FS2004 Effects questions

OBIO

Retired SOH Admin
Coming from CFS2 to FS2004...I have noticed some differences in how some things work (but more similarities than differences). The one big difference that I see is how effects are handled. More dynamic lighting effects in FS2004 than in CFS2, but the engine effects are more limited. In CFS2, we have a good number of engine exhaust and flame packs to choose from that can be used on just about any plane since they can be placed individually where you want them placed in the DP file. In F2004, there is no adjustments for effects...the positions are hard coded in the fx file itself.

I am working on updating Thicko's Northrop Gamma 2-E to FS2004...added on nav lights and VC lights. WOuld love to have exhaust flames on the plane but have no clue as to how to create them.

Is there a utility for creating effects files (freeware would be best as my wife took the credit card away from me), is there a tutorial on how to create effects?

OBIO
 
I'm sure someone will come up with the tutorial location, but I think exhaust effects are handled as lights in FS9. Added in the lights section.

Here's a copy of A.F. Scrubbs Reno racer P-51 VooDoo Lights section as an example.


[LIGHTS]
panel=0,-0.15,1.3,fx_SeafExhaust1
//#1=beacon #2=strobe #3=nav #10=reheat
//#4=cockpit #5=landing #6=taxi
//#7=recog #8=wing #9=logo
//---------------originals----------------------------
light.0=5, 0.00, -17.0, 0.00, fx_navred
light.1=5, 0.00, 17.0, -0.02, fx_navgre
light.2=5, -5.66, 0.00, -2.20, fx_beacon
light.3=5, -21.00, 0.00, 0.00, fx_beacon
light.4=5, 2.50, -9.70, -1.00, fx_landing
light.5=5, 2.50, 9.70, -1.10, fx_landing
//------------ ExhaustFlames--------uses wing/taxi/logo
//index,type, long, lat, vert, fx_filename
light.6=8, 6.25, -1.63, 0.95, fx_engstrt_jenny
light.7=8, 6.25, 1.66, 0.95, fx_engstrt_jenny
light.8=6, 6.15, -1.67, 0.93, fx_V12_MAX_port
light.9=6, 6.15, 1.70, 0.93, fx_V12_MAX_starb
light.10=9, 6.05, -1.65, 0.91, fx_V12_Exhaust
light.11=9, 6.05, 1.68, 0.91, fx_V12_Exhaust
light.12=2, -1.6, -18.70, 0.00, fx_WingtipVortex
light.13=2, -1.6, 18.70, 0.00, fx_WingtipVortex
//------------ Engine blowing --------------uses recognition
light.14=7, 9.5, -2.00, 2.6, fx_blowing
light.15=7, 9.5, 2.00, 2.6, fx_blowing

Hope this helps.
BTW, There are huge amounts of effects available at the main file sites. You might find one just to your liking.
 
Engine startup smoke location is based on the engine position in the aircraft.cfg file. However, individual effect files can have multiple emmiters, which in turn can be offset on all three axes to place them at the exhaust port if desired. You can open eny effect file in Notepad and pick it apart, plus the Special Effects SDK is still available from MS:

http://download.microsoft.com/downl...9796c045/fs2004_sdk_special_effects_setup.exe

Effects such as wingtip trails are usually set in the light section simply because the gauges that control them can be more easily tailored.

The only thing I don't like about smoke effects in FS9 is that vertical positions in the cfg are ignored. I guess that's a bug in the code.
 
OBIO you you can open up an fx file by right clicking on it and select open with [note pad], but then you are on your own in knowing what the value titles are for and what numbers to use for adjustment, but you can change the number values and it will adjust the effect.

As far as making adjustments to someone else's files they have written and then someone alter them and then upload them, I'm not sure about whether this constitues stepping on the author of the file or not. Maybe someone could elaborate more about that aspect than myself. Just thought I would throw this in here. Hope it helps you.
 
My "Early Fairchild Series" includes exhaust flames on the tips of the exhaust. As others had said, they are entered as lights; and without the original model file to make measurements from, it is trial-and-error to get them poistioned correctly.

[LIGHTS]
//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit
light.0 = 3, -0.139, -24.87, 3.713, fx_navred
light.1 = 3, -0.139, 24.87, 3.713, fx_navgre
light.2 = 3, -23.10, 0, 8.201, fx_navwhi
light.3 = 4, 1.147, 0, 1.365, fx_vclight
light.4 = 2, 4.900, 1.85, -4.45, fx_RobJcruise
light.5 = 2, 0.15, -1.90, -3.25, fx_RobJcruise
light.6 = 4, -6.411, 0.2 1.601, fx_vclight

-James
 
The Special Effects SDK file has info on how to create as well as how to place special effects. I found the SDK files are no longer found at Microsoft but I did find 14 SDKs at SHoF (Scenery Hall of Fame) - WWW dot Scenery dot ORG. Hope it helps someone.

Ed
 
Did not know of this link but still good too know too.
GMAX is dead link there. Page not found. Any idea where to find it?
Thanks in advance.

Ed
 
Did not know of this link but still good too know too.
GMAX is dead link there. Page not found. Any idea where to find it?
Thanks in advance.

Ed

That dead link is for the gmax gamepack SDK, which you will need after installing gmax.
Before downloading the gmax Gamepack SDK, make sure you have already installed gmax (included with Flight Simulator 2004: A Century of Flight on disc 1 in \extras\Gmax)....or at the following link (it's free, but takes registration and a few other minor hoops to jump through).

http://www.turbosquid.com/gmax

Microsoft has dropped the gmax SDK for some reason. A little searching will produce a link to another "storage" place. I couldn't find the link again. Hopefully someone else has the link for the SDK.

EDIT: Here's the link to get the gmax gamepack SDK:
http://www.fsdeveloper.com/forum/showthread.php?t=13652&highlight=fs2004+gmax
 
Thanks for the link Brent! I'm d/l'ing the GMAX SDK now. I'll never use it myself, but it's always good to have an archive copy in case anyone ever needs it.
 
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