Attaching Effects To Droppable Objects

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Attaching Effects To Droppable Objects

Postby RaptorF22 » Fri Aug 07, 2009 6:35 am

I have been making FSX droppable objects for a while now, and I can't seem to figure out how to attach effects like smoke, fire, etc.
Can someone tell me how to do this, and if you know any other cool things to do with droppable objects I would like to learn to do them! ;D
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Re: Attaching Effects To Droppable Objects

Postby RaptorF22 » Wed Aug 12, 2009 7:59 pm

Nobody knows? :'(
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Re: Attaching Effects To Droppable Objects

Postby Nogod888GRCH » Wed Aug 19, 2009 4:12 am

I recently figured this out, so forgive my delayed post.  There are two ways of adding effects.  One way is make a controller file for the effect and to place the controller.  An example of this would be when i placed gunships in a harbor....then i made gun effects....then i created a random gun effect controller and placed that intro a scenery.bgl file.

the gun controller looked like this:

[Library Effect]
Lifetime=5
Version=1.00
Radius=2000
Priority=0

[controller.0]
lifetime=0,0
type=1
delay=0.00, 15.00
x offset=0.00, 0.00  
y offset=0.00, 0.00  
z offset=0.00, 0.00
random count=1, 1  
effect.0=fx_ForwardGun3, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 15.00

and the file is saved as an .fx file.  u can create them with notepad also....same as .xml files.  the controller file is then placed inside the effects folder alongside the effect it will "controll"  In my example...u can see the effect is named fx_ForwardGun3.  I had three ships with three guns...and three controllers...it worked very well.

The other method of adding effect...IE u wanna make a huge explosion like me....i wanted a nuke.  Some people edit the aircraft.cfg file and add the effect into the smoke system...but i like to reserve this for missiles.  Some people like to use the strobe light effect and replace it with their own...or simply add another...but again, i like to reserve this option for machine gun effects.  So finally, we come to my way.  First u need a saved flight so create one in the aircraft u plan on using for bomb run.  Name the saved flight whatever u want.  Then u need to locate the saved flight in My Documents/Flight Simulator X Files, and edit the .FLT file with notepad in the following manner.  Scroll down to the bottom and add two lines that read:

[DroppableObjects.0]
ObjectSet.0=Humvee_sm, 100

Save the file and close it.

Humvee_sm is a vehicle in the folder Sim Objects/Misc that we will be dropping. 100 is the quantity....just for fun...u can make this any number u want....and u can replace humvee for any model u place in Simobjects.  Now u can add the effects that u want to use by navigating to Microsoft Flight Simulator X\SimObjects\Misc\Humvee_sm and open the sim.cfg file with notepad.  Now scroll to section [Effects] it should look like this:

[effects]      //Visual effects spawned upon ground impact
ImpactLand         = fx_cargoImpactLand
ImpactWater        = fx_cargoImpactWater
ImpactDestroyLand  = fx_cargoDestroyLandMetal
ImpactDestroyWater = fx_cargoDestroyWaterMetal

Now u can replace these effects with your own....the same would apply to any other model u choose to use....for example...i downloaded a weapons pack that had great models of bombs to be placed in the Misc folder...but the effects were kinda poor...so i used the effects maker from SDK to create a Nuke....attached the effect to model in method mentioned above...and then added it to my saved flight in methon mentioned in section above that.  Then I put a flight together entitles WW3.  Two opposing sides drop nukes on each others fleets....Then we used my flight last Tuesday on Simaviators in a multiplayer session.  

