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more fx questions

Messages
5,214
Hi all,

I sympathize with the author of the previous thread. I experience the same, although I know the special effects sdk by heart by now.
As far as I understand, the fsx effects work the same as the fs9 effects, don't they?
As for (one of) my questions: can someone explain the "face=..." in the particle section? I have been trying to figure it out, but no avail and the author of the special effects sdk seems to think I am either super intelligent (which I am of course) or a mindreader. Some examples would help explaining it, I hope.
Thing is, I am wasting my time trying to make an underwater explosion effect in FS9 (i.e. the part you see above the water, somewhat like the rotorwash effect) but I keep seeing only half of it and it depends on from where you look at it if and how it shows up or doesn't. Fyi, the effect is to be used on an AI vessel.

Thank you beforehand for all tips.

Roby
 
Hi all,

I sympathize with the author of the previous thread. I experience the same, although I know the special effects sdk by heart by now.
As far as I understand, the fsx effects work the same as the fs9 effects, don't they?
As for (one of) my questions: can someone explain the "face=..." in the particle section? I have been trying to figure it out, but no avail and the author of the special effects sdk seems to think I am either super intelligent (which I am of course) or a mindreader. Some examples would help explaining it, I hope.
Thing is, I am wasting my time trying to make an underwater explosion effect in FS9 (i.e. the part you see above the water, somewhat like the rotorwash effect) but I keep seeing only half of it and it depends on from where you look at it if and how it shows up or doesn't. Fyi, the effect is to be used on an AI vessel.

Thank you beforehand for all tips.

Roby

Ah - dear sir, I think I am somewhat qualified to help you with that one. "Face=" parameter sets how the "sprite" will face the viewer. Effects are, of course, 2-D "sprites" that exist in a 3-D world. You can set how they will orient themselves when viewed in the sim by adjusting the 3 parameters. Each parameter is basically an axis constraint that will limit the sprite's orientation in pitch, bank and heading axis. Let's look at some cases:

Effect: A stop sign on the intersection of the road. If you use Face=0,0,0, the stop sign will always stay upright, and in the same place. If viewed from the side or straight from the top, it will be very very thin :) Setting Face=0,0,1 will "free" the heading axis, and the stop sign will ALWAYS point towards the observer. It will however still look very very thin from directly above.

Effect: A leafy tree. We could construct an effect representing a tree, with one sprite for a tree trunk with Face=0,0,1 setting, and another sprite for the leaves and branches "ball". That sprite should have a Face=1,1,1 setting - effectively facing the viewer in any direction. Viewed from any angle AROUND it, tree trunk would always face the viewer (and being cylindrical, that's what we want) and when viewed from above, its "thin" nature would be masked by the leafy ball sitting on top of it (and always facing the viewer and looking as if it has volume from any angle). You could add a few more "ball" parts of various sizes (almost like molecule chain) to build up a more complex looking tree. Actually, I always wondered why are default autogen trees in FSX/FS9 those horrible "X" things instead of this volumetric approach.

Face=1,1,1 works best with generally "Globular" sprites, in fact, most of the dust effects are made this way... You can combine Face=1,1,1 sprites to create volume effects of various sizes and dynamics.

A special case that overrides Face command is "Ground Normal" parameter. It basically sets the effect lying flat on the ground (which would probably be acomplished by setting Face=0,0,0 and rotating the sprite to lay flat and move it close to the ground). For your particualr case of an underwater explosion, I'd start with an animated "ground normal" effect of bubbles rising to the surface, followed by the time-delayed Face=0,0,1 geysir that erupts from the centre. From what you are describing in the problems you have, it looks like you may be having problems with the z-clipping of the effect and the ground. Seeing only 1/2 of the effect probably means that the effect is right on top of the ground level, "competing" with the depth sorter as to what has to be displayed. Kind of annoying - you'd think effects should always have the priority. Setting the effect height just above the ground (say, 0.1 meters) may fix this.

Hope this helps,
Misho
 
Hi,

And thank you Misho. Sorry to disturb you in the middle of your night, but then, you read it whenever you want to, I hope.
Your first remark sounded familiar as it is in the sdk. As for the example, that helped for sure though I must say that the result is not yet there.
I keep seeing half of the effect and moreover, the effect is perpendicular to the sea surface. On top of that, I try to get the effect 90 degrees to the side of the vessel and the first time it shows up 180 degrees i.e behind the vessel and the next time to the right. But afterwards, it shows up in front, etc. etc.
Funny that this one does not work as my missile effect does work (see fs-shipyards.org, downloads, naval, uss shiloh).
I have three problems with this effect.
One: it stays perpendicular to the sea surface and when I change the pitch, only half of the effect shows up;
Two: the effect shows up in different places although according to the settings it shouldn't;
Three: the deepsea bomb, or whatever you call it, glows.
I know I am into some difficult issues but then, the fun of it is to have something out of the ordinary, isn't it?
You probably do not yet know what you got into by replying my thread, but that is what you can expect when somebody with my high level of intelligence starts asking this kind of questions.
Just to show you where I am at at this moment, here goes the effect:

