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vertical to horizontal

Messages
16
Country
unitedkingdom
I have tried!!
Trying deicer effects-just want to adapt eg -steam -from horizontal to a vertical - . How do I do this please.
Thought I was onto something with FX Editor but sim result not as fx editor result?
Have just been changing emitter Y, X, Z particle velocities and have tinkered with Temp and drag also. Havent touched particles sections at all.
Using gmax and attaching effect there. It shows in FSX.
Hope you can help as its holding up my work for days. -(
Thank you
John

Lifetime=5
Version=2.00
Radius=-1
Priority=0

[Properties]
Cockpit=1
VirtualCockpit=1
Spot=1
Tower=1
Map=1

[Emitter.0]
Lifetime=0.00, 0.00
Delay=0.00, 0.00
Bounce=0.00
No Interpolate=1
Rate=15.00, 30.00
X Emitter Velocity=0.00, 0.00
Y Emitter Velocity=0.00, 0.00
Z Emitter Velocity=0.00, 0.00
Drag=0.00, 0.00
X Particle Velocity=-1.00, 1.00
Y Particle Velocity=-1.00, 6.00
Z Particle Velocity=10.00, 15.00
X Rotation=0.00, 0.00
Y Rotation=0.00, 0.00
Z Rotation=0.00, 0.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Pitch=0.00, 0.00
Bank=0.00, 0.00
Heading=0.00, 0.00

[Particle.0]
Lifetime=0.50, 2.0
Type=19
X Scale=0.50, 1.00
Y Scale=0.50, 1.00
Z Scale=0.00, 0.00
X Scale Rate=0.50, 1.00
Y Scale Rate=0.50, 1.00
Z Scale Rate=0.00, 0.00
Drag=-0.10, -0.05
Color Rate=0.33, 0.45
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=-1.00, 1.00
Fade In=0.00, 0.00
Fade Out=0.10, 0.20
Rotation=-60.00, 60.00
Shade=1
Face=1,0,1
DX9OrigFace=1, 1, 1

[ParticleAttributes.0]
Blend Mode=1
Texture=fx_1.bmp
Bounce=0.00
Color Start=150, 150, 170, 150
Color End=100, 100, 120, 0
Jitter Distance=0.20
Jitter Time=1.00
TempK=100.00
TempRate=0.00
uv1=0.50, 0.75
uv2=0.75, 1.00
X Scale Goal=20.00
Y Scale Goal=20.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00

[Emitter.1]
Lifetime=0.00, 0.00
Delay=0.00, 0.00
Bounce=0.00
No Interpolate=1
Rate=40.00, 50.00
X Emitter Velocity=0.00, 0.00
Y Emitter Velocity=0.00, 0.00
Z Emitter Velocity=0.00, 0.00
Drag=-0.00, 0.00
X Particle Velocity=-2.00, 2.00
Y Particle Velocity=-1.00, 6.00
Z Particle Velocity=10.00, 15.00
X Rotation=0.00, 0.00
Y Rotation=0.00, 0.00
Z Rotation=0.00, 0.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Pitch=0.00, 0.00
Bank=0.00, 0.00
Heading=0.00, 0.00

[Particle.1]
Lifetime=0.50, 2.50
Type=19
X Scale=1.00, 1.50
Y Scale=1.00, 1.50
Z Scale=0.00, 0.00
X Scale Rate=0.50, 1.00
Y Scale Rate=0.50, 1.00
Z Scale Rate=0.00, 0.00
Drag=-0.10, -0.05
Color Rate=0.33, 0.45
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=-1.00, 1.00
Fade In=0.00, 0.00
Fade Out=0.10, 0.20
Rotation=-60.00, 60.00
Shade=1
Face=1,0,1
DX9OrigFace=1, 1, 1

[ParticleAttributes.1]
Blend Mode=1
Texture=fx_1.bmp
Bounce=0.00
Color Start=240, 240, 250, 150
Color End=230, 230, 240, 0
Jitter Distance=0.20
Jitter Time=0.00
TempK=100.00
TempRate=0.00
uv1=0.50, 0.75
uv2=0.75, 1.00
X Scale Goal=20.00
Y Scale Goal=20.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00
 
Messages
7,450
Country
us-illinois
Hello:

Have you tried:

TempK=1000.00

...for both Particle Emitters in the above example Effect *.Fx file ? :idea:


Also, "Do Effect" and look at the tabular settings used in FSX SDK Special Effects Tool dialogs for:

[FSX install path]\Effects\fx_oldfaith1.fx

...and:

[FSX install path]\Effects\Cntrl_OldFaithfull.fx

...as well as:

[FSX install path]\Effects\fx_blowHole.fx

[FSX install path]\Effects\fx_BelgFount1.fx

[FSX install path]\Effects\fx_BelgFount2.fx

[FSX install path]\Effects\Cntrl_LV_fnt.fx


Hope this helps with your testing. :)

GaryGB
 
Last edited:
Messages
16
Country
unitedkingdom
Thank you, but so sorry , heading of my post is right , in post it is wrong . Should be vertical to horizontal, eg make steam emit sideways not upwards. Apologies again.
John
 
Messages
7,450
Country
us-illinois
Hi again:

In FSX SDK Special Effects Tool dialogs tabular settings, try checking "Extrude" and "Align to ground", or try changing settings for "Facing", then "Do Effect" .