Let me know if I need to explain some more.
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Re: Attaching Effects To Droppable Objects

Postby Nogod888GRCH » Wed Aug 19, 2009 4:25 am

If u need help with a project....Ive done a few...so let me know, im happy to share what I know....its just very hard to explain it all in text format without missing key information.  I downloaded a nuke explosion sound and tweaked the quality with Audacity then placed it inside the Sounds folder.  Then I created my effect...if u want to save some time...or u dont have the effects editor installed....u can simply make your own nuke sound...or copy another explosion sound to desktop and rename it Nuclear Explosion.wav then place it inside of sounds folder.  Now u can simply make the effect by opening notepad and copying the following text into it...then saving it as fx_FFNuclear.fx or ANYTHING_U_WANT.fx, just remember what u name it for when u edit the sim.cfg for the model u want to drop.  Now the effect:

[Library Effect]
Lifetime=5
Version=2.00
Radius=2000
Priority=0
[Sound]
FileName=Nuclear Explosion.wav
MinAttenuationDistance=10000.00
Looping=FALSE

[Properties]

[Emitter.0]
Lifetime=0.00, 2.00
Delay=2.00, 2.00
Bounce=0.00
No Interpolate=1
Rate=400.00, 500.00
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=-500.00, 500.00
Y Particle Velocity=50.00, 500.00
Z Particle Velocity=-500.00, 500.00
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=2.00, 4.00
Type=19
X Scale=1000.00, 3500.00
Y Scale=1000.00, 3500.00
Z Scale=0.00, 0.00
X Scale Rate=0.50, 0.50
Y Scale Rate=0.50, 0.50
Z Scale Rate=0.00, 0.00
Drag=-0.50, -0.50
Color Rate=0.80, 1.00
X Offset=-9000.00, 9000.00
Y Offset=1000.00, 2000.00
Z Offset=-9000.00, 9000.00
Fade In=0.00, 0.00
Fade Out=0.00, 0.00
Rotation=-1000.00, 1000.00
Shade=1
Face=1, 1, 1

[ParticleAttributes.0]
Blend Mode=2
Texture=fx_2.bmp
Bounce=0.00
Color Start=136, 214, 114, 255
Color End=0, 0, 0, 0
Jitter Distance=0.00
Jitter Time=0.00
uv1=0.00, 0.00
uv2=0.50, 0.50
X Scale Goal=2.00
Y Scale Goal=2.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00

[Emitter.1]
Lifetime=0.10, 1.00
Delay=0.20, 0.30
Bounce=0.00
No Interpolate=1
Rate=1.00, 1.00
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=0.00, 0.00
Y Particle Velocity=0.00, 0.00
Z Particle Velocity=0.00, 0.00
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=10.00, 10.00
Type=19
X Scale=10.00, 10.00
Y Scale=10.00, 10.00
Z Scale=0.00, 0.00
X Scale Rate=4.00, 6.00
Y Scale Rate=4.00, 6.00
Z Scale Rate=0.00, 0.00
Drag=-0.50, -0.50
Color Rate=0.20, 0.50
X Offset=0.00, 0.00
Y Offset=2000.00, 2000.00
Z Offset=0.00, 0.00
Fade In=0.00, 0.00
Fade Out=0.00, 0.00
Rotation=0.00, 0.00
Face=1, 1, 1

[ParticleAttributes.1]
Blend Mode=2
Texture=fx_2.bmp
Bounce=0.00
Color Start=40, 40, 40, 255
Color End=10, 10, 10, 0
Jitter Distance=0.00
Jitter Time=0.00
uv1=0.50, 0.50
uv2=1.00, 1.00
X Scale Goal=15000.00
Y Scale Goal=15000.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00

[Emitter.2]
Lifetime=0.50, 0.50
Delay=0.01, 0.01
Bounce=0.00
No Interpolate=1
Rate=1.00, 1.00
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=0.00, 0.00
Y Particle Velocity=0.00, 0.00
Z Particle Velocity=0.00, 0.00
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.2]
Lifetime=0.10, 0.39
Type=19
X Scale=2000.00, 20000.00
Y Scale=2000.00, 20000.00
Z Scale=0.00, 0.00
X Scale Rate=0.00, 0.00
Y Scale Rate=0.00, 0.00
Z Scale Rate=0.00, 0.00
Drag=-0.50, -0.50
Color Rate=0.60, 0.60
X Offset=0.00, 0.00
Y Offset=2000.00, 2000.00
Z Offset=0.00, 0.00
Fade In=0.00, 0.00
Fade Out=0.00, 0.00
Rotation=0.00, 0.00
Face=1, 1, 1

