STEP 1 - BUILD your MODEL
STEP 1
BUILD your MODEL
Generate your model project file (e.g. myairplane.fsc) and all necessary texture files.

Creating a stunning, fully-animated model with great looks and realistic special effects starts with the model project!

Before starting this process, you'll need to edit two supporting FSDS files for your model: mdl_ParamDict_cfs2.txt and VarPresets2002.cfg, both of which are located in your FSDS main folder.

FSDS does not automatically include all CFS2 variables in the Parameter Dictionary for your model. If you need to use one or more of the non-standard parameters, you have to add them manually.

Open the text file mdl_ParamDict_cfs2.txt, located in the "Abacus Design Studio" folder on your computer.

This file contains all the standard and non-standard variables whose content is continuously updated by CFS2 during the simulation.

When FSDS generates your model file (.mdl), every parameter in mdl_ParamDict_cfs2.txt without a leading semi-colon is automatically added to the model file's Parameter Dictionary section. Lines beginning with a ";" are treated as a comment and skipped.

To add a particular parameter, simply remove the leading ";". To remove a parameter, simply add a ";" to the beginning of the line containing that variable.

Scroll down the parameter list and check that there is no semi-colon at the start of the each line containing the following variables:

crash_check
l_wingfold
r_wingfold
..............
endcaps1
endcaps2
..............
damaged0
bullets0
bullets1
bullets2
bullets3
bullets4
bullets5
bullets6
bullets7

Once you finish editing the parameters list, save mdl_ParamDict_cfs2.txt.

NOTE
Every time you edit mdl_ParamDict_cfs2.txt, FSDS updates its Parameter Dictionary and the VarTable.txt file, both located in your "Abacus Design Studio" folder.

After making the above changes, print a copy of your version of the VarTable.txt file. This will be your reference for all the CFS2 variable offsets you will be using. Don't assume the offsets used in this guide are going to be the same in your case!

Your second editing task involves the VarPresets2002.cfg. You'll use these conditions to create break away parts, so now is the time to set up the file to make the task easier. A big thanks to Hayden Scott-Williams for this one.

Look in your FSDS main folder for the file, VarPresets2002.cfg. Open it in Notepad, Wordpad, or your favorite text editor and scroll down to the end of the file. The last entry should be,

   Parts Visible:parts_visible:And:8:0:A

Click the "Select All Text" button below and copy the entire content of the text window.

Paste the above text immediately following the last entry in VarPresets2002.cfg and save the file.

That's it ... you're almost ready to go!

DESIGN

TIP
Even if you already have a completed model, if you want to use dynamic texture swapping, your model must be correctly set up for break away parts.

Before you go on to STEP 2, be sure your model is finished ... and I do mean finished.

 Part names are correct.
 Part relationships are correct.
 Display conditions set.
 Stock animations are set correctly.
 Keyframe animations are set correctly.
 Texture bitmpaps are finished and assigned to parts.
 Reference points are set.
 Scrape points are set.

Once you begin this process ...

If you ever go back to your model and make changes to any part, add a new part, or reassign textures, you're going to have to start all over again with STEP 1.

And now ... it's on to STEP 2 ...

The Process The Process STEP 2