[Library Effect]
Lifetime=5
Version=2.00
Radius=5000

Cockpit=1
VirtualCockpit=1
Spot=1
Tower=1
Map=1

//under water explosion

[Emitter.0]
Lifetime=1000.00, 1000.00
Delay=110.00, 110.00
Bounce=0.00
Rate=0.01, 0.01
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=0.10, 0.10
Z Offset=50.00, 50.00
Pitch=90.00, 90.00
Bank=0.00, 0.00
Heading=0.00, 0.00

[Particle.0]
Lifetime=18.70, 19.20
Type=19
X Scale=10.00, 10.00
Y Scale=0.00, 0.00
Z Scale=10.00, 10.00
X Scale Rate=0.25, 0.35
Y Scale Rate=0.00, 0.00
Z Scale Rate=0.25, 0.35
Drag=0.00, 0.00
Color Rate=0.90, 1.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Fade In=0.10, 0.20
Fade Out=0.80, 0.80
Rotation=0.00, 0.00
Shade=1
Face=1, 1, 1

[ParticleAttributes.0]
Blend Mode=1
Texture=fx_1.bmp
Bounce=0.00
Color Start=255, 255, 255, 200
Color End=205, 216, 215, 255
Jitter Distance=0.00
Jitter Time=0.00
TempK=107.00
TempRate=0.00
uv1=0.75, 0.50
uv2=1.00, 0.75
X Scale Goal=20.00
Y Scale Goal=0.00
Z Scale Goal=20.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00

// bomb

[Emitter.1]
Lifetime=1000.00, 1000.00
Delay=105.00, 105.00
Bounce=0.00
No Interpolate=1
Rate=0.01, 0.01
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=0.50, 0.50
Z Particle Velocity=0.00, 0.00
X Offset=0.00, 0.00
Y Offset=3.00, 3.00
Z Offset=0.00, 0.00
Pitch=0.00, 0.00
Heading=90.00, 90.00


[Particle.1]
Lifetime=5.00, 5.00
Type=19
X Scale=1.35, 1.35
Y Scale=1.35, 1.35
Z Scale=1.35, 1.35
X Scale Rate=0.00, 0.00
Y Scale Rate=0.00, 0.00
Z Scale Rate=0.00, 0.00
Drag=-0.05, -0.05
Color Rate=1.00, 1.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Fade In=0.00, 0.00
Fade Out=0.85, 0.95
Rotation=0.00, 0.00
Shade=1
Face=1, 1, 1


[ParticleAttributes.1]
Blend Mode=1
Texture=fx_deepseabomb.bmp
Bounce=0.00
Color Start=215, 110, 2, 255
//235, 71, 1, 255
Color End=245, 245, 255, 255
Jitter Distance=0.02
Jitter Time=0.00
TempK=100.0
TempRate=0.00
uv1=0.00, 0.50
uv2=1.00, 1.00
X Scale Goal=1.35
Y Scale Goal=1.35
Z Scale Goal=1.35
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00



Now, I had it better, but changed some things and ruined it completely.

Yours,

Roby (after having modified the effect some 675 times

PS Did my reply to your query at least help?
 
Hi,

And thank you Misho. Sorry to disturb you in the middle of your night, but then, you read it whenever you want to, I hope.
Your first remark sounded familiar as it is in the sdk. As for the example, that helped for sure though I must say that the result is not yet there.
I keep seeing half of the effect and moreover, the effect is perpendicular to the sea surface. On top of that, I try to get the effect 90 degrees to the side of the vessel and the first time it shows up 180 degrees i.e behind the vessel and the next time to the right. But afterwards, it shows up in front, etc. etc.
Funny that this one does not work as my missile effect does work (see fs-shipyards.org, downloads, naval, uss shiloh).
I have three problems with this effect.
One: it stays perpendicular to the sea surface and when I change the pitch, only half of the effect shows up;
Two: the effect shows up in different places although according to the settings it shouldn't;
Three: the deepsea bomb, or whatever you call it, glows.
I know I am into some difficult issues but then, the fun of it is to have something out of the ordinary, isn't it?
You probably do not yet know what you got into by replying my thread, but that is what you can expect when somebody with my high level of intelligence starts asking this kind of questions.
Just to show you where I am at at this moment, here goes the effect:

