Theater developmental notes - Questions questions
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Well I thought lightstring would ring bells to the ones that know about it.
texting the q in my bad English wasn’t the best…
I’ll try some screenshots and maybe I’ll dig up the tech doc’s.
if u want one light to display 2 different colors.
u must land from 026.
When u go from 026 u see white light. but if you come the opposite like from 206 then u see red light.now u don’t put 2 omni lights as we know them in falcon cause both will be displayed from every direction.
With lightstring it’s one light and u set the properties so that from 026 it’s white and from 206 it’s red.it’s doable in Falcon but not shared info…
Same might apply for taxilights… like don’t go in this way having red color but if you come from 180 degrees it’s ok and white color or blue whatever the books say it should be.
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Ahhhh, perfectly clear now!
So, something like the “Threshold Lights” feature from the DB.
From one side, red; from the other, green.
Well, looking at its structure in LODeditor it seems rather simple.
Take a look at CP20, which is red:
Now, CP 21 is green:
We can do these changes by hand by simply changing the color code, but directly from the 3dsmax model, I have no idea for now…
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Hi,
I would like to ask another question about airport lighting, which is relevant to Arty’s question.
Posted the original question in Technical Support section about a week ago, but I haven’t get any response so far.https://www.benchmarksims.org/forum/showthread.php?30172-Definition-of-light-size-for-airport-feature
@PeCa_Chuck:I’ve been testing around the light object for runway/taxiway light, after getting some ideas for new 3d model.
Fortunately, I successfully made a “dot” of light in-game world, by using PrimT and pType 0.
However, just can’t figure out the way to get much bigger light source which can be seen in airport construction.
Such lights on the side of runway/taxiway doesn’t look like dots. They look much bigger even you are close to it.Does anyone know how to get it?
Any response/question/answer would be appreciated.
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Peca size is the same always for those lights.
If u want them biger create a circle or a sphere in 3ds max .
Import it in LE and by doing the airport lights trick u will end up with a bigger one, cause every vertex point of this sphere will become a light. If vertexes are far from one to another u will notice the smaller spheres. But if they are close enough u will have a nice big round light.sent from my mi5 using Tapatalk
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…also, I’ve noticed that some colors are much much more visible than others. For instance, bright blue can be seen from miles away while dark blue can almost be seen only when you’re very close to the source. The size is exactly the same, but the glow is much different.
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@Nuno:
bright blue can be seen from miles away while dark blue can almost be seen only when you’re very close
I’m just gonna leave that alone!!! :lol:
C9
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Peca size is the same always for those lights.
If u want them biger create a circle or a sphere in 3ds max .
Import it in LE and by doing the airport lights trick u will end up with a bigger one, cause every vertex point of this sphere will become a light. If vertexes are far from one to another u will notice the smaller spheres. But if they are close enough u will have a nice big round light.sent from my mi5 using Tapatalk
Hi, Arty.
Thanks for the reply.Unfortunately, your advice doesn’t make sense for me.
Because, I’d confirmed that each Taxi/Runway lights in Kunsan Lights feature are composed of single vertice, not circle or sphere. -
Hi, Arty.
Thanks for the reply.Unfortunately, your advice doesn’t make sense for me.
Because, I’d confirmed that each Taxi/Runway lights in Kunsan Lights feature are composed of single vertice, not circle or sphere.are they bigger?
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are they bigger?
Yes, it looks far more bigger than the “dot” light I’ve created for testing.
FYI, that “dot” light consists of one vertice. -
Well do they have the same properties in LE?
This is strange…sent from my mi5 using Tapatalk
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Well do they have the same properties in LE?
This is strange…sent from my mi5 using Tapatalk
Yeah, I can’t find any difference between stock “large” airport lights and my “dot” light for testing in LOD Editor.
I tried to search kinda parameter for size definition in Falcon Editor, but nothing relative found. -
mistex
glowlight
Alpha channel
Make it as big or small as you want
Save As Dxt3demer
NOTE: this will affect ALL models using PType 23,16 and 0
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Well they are Ptype 0 and I didn’t notice something peculiar.
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@Nuno:
…also, I’ve noticed that some colors are much much more visible than others. For instance, bright blue can be seen from miles away while dark blue can almost be seen only when you’re very close to the source. The size is exactly the same, but the glow is much different.
Inside LODEditor folder is colors.html file.
Cheers,
EGHI -
mistex
glowlight
Alpha channel
Make it as big or small as you want
Save As Dxt3demer
NOTE: this will affect ALL models using PType 23 or 1……
Thanks for your advice, demer.
After the some test, I’ve learned that “glowlight” texture is applied to vertex if the LOD is integrated as feature, not any other type like vehicle or weapon.
That behaviour is bit shame for me, because it seems like we can’t make such “large” size of light for aircraft model, especially for LOD2~6.
The light with “glowlight” texture doesn’t change the size itself no matter how far from it. It could be good looking for nav/position light. The “dot” light we can only make for vehicle model is too small for it.
We’ll need to tweak the size of the light, though. -
Sorry but u understood Demers post and actually did something bases on what he said?
sent from my mi5 using Tapatalk
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Thanks for your advice, demer.
After the some test, I’ve learned that “glowlight” texture is applied to vertex if the LOD is integrated as feature, not any other type like vehicle or weapon.
That behaviour is bit shame for me, because it seems like we can’t make such “large” size of light for aircraft model, especially for LOD2~6.
The light with “glowlight” texture doesn’t change the size itself no matter how far from it. It could be good looking for nav/position light. The “dot” light we can only make for vehicle model is too small for it.
We’ll need to tweak the size of the light, though.Different texture used for Vehicles……but same principle…
I changed the Tail Strobe to demonstrate.
Stock Texture ID 166:
Modified Texture ID 166:
Note: we have the option in LE to either remove vertices\vectors or combine them. Depending on what we are trying to render. We have to remember to keep the Draw Call to a minimum to maintain FPS. You can have a 200K poly model with One draw call and it will not affect FPS, but if you have that same model with 200 calls it will drag FPS to a slide show.
We see???
demer
P.S. Arek(EGHI) is correct with the colors.html…the closer to Black we get with the ambient, I think (the color to the right of the RGB call out) the Dimmer\Smaller it gets IIRCC. It’s been awhile since Lights Ol’ Chap…chuckle
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Well not at all the same…
This is for vehicle and it’s not the way the runway lights are done. -
Well not at all the same…
This is for vehicle and it’s not the way the runway lights are done.HUH???
I think OP stated that they understood the Feature part of it but wanted to apply it to the Vehicles……that is what was demonstrated.As far as “it’s not the way the runway lights are done”…Ur right, at least not anymore…ROTFLMAO!!!..
Guess we missed it…https://www.benchmarksims.org/forum/showthread.php?24894-Post-your-4-33-Videos&p=416590&viewfull=1#post416590Clk,Clk……BOOM
demer -
Hi,
I would like to ask another question about airport lighting, which is relevant to Arty’s question.
Posted the original question in Technical Support section about a week ago, but I haven’t get any response so far.Any response/question/answer would be appreciated.
Demer where exactly is the word vehicle in his post?