Depending on what Effect you want to achieve, you may also be able to modify orientation of *.Fx cited above. :idea:


NOTE: You may find it helpful to refer to the SDK documentation for Special Effect Tool:

http://www.prepar3d.com/SDK/Environment Kit/Special Effects SDK/Creating Special Effects.html

http://www.prepar3d.com/SDKv4/sdk/modeling/special_effects/special_effects_overview.html#Properties


Hope this helps a bit more with your testing. :)

GaryGB
 
Last edited:
Messages
16
Country
unitedkingdom
Thank you for your time GaryGB. It took less time to make the model than get the effect right and I’m still not there yet! Made progress slowly. FACE I have to tinker with as the effect is following me around?!? Thanks for links. Any chance you know which ones to tick for it to not follow me?
 
Messages
7,450
Country
us-illinois
Hi again:

IIUC, you are referring to the Effect preview being displayed at the central datum point of the user aircraft ?

If so, that is how the Special Effects Tool is intended to work as a run time interactive Fx preview utility.

However, you can adjust the X,Y,Z 'offset' in the top left of the tabular parameter configuration dialog of that utility to move the display position of the previewed Fx farther away from the user aircraft for better visualization in locked spot view.

GaryGB
 

=rk=

Resource contributor
Messages
4,485
Country
us-washington
If you are trying to get an effect like this:

uKvqXsQ.jpg

3IPQ38A.jpg


Then you want to work with the temperature. Right around 100 degrees particles stop rising and start to fall, so the idea is that you want them to hover, more or less. There is also a variable that controls the rate that particles cool. Ultimately, you project your particle out and the combination of speed, initial temperature and rate of cooling, determine how long and how flat your trajectory is. It is actually impossible to get a flat horizontal trajectory with no rise or fall, particles are designed to mimic smoke, but you are welcome to try.
This effect was originally a water, or fire retardant drop effect, that I heavily edited to get this result.
 
Messages
16
Country
unitedkingdom
Making progress slowly, but many a backward step . What I see in preview is not what i get in sim, but improved. Will work on again today after nearly giving up.
Thanks for helps and hints so far. It is a downward spray- supposed to look like de icing. So similar idea to your fire engine spray. Effect is ok but direction?? Will try
2018-4-29_8-57-22-682.png





fx editor.png
 

=rk=

Resource contributor
Messages
4,485
Country
us-washington
I see well you are inviting yourself a greater challenge using FXEditor, because the render is so much more accurate with FX Tool, you make adjustments on the fly, in real time in the sim. Given that projected effects don't work quite the same when emitted by a point within or near the user vehicle, but the fact that you don't use this tool explains the disconnect when Gary tried to explain the effect render point offset.

5f627555.jpg

light-jpg.35418


These images are from P3D but the tool invokes, looks and works exactly the same in FSX. Also you don't have to load an effect, you can simply create one from scratch, however I always start with something similar to what I want to achieve. All the sliders are adjustable and all the boxes are editable.

I turned this aurora effect:

FSBorealis.jpg


Into this rather plain but very "immersive" sand storm effect in this way:

4EQLp3b.jpg


A review of you de-icer effect implies your temperature is still way too high.
 
Messages
16
Country
unitedkingdom
Quite an amazing solution (for me at least).

M y strange screenshot of the effect by the cessna using FS editor in FSX (correct), showing the straight one attached to my model behind.
Same effect doing different things.?

sum 1.png


I thought it must be something to do with the way its attached in gmax (but i was not hopeful)

Anyway rotated the attach point in G max and YES, it works. hip hip. (see p-c)
Thank you for your interest lads. I have learned a lot about special effects!!

sum2.png



Thank you guys again. I am very happy . ----------------Till next time.
Cheers
John
 
Messages
7,450
Country
us-illinois
Hi John:

I appreciate you sharing your example work-flow to display an Effect in the FS 3D world orientation you require. :)

Since Effects using *.Fx files is a rather complex and under-documented feature of the FS SDK, IMHO, it is helpful to have more information posted here at FSDeveloper which assists in building the community knowledge base.


At this point, I would like to better understand (2) things in particular: :scratchch

1.) Which utility are you using for the work-flow discussed in your posts and seen in your screen shots above: ?

