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Making VC rain effects in FSDS3 (Read 1343 times)
14th Jul, 2006 at 7:45am
Dave Nunez   Ex Member

 
Hi all

Apologies if this has been addressed already - I searched, but found nothing.

Rain effects on the VC in FSDS3 are not possible at the moment, and that made me angry! Hulk smash! Grin So I dipped into the .x file, and discovered that it is actually quite simple to do, its just a bit of a pain.

To begin with, do everything as directed by the gmax SDK (the hierarchies, material names, texture names and all that). Then compile your model normally - but when the Flight Model selection dialog comes up, make sure the "delete temp files" checkbox is OFF. This will leave the .x files in your FSDS installation folder (mine is C:\Program Files\Abacus\FSDS_V3, yours is probably something similar).

Go to your FSDS3 folder - you should see some new files in there, including _temp_interior.x, which is the VC file. Backup that file (just in case!), then open it up in a text editor (I use wordpad).

Do a search for rainstopped, and you will se a cluster of material definitions near the top of the file - some thing like this:

Material animate_VCRainStopped_16_20__VCRainStopped0000_bmp {
     0.8; 0.8; 0.8; 1.0;;
     0.0;
     0.0; 0.0; 0.0;;
     0.0; 0.0; 0.0;;
     TextureFilename {
           "VCRainStopped0000.bmp";
     }
     DiffuseTextureFilename {
           "VCRainStopped0000.bmp";
     }
}

Material animate_VCRainStopped_16_20_ {
     0.8; 0.8; 0.8; 1.0;;
     0.0;
     0.0; 0.0; 0.0;;
     0.0; 0.0; 0.0;;
}

Material animate_VCRainMoving_16_20__VCRainMoving0000_bmp {
     0.8; 0.8; 0.8; 1.0;;
     0.0;
     0.0; 0.0; 0.0;;
     0.0; 0.0; 0.0;;
     TextureFilename {
           "VCRainMoving0000.bmp";
     }
     DiffuseTextureFilename {
           "VCRainMoving0000.bmp";
     }
}

Material animate_VCRainMoving_16_20_ {
     0.8; 0.8; 0.8; 1.0;;
     0.0;
     0.0; 0.0; 0.0;;
     0.0; 0.0; 0.0;;
}

Delete all those - we will be adding them into the actual meshes in a minute. Make sure you delete all references to the rainstopped and rainmoving materials in this top block. You should not delete anything below a line which reads 'Frame WORLD__FRM_0_0_0_0 {' or you will kill the .x file.

Ok, now we look for the actual meshes which define the windows (a mesh is like a part in FSDS lingo). search for ranstopped again, and you should find one of the window meshes - it will look something like this:

     Mesh Box {
           24;
           1.499805;-1.500000;-1.500195;,
           1.499805;1.500000;-1.500195;,
           -1.500195;1.500000;-1.500195;,
           -1.500195;-1.500000;-1.500195;,
           -1.500195;-1.500000;1.499805;,
           -1.500195;1.500000;1.499805;,
           1.499805;1.500000;1.499805;,
           1.499805;-1.500000;1.499805;,
           -1.500195;-1.500000;1.499805;,
           -1.500195;-1.500000;-1.500195;,
           -1.500195;1.500000;-1.500195;,
           -1.500195;1.500000;1.499805;,
           1.499805;-1.500000;-1.500195;,
           1.499805;-1.500000;1.499805;,
           1.499805;1.500000;1.499805;,
           1.499805;1.500000;-1.500195;,
           -1.500195;1.500000;-1.500195;,
           1.499805;1.500000;-1.500195;,
           1.499805;1.500000;1.499805;,
           -1.500195;1.500000;1.499805;,
           -1.500195;-1.500000;1.499805;,
           1.499805;-1.500000;1.499805;,
           1.499805;-1.500000;-1.500195;,
           -1.500195;-1.500000;-1.500195;;

           12;
           3;2,1,0;,
           3;3,2,0;,
           3;6,5,4;,
           3;7,6,4;,
           3;10,9,8;,
           3;11,10,8;,
           3;14,13,12;,
           3;15,14,12;,
           3;18,17,16;,
           3;19,18,16;,
           3;22,21,20;,
           3;23,22,20;;

           MeshMaterialList {
                 2;
                 12;
                 0,
                 0,
                 0,
                 0,
                 0,
                 0,
                 0,
                 0,
                 1,
                 1,
                 1,
                 1;;
                 { animate_VCRainStopped_16_20__VCRainStopped0000_bmp }
                 { animate_VCRainStopped_16_20_ }
           }   // end part materials list


The part of interest here is the MeshMaterialList entry. We need to fix that to look something like this:

MeshMaterialList {
  1; // 1 Materials
  12; // 12 Faces have materials specified
  0,
  0,
  0,
  0,
  0,
  0,
  0,
  0,
  0,
  0,
  0,
  0;
  Material animate_VCRainStopped_16_20_0 {
  0.588000; 0.588000; 0.588000; 0.000000;;
  0.000000;
  0.900000; 0.900000; 0.900000;;
  0.000000; 0.000000; 0.000000;;
  TextureFileName {
     "VCRainStopped0000.bmp";
  }
  DiffuseTextureFileName  {
    "VCRainStopped0000.bmp";
  }
}            // End Material 'animate_VCRainStopped_16_20_0'
}            

Notice that in this example, there are 12 faces with the material, and there are 12 zeroes beneath that. If your mesh has 100 faces, then you need to change the 12 to 100, and add 100 zeroes beneath that. Also note that this is for the rainstopped part - change the texture and material names to rainmoving for the appropriate meshes.

Once you have updates all your meshes, run makemdl on its own, and select _temp_interior.x as the input file, and run it. If makemdl crashes or gives you some sort of error, you have made an error in these changes - go back to your backup and try again (make sure you give enough zeroes after the number of faces, or makemdl will crash).

If you want to see how it is done, I have attached a tiny zip file with two sets of .x files - one produced by gmax with the rain effects working, and another produced by fsds with the rain effects not working - fiddling with those should make it easier to understand how the whole thing works.

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Now you can finally experience KSEA the way it's meant to be - with loads of rain  Tongue
 
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Reply #1 - 24th May, 2011 at 10:42am

MijoBerlin   Offline
Point Pusher
I Love FFDS!

Posts: 7
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I have no such entry. what parts I need and how named it to get this effect.
 
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