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fs2004 moving cars,people etc

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Hi can someone write a tutorial how to make moving cars, people etc for flight simulator 2004 plis
Do not send me to
google.com!!!!
because I could not find any tutorial how to make CAR traffic etc.
 
If you are talking about a few cars around an airport, that may be possible, however I don't think you'd have much luck getting FSX-style vehicles on the road. Let us know exactly what you are wanting to do.

By the way, googling 'fs2004 moving cars' gives a very good insight into what is and isn't possible in FS2004. I don't think there are any folk out there waiting to produce one-off tutorials on demand.

Don't be too quick to right off the power of Google....
 
I'am Talking about few cars maybe people walking around and airport
I dont mean like fsx cars in whole world
 
If you are interested in just FS9 (FS2004), try Lago's FS Enhancer (it does not work in FSX). It allows you to take all kinds of objects and created a path that they follow. It's all done inside FS9 - you just move the objects where you want them to go ("track" mode), and it remembers the path and plays it back. In addition, you can add many sound effects.

FS Enhancer is/was a payware program, and I don't know if it is still available, but I would guess you can find it with a Google search! :-)

I have done several sceneries of California Missions and used FS Enhancer for moving cars, people, and sounds.

Hope this helps.

:<Ron>
 
Hi,

For a few animated objects you might be able to get what you want by just using GMax. In there you can animate the object and then place it like any other scenery object.

If you want to have more than 55 seconds of animation or some special conditions for the animations you will have to tweak the code a bit though.
 
Hi,

For a few animated objects you might be able to get what you want by just using GMax. In there you can animate the object and then place it like any other scenery object.

If you want to have more than 55 seconds of animation or some special conditions for the animations you will have to tweak the code a bit though.

can wrote tutorial how to do this ?
 
Hi DJ,

The way Arno thinks is way above our IQ level.
I guess you are not used to work with Gmax, so this suggestion of our dear Arno is probably not feasible for you at the moment.
Depending on how deep you want to delve into the mysteries of FS, I would suggest you use AFCAD2 and TTools to add cars (and ships, and airplanes) to FS2004.
You will probably find some more info on how to do this if you use the search function and type in "vehicles" and "AI", but go way back in time.
 
Linking Gmax animation to library objects

Hello,

I bump on this topic, because I guess this is close to what I want .. almost ;)

I have a Gmax scene Ok (with animation) perfect :) .

I have a Whizplacer additional BGL to put library items around to add "life"

One of these is {D45B8762-BAF3-494D-B4FC-C3CC21D14CB4} ;) just kidding ...

it is a character : "PPL_Russian_walk" a girl walking, she looks OK, but she is walking without moving ...

So I went back to Gmax and animate a cube following the path I want her to walk ...

Then I use the anim tool to create the ambient anim, I create a new GUID, export this animation to an MDL file , include it in a library, compile (thanks to Arno for the tool)

Then back to whisplacer, I import the library, then I attached the anim to the russian girl ...

Of course she is not moving around like planned, that is the whole purpose of this post :)

As this is FS content creation, I am sure I missed a very little, but decisive step .. which I can not figure out right now

My understanding of those "attachment" stuff is kind of limited, but I hope, I have enough IQ ;) (see above lol ) to understand the valuable advises I am expecting :) from the community

Many thanks in advance

Best regards

Chewbee
 
Hi,

Am I not sure what you mean with attach the anim to the girl in WhisPlacer. What could work is that you have an animated box in GMax and that you run the attachtool script in GMax to attach the GUID of the girl object to it. In WhisPlacer you then only have to place the new animated MDL you made.
 
Yeah !!

I triied this but it crashed the export ...

on the crash computation ...

I have removed all the objects from the scene, but it keeps on saying I have materials ...

So still trying many thanks for the advice
So to be sure
A Do the animation in Gmax
B AnimationManager do an ambient from it
C AttachPointTool pick library, paste the GUI, and attach to selected geometry
D export as MDL
E put it into library
F add tho the scene extra with whizplacer

?? correct

many thanks for your help

Regards

Chewbee

EDIT
I rebuilt animation from scratch (close Gmax, reopen a scene, just draw the path, save selected on the path, quit Gmax, reopen load the scene which contains just the path, create a simple box, animate it on the path, attache the GUID, animation manager to create ambient, ...

On export or export selected it crashes on the crashTree comutation stage ... (even with the no crash selected wuth the library object ..)

painful ....

I am too tired I got to go sleeping, does anyone did this before ?

Thanks for your Help Arno

Best Regards

Chewbee
 
Last edited:
Hi,

I would have to try it, but a scene with only an object with an attachpoint (and no visibile geometry thus) does not always export correctly. Maybe you can first add some dummy box in your scene to see if the animation works as you want?
 