* The Special Effects Tool (aka "VisualFxTool.dll" in FSX SDK), which can preview in FS at run time a *.Fx file , independent of placement parameters otherwise applied via XML placement code compiled by BGLComp into a BGL.

https://msdn.microsoft.com/en-us/library/cc526969.aspx#TheFXToolDialog

...or:

* Arno's FxEditor, which can NOT preview in FS at run time (but instead inside a separate task window), a *.Fx file independent of placement parameters otherwise applied via XML placement code compiled by BGLComp into a BGL.

https://www.fsdeveloper.com/forum/forums/fxeditor.116/

https://www.fsdeveloper.com/wiki/index.php?title=FXEditor


2.) What rotated position and final orientation relative to the 3D world drawing axes of GMAX was required for the AttachPoint on your 3D model to achieve proper display of the Effect when rendered in FS at run time ?


Would you please show us a zoomed-in screenshot of that AttachPoint rotated position and final orientation relative to the 3D world drawing axes of GMAX on your 3D model which was required to achieve proper display of the attached Effect *.Fx file when rendered in FS at run time. ?

Would you also post the final Effect *.Fx ASCII Text code for the Effect that actually worked as seen in your FS screen shot above showing 'properly-oriented' display of the Effect when rendered in FS at run time ?


I believe it would help us to better understand what limitations (if any) may exist in numeric parameters available via the tabbed dialog box controls of the SDK Special Effects Tool that we may need to 'compensate' for by changing the geometry of our 3D models, to work-around any such parameter value limitations ...in order to achieve a desired orientation for Effect *.Fx files rendered via AttachPoints on a MDL in FS at run time.

Thanks in advance for your further assistance with a reply to my questions above, so we can contribute a bit more to the FSDeveloper the community knowledge base for this aspect of working with Special Effects. ;)

GaryGB
 
Last edited:
Messages
16
Country
unitedkingdom
Cheers GaryGB,

I "preferred" using Arno,s effects editor for an overall feel, but i see the great benefits of the FX visual tool in FSX particularly for manufacturing the effect. So I used both.

I was creating a "spray" effect by adapting a larger and more complex spray.
It was to attach to a vehicle in gmax and rotate with a part of it.
I made the vehicle and made a simple box as the Attach point.
I then started manipulating the effect as a learning process!! I simplified the effect by removing an emitter and particles as I was struggling.
No matter what I did in both editors the spray would not exit the attach point at the correct angle despite LOOKING CORRECT in both editors.
After dull moments on my part It dawned on me from one shot that the solution (if any) would lie in the model itself.
I rotated the Attach Point within gmax ,which turned the effect around the Y axis to whatever I wanted.
The other problem I came up against was wanting to change the pivot point to match my rotating part of the vehicle in order to animate it easily. The effect emission changed to the changed PIVOT POINT position 11 metres away.. I tried to offset within the effect code but it was a mess! I animated the attach point separately which unfortunately was a lot more work!
Effect and screenshot of gmax provided. Best wishes. John
gmax de ice.png



[Library Effect]
Lifetime=5
Version=2.00
Radius=-1
Priority=0

[Properties]

[Emitter.0]
Lifetime=0.00, 0.00
Delay=0.00, 0.00
Bounce=0.00
No Interpolate=1
Rate=60.00, 80.00
X Emitter Velocity=0.00, 0.00
Y Emitter Velocity=0.00, 0.00
Z Emitter Velocity=0.00, 0.00
Drag=0.00, 0.00
X Particle Velocity=-2.00, 2.00
Y Particle Velocity=-8.00, -8.00
Z Particle Velocity=10.00, 15.00
X Rotation=0.00, 0.00
Y Rotation=0.00, 0.00
Z Rotation=0.00, 0.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Pitch=0.00, 0.00
Bank=0.00, 0.00
Heading=0.00, 0.00

[Particle.0]
Lifetime=0.50, 1.0
Type=19
X Scale=0.40, 1.50
Y Scale=0.40, 1.00
Z Scale=0.00, 0.00
X Scale Rate=0.50, 1.00
Y Scale Rate=0.50, 1.00
Z Scale Rate=0.00, 0.00
Drag=-0.70, -0.6
Color Rate=0.33, 0.45
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Fade In=0.00, 0.01
Fade Out=0.10, 0.20
Rotation=-60.00, 60.00
Shade=1
Face=1, 0, 1

[ParticleAttributes.0]
Blend Mode=1
Texture=fx_1.bmp
Bounce=0.50
Color Start=240, 240, 250, 150
Color End=230, 230, 240, 0
Jitter Distance=0.20
Jitter Time=0.00
TempK=80.00
TempRate=1.00
uv1=0.50, 0.75
uv2=0.75, 1.00
X Scale Goal=10.00
Y Scale Goal=10.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00
 
Messages
7,450
Country
us-illinois
Thanks John; this will be a good learning resource to refer to when working with Effects via AttachPoints on MDLs. :)

GaryGB
 
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