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How to aligne flame effect on exhauss pipe (Read 573 times)
Mar 27th, 2007 at 11:10am

Woodylepic   Offline
Colonel
Quebec Canada

Posts: 330
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Hi


I try to put flame at startup of my engine whit  effect  file   fx_engstrt_Pl8.fx

but i c'ant figure out how to put the flame at correct position ? Cry


How to aligne Fx effect on a desired position like exhauss pipe
 

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Reply #1 - Mar 27th, 2007 at 1:03pm

alrot   Offline
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did you check the aircraft.cfg? It must be a line with this fx_engstrt_Pl8.fx and its position like for example;   fx_engstrt_Pl8.fx 60, -34 ,100,38   ,... something like that
 

...

Venezuela
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Reply #2 - Mar 28th, 2007 at 7:19pm

Nick N   Ex Member
I Fly Sim!

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Woodylepic wrote on Mar 27th, 2007 at 11:10am:
Hi


I try to put flame at startup of my engine whit  effect  file   fx_engstrt_Pl8.fx

but i c'ant figure out how to put the flame at correct position ? Cry


How to aligne Fx effect on a desired position like exhauss pipe



Use the following key for the numbers in order to move the effect where it belongs on the screen:

Example Line:
                     A        B      C      
light.XX=7, -117.5, -69.5,  -8.0, fx_XXXXX

A    = If the exhaust effect needs to be moved back toward the rear of the engine or aircraft, tweak this number to a greater negative value. If your exhaust effect needs to move forward, tweak this number to a greater positive value.

B    = If the exhaust effect needs to be moved to the left (as viewed from the rear of the plane) of the engine or aircraft, tweak this number to a greater negative value.  If your exhaust effect needs to move to the right, tweak this number to a greater positive value.

C    = If the exhaust effect needs to be moved down closer the ground, tweak this number to a greater negative value. If it needs to move up, tweak this number to a greater positive value.

The scale of the numbers is based on feet in the simulator. 1.00 = a 1 foot move in the direction indicated (A-B-C) to the scale of the aircraft model in the sim. You may use a decimal equivalent for a fraction of a foot if needed:

.25 = 1/4 ft
.50 = 1/2 ft
.75 = 3/4 ft

or any decimal in between needed to locate the effect right on target.


Save the aircraft.cfg file and retest the location. Repeat as needed until properly located.
 
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Reply #3 - Mar 29th, 2007 at 3:39pm

Woodylepic   Offline
Colonel
Quebec Canada

Posts: 330
*****
 
my engstartup effect is in effect section  (not in the light section) how do i change the position  Undecided?

[EFFECTS]
wake=fx_wake
water=fx_spray
dirt=fx_tchdrt
concrete=fx_sparks
touchdown=fx_tchdwn_s, 1
startup   = fx_engstrt_Pl8            
 

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Reply #4 - Mar 29th, 2007 at 3:52pm

Nick N   Ex Member
I Fly Sim!

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Woodylepic wrote on Mar 29th, 2007 at 3:39pm:
So all position of smoke and flame was in aircraft.cfg not in the effect  fx file ? Undecided



Correct

The FX file is only the FX.. location is made in the aircraft.cfg file

and the [smokesystem] inthe aircraft.cfg file does NOT work for pinipoint position. You must use a light line and turn a light on and off to make it appear.

If you wish to do that dynamic with the throttle, it requires a XML gauge added. You can download my Nick's AI Exhaust FX package and use that which includes a control gauge for exhaust and what ever other FX you want to use. Also, the military package by Doug Dawson and Rob B. has one for military aircraft afterburners which would work better for what you are trying to do. All you need to do is edit in your location lines and the FX file name


 
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Reply #5 - Apr 3rd, 2007 at 3:25pm

microlight   Offline
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It's a bird...
Southern UK

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Posts: 2236
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Nick,

I agree that it's more difficult to place a [smokesystem] effect with great accuracy than it is with the [lights], but that's because of the 'feature' of FS9 (and FS2002) where the vertical location parameter has no effect, and you therefore have to use the Y offset value in the .fx file to fine tune the vertical location. 'Tis possible though.

Even though you've got all those nice switches to play with if you use the [lights]!   Grin

Wink
 

...
BAe ATP for FS9 now available! www.enigmasim.com
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Reply #6 - Apr 10th, 2007 at 2:55pm

Woodylepic   Offline
Colonel
Quebec Canada

Posts: 330
*****
 
After some intensive testing have find how to resize and aligne all my  flame and smoke effect  Smiley


Thank for the help !
 

There is a 100pixle wide, and 10kb large, size limits on Avatars.&&&&Thank you for doing your part to make this a better place for all who visit by observing these guidelines. Smiley
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Reply #7 - Apr 14th, 2007 at 4:46pm

Nick N   Ex Member
I Fly Sim!

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microlight wrote on Apr 3rd, 2007 at 3:25pm:
Nick,

I agree that it's more difficult to place a [smokesystem] effect with great accuracy than it is with the [lights], but that's because of the 'feature' of FS9 (and FS2002) where the vertical location parameter has no effect, and you therefore have to use the Y offset value in the .fx file to fine tune the vertical location. 'Tis possible though.