Hi,

I would have to try it, but a scene with only an object with an attachpoint (and no visibile geometry thus) does not always export correctly. Maybe you can first add some dummy box in your scene to see if the animation works as you want?

I was obviously too tired to think about good ideas like that !!

I will make a box move and once it work, I will "attach" the libray object
I guess the box will then disapeear ? as there is an attachment

Thanks again Arno !!

Regards

Chewbee

EDIT

Back home ..

I create a brand new scene with an ellipse as path, a box (as the animated object) I put an FSX untextured material on the box, animate it on the path, create the animation trough anim manager, create a guid export it and put it in the library ..

It shows it is animated .. NO PROBLEM

I add an extra box below ground (to have an object after the attachment)

I attached the library object to the animated box ..

export selected ==> Same crash during export on crash detection

So I do not know what to do

Many thanks for your help

Chewbee

PS leaving for a weak tomorrow ...

RE EDIT

I AM TOO STUPID !! ADDING AN OBJECT OK .... BUT DO NOT EXPORT SELECTED (or you still have just an object) so no crash in this case ...

And it almost work ...

the problem .. yes the girl is now animated but the rotation I add in Gmax to be normal to the path .... does not play on the same axis in FS (of course .. would have been to easy )

I guess i have to copy paste this anim to an other axis in Gmax (only two other to test ;)


Still editing :)

So changing the Gmax anim from Z to Y axis showed in FSX that the path was in the right plane but she was lying on the ground, so I put a 90° offset (unanimated) to the box

AND YES IT WORKS !!!

Arno many thanks for your help

Merry Christmas to all and happy new year !
 
Last edited:
Hi.

I'm making the same..... I already attach {D45B8762-BAF3-494D-B4FC-C3CC21D14CB4} to a animated box (move in loop).

But have 2 problems:

First: The girl not move with the box ! :(
Second: The girl is lying on the floor :(
Picture: http://i47.tinypic.com/2a5jj9i.jpg (the little box is moving, but the girl stay in the same place)

So, how you do it?

BTW, I attach using ModelConverterX...

Thanks for any help.
 
Hi can someone write a tutorial how to make moving cars, people etc for flight simulator 2004 plis
Do not send me to
google.com!!!!
because I could not find any tutorial how to make CAR traffic etc.
I have that same doubt. I have seen several UK2000 scenarios and I think this automotive traffic on the periphery of airports is great. but apparently it is not so easy to implement it on the deserted roads of fs2004
 
I guess that we still are talking about FS9. For several aiports of CalClassic's Central Europe sceneries I created AI crash tender traffic. So I got some experience with adding car traffic. These are added on aiports or ADE streets and racing tracks.. The most important that those have to be enitrely flat, otherwise cars and trucks won't drive stable. They use a normal ADE with very short runway (100 ft) and a parking at the end. The taxiways have to be small as possible (0.4 ft) to get them invisible. Curves have to be adapted in order to let the car keeping an almost correct behaviour.

This album shows different kinds of vehicles which are still included in my FS9. Some have been added just for testing purposes.

https://www.flickr.com/photos/101099171@N05/albums/72157649142478470/


Long ago I did this basic youtube showing Mitsuya Hamaguchi's French 2CV driving from home to Bordeaux Mérignac Airport. It isn't by far perfect, but gives an idea how AI car traffic could work.
https://www.flickr.com/photos/101099171@N05/albums/72157649142478470/
https://www.youtube.com/watch?v=Y7U8WlSQL0g&t=224s

Of course there are some few sceneries available with car traffic on highways. These are certainly done on a dynamic base.

Bernard
 
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Thanks Bernard.. indeed I still use fs9 in 2024, I find it interesting to take challenges and improve many things that fs2004 lacked and place it on another level, that is the attractiveness of this simulator with all its limitations, which were overcome to a certain extent. measured in FSX, and not to mention MSFS 2024 is another level, I will see how I manage to place that traffic with AI, while I will place static vehicles with the old EZ Scenery
 
You are totally right, and I share entirely your point of view. Just as an idea: You might place stearable vehilces as static AI too. Not all of them could be converted to static objects while using SAMM. Especially CFS ships. However these later need a modified aircraft.cfg to be shown in FS9.

Bernard
 
FWIW ... UK2000 used to have motor traffic in the vicinity of their UK airports in their "Extreme" range for FS2004
If you can "source" one or more of these (now old) sceneries, you may be able to "draw inspiration" from them.
Attached is a 10sec overhead clip of the terminal and car-park area of EGJJ Extreme, just to give an idea.
 

Attachments

Local AI traffic like shown in the clip could be done quite easely. As long as cars might be useable as AI. On roads outside airport aeras it will be more difficult, as these should be flat. At least it could be restricted to landing zones. Further away it is no longer of any use.

Bernard
 
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