[ParticleAttributes.2]
Blend Mode=2
Texture=fx_2.bmp
Bounce=0.00
Color Start=200, 200, 200, 100
Color End=100, 100, 100, 0
Jitter Distance=0.00
Jitter Time=0.00
uv1=0.00, 0.00
uv2=0.50, 0.50
X Scale Goal=0.00
Y Scale Goal=0.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00

[Emitter.3]
Lifetime=25.00, 25.00
Delay=2.10, 5.00
Bounce=0.00
Rate=80.00, 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=-20.00, 20.00
Y Particle Velocity=5.00, 5.00
Z Particle Velocity=-20.00, 20.00
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.3]
Lifetime=0.00, 0.00
Type=19
X Scale=200.00, 1000.00
Y Scale=200.00, 1000.00
Z Scale=0.00, 0.00
X Scale Rate=0.05, 0.10
Y Scale Rate=0.05, 0.10
Z Scale Rate=0.00, 0.00
Drag=-0.50, -0.40
Color Rate=0.01, 0.20
X Offset=-2000.00, 2000.00
Y Offset=14000.00, 16000.00
Z Offset=-2000.00, 2000.00
Fade In=0.10, 0.20
Fade Out=0.60, 0.90
Rotation=1.00, 1.00
Ground Normal=1
Face=1, 1, 1

[ParticleAttributes.3]
Blend Mode=1
Texture=fx_1.bmp
Bounce=0.01
Color Start=150, 150, 150, 100
Color End=150, 150, 150, 0
Jitter Distance=0.00
Jitter Time=0.00
uv1=0.00, 0.50
uv2=0.50, 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.4]
Lifetime=0.50, 0.50
Delay=0.90, 0.90
Bounce=0.00
No Interpolate=1
Rate=1.00, 1.00
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=0.00, 0.00
Y Particle Velocity=0.00, 0.00
Z Particle Velocity=0.00, 0.00
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.4]
Lifetime=0.19, 0.19
Type=19
X Scale=2000.00, 20000.00
Y Scale=2000.00, 20000.00
Z Scale=0.00, 0.00
X Scale Rate=0.00, 0.00
Y Scale Rate=0.00, 0.00
Z Scale Rate=0.00, 0.00
Drag=-0.50, -0.50
Color Rate=0.60, 0.60
X Offset=0.00, 0.00
Y Offset=2000.00, 2000.00
Z Offset=0.00, 0.00
Fade In=0.00, 0.00
Fade Out=0.00, 0.00
Rotation=0.00, 0.00
Face=1, 1, 1

[ParticleAttributes.4]
Blend Mode=2
Texture=fx_2.bmp
Bounce=0.00
Color Start=200, 200, 200, 100
Color End=100, 100, 100, 0
Jitter Distance=0.00
Jitter Time=0.00
uv1=0.00, 0.00
uv2=0.50, 0.50
X Scale Goal=0.00
Y Scale Goal=0.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00

[Emitter.5]
Lifetime=0.10, 1.00
Delay=1.20, 1.20
Bounce=0.00
No Interpolate=1
Rate=1.00, 1.00
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=0.00, 0.00
Y Particle Velocity=0.00, 0.00
Z Particle Velocity=0.00, 0.00
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.5]
Lifetime=10.00, 10.00
Type=19
X Scale=1.00, 1.00
Y Scale=1.00, 1.00
Z Scale=0.00, 0.00
X Scale Rate=4.00, 6.00
Y Scale Rate=4.00, 6.00
Z Scale Rate=0.00, 0.00
Drag=-0.50, -0.50
Color Rate=0.20, 0.50
X Offset=0.00, 0.00
Y Offset=2000.00, 2000.00
Z Offset=0.00, 0.00
Fade In=0.00, 0.00
Fade Out=0.00, 0.00
Rotation=0.00, 0.00
Face=1, 1, 1

