Theater developmental notes - Questions questions
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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?
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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
Thanks a lot, demer.
I know that texture and poly size define the size of light, like tail strobe you mentioned above.
But since it’s normal poly with texture, the size changes itself as viewpoint goes far away. Obviously, it doesn’t look realistic in some distance.We could have multiple LODs for different light sizes, but I don’t think it’s smart way to implement such graphic effect.
Because, the rendering system already exist for features. -
I think U got it M8……;)
demer
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