.."
I can make a post more complete if you want.

I am going to close that video window now, I'll check the home page. There was another one, where a very helpful developer was attaching smoke to an A320 engine, but I could not understand his words and his desktop font was an odd combination of English and Cyrillic, some of the links he clicked, I couldn't even read.
So, what I am getting at, is, if you posted anything, I am sure it will be eagerly absorbed. What you have offered here alone inspired me to continue in this current endeavor, so, thank you.
 
Yes Dick,

But effects that are in theses addons are SPB files (binaries) and it is not possible to examine the "interior". You could only see the XML of the objects which handle theses effects.
It's very poor but it is possible.
Here is the dashboard use in order to create a fire effect for Calypso boat (my wake effect is a little buggy: too high)

Creation_Incendie_Calypso.jpg


To create this I have examine FSX FX files and create two emmitters: one for the smoke and one for the fire. For the fire I had to create a new material library with a smoke PNG file available in Officila\OneStore and apply this new material on the second emitter.
By modifying the RGB values of the inputs we get a correct result but at the cost of many hours of testing because from time to time it crashes without giving reasons.

For my work, I use the Visual Effect Editor to connect the different nodes, I save my XML files and I compile them out of MSFS with the command line or using a drag&drop of XML project file on FSPACKAGETOOLS.exe
 
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