[ParticleAttributes.5]
Blend Mode=2
Texture=fx_2.bmp
Bounce=0.00
Color Start=40, 40, 40, 255
Color End=10, 10, 10, 0
Jitter Distance=0.00
Jitter Time=0.00
uv1=0.50, 0.50
uv2=1.00, 1.00
X Scale Goal=15000.00
Y Scale Goal=15000.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00

[Emitter.6]
Lifetime=0.10, 1.00
Delay=0.60, 0.60
Bounce=0.00
No Interpolate=1
Rate=1.00, 1.00
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=0.00, 0.00
Y Particle Velocity=0.00, 0.00
Z Particle Velocity=0.00, 0.00
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.6]
Lifetime=10.00, 10.00
Type=19
X Scale=10.00, 10.00
Y Scale=10.00, 10.00
Z Scale=0.00, 0.00
X Scale Rate=4.00, 6.00
Y Scale Rate=4.00, 6.00
Z Scale Rate=0.00, 0.00
Drag=-0.50, -0.50
Color Rate=0.20, 0.50
X Offset=0.00, 0.00
Y Offset=2000.00, 2000.00
Z Offset=0.00, 0.00
Fade In=0.00, 0.00
Fade Out=0.00, 0.00
Rotation=0.00, 0.00
Face=1, 1, 1

[ParticleAttributes.6]
Blend Mode=2
Texture=fx_2.bmp
Bounce=0.00
Color Start=40, 40, 40, 255
Color End=10, 10, 10, 0
Jitter Distance=0.00
Jitter Time=0.00
uv1=0.50, 0.50
uv2=1.00, 1.00
X Scale Goal=15000.00
Y Scale Goal=15000.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00

[Emitter.7]
Lifetime=50.00, 50.00
Delay=3.10, 3.10
Bounce=0.00
Rate=80.00, 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=-20.00, 20.00
Y Particle Velocity=5.00, 5.00
Z Particle Velocity=-20.00, 20.00
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.7]
Lifetime=50.00, 55.00
Type=19
X Scale=500.00, 500.00
Y Scale=500.00, 500.00
Z Scale=0.00, 0.00
X Scale Rate=0.05, 0.10
Y Scale Rate=0.05, 0.10
Z Scale Rate=0.00, 0.00
Drag=-0.50, -0.40
Color Rate=0.60, 0.80
X Offset=-20.00, 20.00
Y Offset=-500.00, 1000.00
Z Offset=-20.00, 20.00
Fade In=0.10, 0.20
Fade Out=0.60, 0.90
Rotation=1.00, 1.00
Face=1, 0, 1

[ParticleAttributes.7]
Blend Mode=1
Texture=fx_1.bmp
Bounce=0.01
Color Start=250, 250, 250, 100
Color End=250, 250, 250, 0
Jitter Distance=0.00
Jitter Time=0.00
TempK=0.00
TempRate=99.00
uv1=0.00, 0.50
uv2=0.50, 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
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Re: Attaching Effects To Droppable Objects

Postby RaptorF22 » Wed Aug 19, 2009 6:51 am

What I was actually looking for in the beginning was how to attach effects to objects so that the effects play in the air like a missile contrail, or an afterburner for a drone.
Do you know of any way to do this?
But thank you for all this information!
I'll try to "reverse-engineer" the text for the effect and see if I can figure out how to do it myself! ;D
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Re: Attaching Effects To Droppable Objects

Postby Felix/FFDS » Wed Aug 19, 2009 5:08 pm

Nogod888GRCH:

Thank you for the post and explanations.  I am not good at all with effects, etc, but your posts are clear and worth studying.
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Re: Attaching Effects To Droppable Objects

Postby Nogod888GRCH » Wed Aug 19, 2009 8:39 pm

What I was actually looking for in the beginning was how to attach effects to objects so that the effects play in the air like a missile contrail, or an afterburner for a drone.
Do you know of any way to do this?
But thank you for all this information!
I'll try to "reverse-engineer" the text for the effect and see if I can figure out how to do it myself! ;D


The simple short answer is that it can only be done when creating the model.
Last edited by Nogod888GRCH on Wed Aug 19, 2009 8:49 pm, edited 1 time in total.
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