[Library Effect]
Lifetime=5
Version=2.00
Radius=5000

Cockpit=1
VirtualCockpit=1
Spot=1
Tower=1
Map=1

//under water explosion

[Emitter.0]
Lifetime=1000.00, 1000.00
Delay=110.00, 110.00
Bounce=0.00
Rate=0.01, 0.01
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=0.10, 0.10
Z Offset=50.00, 50.00
Pitch=90.00, 90.00
Bank=0.00, 0.00
Heading=0.00, 0.00

[Particle.0]
Lifetime=18.70, 19.20
Type=19
X Scale=10.00, 10.00
Y Scale=0.00, 0.00
Z Scale=10.00, 10.00
X Scale Rate=0.25, 0.35
Y Scale Rate=0.00, 0.00
Z Scale Rate=0.25, 0.35
Drag=0.00, 0.00
Color Rate=0.90, 1.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Fade In=0.10, 0.20
Fade Out=0.80, 0.80
Rotation=0.00, 0.00
Shade=1
Face=1, 1, 1

[ParticleAttributes.0]
Blend Mode=1
Texture=fx_1.bmp
Bounce=0.00
Color Start=255, 255, 255, 200
Color End=205, 216, 215, 255
Jitter Distance=0.00
Jitter Time=0.00
TempK=107.00
TempRate=0.00
uv1=0.75, 0.50
uv2=1.00, 0.75
X Scale Goal=20.00
Y Scale Goal=0.00
Z Scale Goal=20.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00

// bomb

[Emitter.1]
Lifetime=1000.00, 1000.00
Delay=105.00, 105.00
Bounce=0.00
No Interpolate=1
Rate=0.01, 0.01
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=0.50, 0.50
Z Particle Velocity=0.00, 0.00
X Offset=0.00, 0.00
Y Offset=3.00, 3.00
Z Offset=0.00, 0.00
Pitch=0.00, 0.00
Heading=90.00, 90.00


[Particle.1]
Lifetime=5.00, 5.00
Type=19
X Scale=1.35, 1.35
Y Scale=1.35, 1.35
Z Scale=1.35, 1.35
X Scale Rate=0.00, 0.00
Y Scale Rate=0.00, 0.00
Z Scale Rate=0.00, 0.00
Drag=-0.05, -0.05
Color Rate=1.00, 1.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Fade In=0.00, 0.00
Fade Out=0.85, 0.95
Rotation=0.00, 0.00
Shade=1
Face=1, 1, 1


[ParticleAttributes.1]
Blend Mode=1
Texture=fx_deepseabomb.bmp
Bounce=0.00
Color Start=215, 110, 2, 255
//235, 71, 1, 255
Color End=245, 245, 255, 255
Jitter Distance=0.02
Jitter Time=0.00
TempK=100.0
TempRate=0.00
uv1=0.00, 0.50
uv2=1.00, 1.00
X Scale Goal=1.35
Y Scale Goal=1.35
Z Scale Goal=1.35
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00



Now, I had it better, but changed some things and ruined it completely.

Yours,

Roby (after having modified the effect some 675 times

PS Did my reply to your query at least help?

OK: Right off the bat, I see a few problems: (did you "carefully" read my response? ;) )... You are using Face=1,1,1 for both of your particles... Now, I am not sure what effect exactly you are trying to produce (perhaps a screenshot or a sketch would help?), but the way I understood, Face=1,1,1 will not work with what you are trying to do. Using Face=1,1,1 with Roll,Pitch, Yaw makes no sense whatsoever - you are trying to rotate a sprite which is always set to face you... hmmm... why? No wonder you are getting unpredictable results... and glowing - check your settings again, there is a parameter which sets the night illumination (whether it is illuminated at night or not) and also, make sure your blend mode is the one you want.

Misho
 
Hi,

And thank you again, Misho.
I did indeed forget to adapt the face (and changed the blend mode). It now works.
But for my missile effect I still have the following aberrations:
- the effects are not synchronized;
- the color of the effect changes with view angle;
- the effects do not show exactly at the same spot each time.
I explain further:
As you pointed out, in order to avoid the effect from glowing you change the blend mode. I did that but then I wanted to have the falme trail glowing of course. As I do not see a way of having half the effect BMP glowing and the other half not, I made a second BMP for the glowing part of the missile. It is then that this asynchronization and non-alignment crops up. I include a screenshot to show what I mean.
Now the first time the effect plays, everything is OK, but the second time the two effects are out of phase and on top of that they are not aligned anymore like the first time.
The effect is as follows:

[Emitter.0]
Lifetime=900.00, 900.00
Delay=20.00, 20.00
Bounce=0.00
No Interpolate=1
Rate=0.05, 0.05
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=15.00, 15.00
Z Particle Velocity=0.00, 0.00
X Offset=0.00, 0.00
Y Offset=2.00, 2.00
Z Offset=5.00, 5.00
Pitch=10.00, 10.00
Heading=300.00, 300.00