Even though you've got all those nice switches to play with if you use the [lights]!   Grin

Wink



Yea, I know

Its a pain in the butt to do it that way but it can be done as you said.   Smiley


Quote:
my engstartup effect is in effect section  (not in the light section) how do i change the position  ?

[EFFECTS]
wake=fx_wake
water=fx_spray
dirt=fx_tchdrt
concrete=fx_sparks
touchdown=fx_tchdwn_s, 1
startup   = fx_engstrt_Pl8            


Thats the problem, if you want control over the FX they must be moved to the [LIGHTS] section unless you rework the fx file so it keys and plays right using the default FS9 startup system. That system limits you to its location and timing and was designed more for a puff of smoke than anything else. It can be done but also a pain to deal with.

Its much easier to learn how the light and smoke lines function and use an XML gauge to do the work so you can tune it to play exactly as you want. The write up in my Nicks AI Exhaust package comes with a complete tutorial on how to use the lights and smoke system along with how to tune the XML gauge that comes with it so you get the fx displaying at the throttle and or taxi position. Doug and Robs military carrier package have a gauge for that too however I do not recall if it provides taxi control.

I also reworked my XML control for FireFox v2 and as I recall that has a 'staged' exhaust which was specifically desiged to show the engine 'glow' with exhaust at taxi and as you increase the throttle, the afterburner gets brighter and longer dynamically. That is another package you could download and work with because I think it is designed to do what you are trying to accomplish.




 
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Reply #8 - Apr 14th, 2007 at 5:32pm

Woodylepic   Offline
Colonel
Quebec Canada

Posts: 330
*****
 
Thank now its work !

But i have a little proble its only work whene the light is on ? Cry

any idea why its only work whene light is on (i have test some other plane whit flame effect and they not have this probleme ?
 

There is a 100pixle wide, and 10kb large, size limits on Avatars.&&&&Thank you for doing your part to make this a better place for all who visit by observing these guidelines. Smiley
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Reply #9 - Apr 14th, 2007 at 6:16pm

Nick N   Ex Member
I Fly Sim!

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Woodylepic wrote on Apr 14th, 2007 at 5:32pm:
Thank now its work !

But i have a little proble its only work whene the light is on ? Cry

any idea why its only work whene light is on (i have test some other plane whit flame effect and they not have this probleme ?



Yes, unless you use a control gauge which switches the light on and off based on the throttle. Many planes do that or use the SMOKESYSTEM (which is tougher to deal with) instead of the lights, either way most of the better ones use an XML gauge to control it. You will loose the function of the light channel being reserved for that exhaust FX but since military jets do not use recognition and other lights a passenger aircraft need, its easy to use a free light switch and never see a problem with the other lights.

That is why I suggested you may wish to look into the packages I posted. They use a XML gauge and a free light switch to turn the FX on and off dynamic and leave you control of the other lights

Here is a clip from my Nicks AI jet Exhaust tutorial...


Lets look at an example. Open the MS_AIRCRAFT.txt file provided in this package. Scroll down to the first aircraft entry which is the Boeing 737-400. Look at the [LIGHTS] heading. You will notice a header that looks like this:

[LIGHTS]
//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing

The first row of information below the [LIGHTS] heading are the *Light Types* available to the aircraft. I also call these *Light Channels* because they can be switched on and off through a switch or XML gauge. What are missing from the above line are all the available light channels. Microsoft left out 5 more available light types in the line above and it should actually read like this:

[LIGHTS]
//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing, 6=taxi, 7=recognition, 8=wing, 9=logo 10= cabin

In order to have the ability to change effects based on throttle conditions it required a *switched* output to work with so one light channel became the switch. This effects package uses light type 7 from the line above. That is why the recognition light is not available when the effects are applied to an aircraft that normally makes use of that light type (see #1 KNOWN_ISSUES.txt). Now that you understand what all the light types are, the following will be a bit easier to explain.

Below the header and the line shown above there are a list of supporting code lines for each light the aircraft uses. To understand how the simulator references line and the other data of the line... below is an example of a single code line which could be found under a typical [LIGHTS] heading in the aircraft.cfg file:


light.10=7, -17.4, -6.3, -6.0, fx_nicksmokeAI__XXXX
                   A      B     C  

This line is decoded as follows:

light.XX=Y, A, B, C, fx_filename_aircraft-type  

**** KEY: ***

light.XX          - is the numerical order of the line in the list, starting with: light.0 = with a maximum of light.18 = allowed.

=Y,                 - is the light type that is being switched on and off (#1 through #10 but for this effect, ALWAYS #7)

A, B, C,          - is the X,Y,Z mathematical location of the center of the effect in reference to the aircraft

fx_filename_aircraft-type            - is the effects file name to be played which is designed for the scale/type of aircraft  
 
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Reply #10 - Apr 15th, 2007 at 10:17am

Woodylepic   Offline
Colonel
Quebec Canada

Posts: 330
*****
 
Thank for the help Guys

Got it to work correcly now ! Shocked




 

There is a 100pixle wide, and 10kb large, size limits on Avatars.&&&&Thank you for doing your part to make this a better place for all who visit by observing these guidelines. Smiley
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