[Particle.0]
Lifetime=900.00, 900.00
Type=19
X Scale=2.35, 2.35
Y Scale=2.35, 2.35
Z Scale=2.35, 2.35
X Scale Rate=0.00, 0.00
Y Scale Rate=0.00, 0.00
Z Scale Rate=0.00, 0.00
Drag=0.00, 0.00
Color Rate=0.05, 0.05
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Fade In=0.00, 0.00
Fade Out=0.85, 0.95
Rotation=0.00, 0.00
Shade=0
Face=1, 1, 1


[ParticleAttributes.0]
Blend Mode=1
Texture=fx_flame_cgmissile1.bmp
Bounce=0.00
Color Start=215, 110, 2, 255
//235, 71, 1, 255
Color End=245, 245, 255, 255
Jitter Distance=0.00
Jitter Time=0.00
TempK=108.70
TempRate=0.00
uv1=0.00, 0.00
uv2=1.00, 1.00
X Scale Goal=5.00
Y Scale Goal=30.00
Z Scale Goal=5.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00

[Emitter.1]
Lifetime=900.00, 900.00
Delay=20.00, 20.00
Bounce=0.00
No Interpolate=1
Rate=0.05, 0.05
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=15.00, 15.00
Z Particle Velocity=0.00, 0.00
X Offset=0.00, 0.00
Y Offset=-0.00, -0.00
Z Offset=5.00, 5.00
Pitch=10.00, 10.00
Heading=300.00, 300.00


[Particle.1]
Lifetime=900.00, 900.00
Type=19
X Scale=2.35, 2.35
Y Scale=2.35, 2.35
Z Scale=2.35, 2.35
X Scale Rate=0.00, 0.00
Y Scale Rate=0.00, 0.00
Z Scale Rate=0.00, 0.00
Drag=0.00, 0.00
Color Rate=0.05, 0.05
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Fade In=0.00, 0.00
Fade Out=0.85, 0.95
Rotation=0.00, 0.00
Shade=0
Face=1, 1, 1


[ParticleAttributes.1]
Blend Mode=2
Texture=fx_flame_cgmissile2.bmp
Bounce=0.00
Color Start=215, 110, 2, 255
//235, 71, 1, 255
Color End=245, 245, 255, 255
Jitter Distance=0.00
Jitter Time=0.00
TempK=108.70
TempRate=0.00
uv1=0.00, 0.00
uv2=1.00, 1.00
X Scale Goal=5.00
Y Scale Goal=30.00
Z Scale Goal=5.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00

Could it be it has to do with the heading and pitch?
Does the asynchronization can perhaps be avoided by using a controller?
How come the colors are different depending on the view angle?
Sorry, lots of questions.

Roby
 
Last edited:
Yeah I see what's happening... Are you making the missile and the plume move upwards by the Temperature setting? That I think would be an unreliable way of doing it.

So, you are basically trying to get one effect to follow another, right? In my experience, there are indeed synchronization issues. I have a set of pulsing lights that were marking a landing pad, and the only way I could get them to pulse together was to have the whole set as one bitmap... not sure how to fix your problem, though...

Also ... I think the setting to turn off the glow is "Shade=", not "blend mode". Not sure if this will help you, as you still have to have missile and plume separate.

Misho
 
Last edited:
Hi,

Thanks Misho.
Have been pondering over your answer(s). And you are right. I have to find a way to have a on stage missile but do not know how yet. Thing is, it is an AI vessel that fires the missile so I am limited in what I can do.
Guess I will have to construct the effect in such a way that people imagine seeing the missile but in fact only see the flame and the trail.
Thanks anyuway.
Do you happen to know if it is possible to add sound to this kind of effect without having to use gauges and such (as there are no gauges in AI craft)?

Roby
 
Hi,

Thanks Misho.
Have been pondering over your answer(s). And you are right. I have to find a way to have a on stage missile but do not know how yet. Thing is, it is an AI vessel that fires the missile so I am limited in what I can do.
Guess I will have to construct the effect in such a way that people imagine seeing the missile but in fact only see the flame and the trail.
Thanks anyuway.
Do you happen to know if it is possible to add sound to this kind of effect without having to use gauges and such (as there are no gauges in AI craft)?

Roby

Another thing to consider is using Controllers - I haven't worked extensively with them before, but it should be possible to attach 2 emitters to a controller and have the emitters "stick" to it and follow it, hopefully in sync. Try that - you never know.
The sound thing - you can definitely attach sounds to effects in FSX (not sure how to in FS9). That's all in the SDK!

Misho
 
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