Air Base Lighting
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For future need…
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This is an issue?
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This is an issue?
Maybe not for you or I, but I’m sure it is an issue for some folks out there. IMHO, the Air Base lighting could be improved, but not a game, er sim breaker.
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This is an issue?
Why an issue? It’s posted in mod WIP section. So rather uncompleted feature and not issue.
The issue is that we all try to push for more realism and few just do it.Sure the core is on airmanship and air tactics, but having realistic parts I believe it’s good.
The BMS guys made a good base for the community to use.
Shouldn’t we do it more plural or complete?There are 3d modelers and texturers just for airplane or mostly airplane when there are many other aspects of this sim that need plurality and whatever like better 3d models and textures.
If u mean u can take off and land with what we have well in that sense we don’t need ATC and detailed airports. Runway tower shelters done. No lights.
Just start mission in the air or use nvg for the night Mission. As said during war airports don’t use lights unless needed.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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The problem IMHO is that you don’t say clearly what you’re willing to try Arty ?
i “guess” you realised that there is only 2 different ALs in BMS (MALSR and ALSF) and you want to create more
correct? -
Yeap I believe this is obvious.
The whole idea and implementation is rather easy.
all parts of the whole model are mostly the same.
So
1. create the points in accuracy according to documents guidelines. This is way easy with any app. With Corel for me it’s just time. U can do it and Autocad or 3dsmax there are some plugins that help for distribution and alignment for such models. like for architecture where angles and distances are crucial.
2. Create one or two ( I believe they don’t have more variations) 3d models of the light and then just replace all the previous points from 1. with those new light models. This is done automatically in 3ds max.This is why I say someone should spank us. It’s not a hard to do mesh.
Also a library could be made for taxi signs… Those could be in the stock bms setup or could be separated LOD files in a folder in BMS or in a shared cloud folder (mediafire or dropbox) and whichever or whatever a theater creator needs just to import and use. They might even will not need textures. Maybe one texture can cover all. IIRC as the runway features get the rwy number it could be used for those (I believe this is how it is now) too so, one model and xxxx textures.
New lights could be created like:Please don’t think I will start right away. I have other outstanding projects, for sure will try to fit in this.
But I have a ready start with two not so important models:
https://www.benchmarksims.org/forum/showthread.php?31098-ADB-LED-UNI-Directional-L-852N
and this:
Or this:
Also I don’t want to do it just by my self. We are many here… Some theaters dev’s might already had done something on this aspect or were thinking about it, so here is the challenge and opportunity… we are a community let’s contribute.
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Now that you open the debate about lights…. I don’t know the specific case of Kunsan as I couldn’t find any photo, but other add-on theater airbases have the same. Normally the approach lights are not installed in masts over the runway, including the stopway, for obvious reasons, they are just “built-into” the runway. I have seen them installed on masts in several theaters, and apart from maybe some exceptions this shouldn’t be the norm.
Maybe this could be looked at too.
EDIT: example to illustrate, just on top of the watermark
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I believe nove has made some ALSF lights already for Balkans without the masts, as per Nikos’ request.
Arty, I’m loving the idea, and your models are already looking beautiful, especially the lighting effect.
Doesn’t Tomcatz also have some nice lights in Ostsee created by him?
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Yeap
@Ahmed those lights should - could be on the same model as the runway or taxiway.
Having one model instead of xx for tarmac and lights saves the features count in the objective. Each objective has a limitation of 255 features (0-254). But this is overcome with 2-3 objectives for the same objective. Like one main for targeting. One for details and another for details and lighting. so the features count doubles or triples to 510 or 765 which is a very good count and practice for plural airbases or objectives in general.@Nuno sure Tomcatz did those lights. Everyone is free to contribute in the way they want.
For my case I will provide everything including the 3d models in 3ds max format not just the lods. That way ppl will be able to include them as stand alone (only light) or add them to their current models.
For example twy lights are a pain as they are many polygons in total even in the lower LOD. So LE crashes.
braking them down to pieces is better. There is always the trick to have one simple model and then add the killer poly model with replace in the LE which works better.
The main issue are twy lights as in many cases that I see the twy is one feature and that means some xxxxx lights. This is not just a trouble for LE but 3dsmax also in case your pc is not that strong to handle the amount of mem mostly and has to go to the disk.First off let’s establish what and who do it and next we will start building. I already start to brake down the SSALR and see which is better as a tool to work on it. Corel is good for me but I have to work on scale and needs many calculations. I have a plugin for 3ds that helps but It doesn’t work on max 2013. I must install 2014 and look in to it. But with minimum free time reinstalling the whole thing with the plugins is a bit of a killer. But most probably a must.
So I already started in Corel where from pdf is easy to import the figures from the doc’s I posted. I’ll do a first test how well it comes in respect to the scaling and then go for the decision to upgrade 3dsmax.If this works ok I could do them all and provide the 3dsmax files so that others can use it a base for the 2D alignment of the lights. Then it will need the 3d model the LODS (maybe) and the Zaxis adjustment and the switches - textures for the light, which (textures) already believe they exist in the Falcon library and can be reused.
IIRC for the RGL Runway Guard Lights there isn’t a ready script to cover them. I didn’t had time to think if using two switches and the same script, or make 2 different features that overlap could make it work. As the doc says they flash alternatively 40-50 times per minute. If anyone has an idea how to do it please do post it here.
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he’s right arty! it’s nice to do taxis and have very realistic lights, it makes everything much more immersive !! thanks to arty and to all those who have the skills and the desire to improve more and more our beloved simulator !! (we always remember that they do the work for free and take time out of their family for all of us)
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I agree amido!!! anything that can help with immersion on the ground is always a plus in my opinion! Thanks Arty for bringing this up!
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Thank you guys, lots of support but I don’t see any actual participation or willing to contribute by others.
I’m not saying it’s a vast project but I have started many things, 3d in general and for IKAROS, other things for IKAROS, 2 manuals, now this… I already kinda abandoned the 3d cities FBB project…
Anyway let’s keep our hopes high and let’s see how it goes.On a side note if someone can help on producing a dedicated guide might also help.
Meaning now I must go through many pages and various docs to gather all the needed info and details.
So a post like for this lighting system all needed are those. Diagram measurements color and whatever is available to help a 3d modeler.
Then the other , and so on.
It could be like an index also, like diagram on xxxx link document page xx. Measurements xxx link document pages xx to xx.
Maybe and some links with actual photos or even videos.
This might help others to get started.
Even adding things I forgotten or don’t even know and r needed to make the list more complete.
Or texturers that could texture up some models.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Arty, If you dont find any dimensions you can always compare it next to an airplane or a vehicle. But if you want specific diagrams (probably for different types) i cannot help that much. Things i made for the Phantom for example i compare them always with the actual model in the scene and scaling/editing as needed. I know it isn the right way but is what i do! At least its easy to find pictures on the net that you can compare it with something right?
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Thanks Manos1981.
Well dimensions are there in the docs.
What i’m saying is if someone that can’t help on the 3d or texturing can help by gathering the info per lighting system specific so that the 3d modeler or texturer will not have to go through the various docs and pics and links to finalize what is needed per lighting system.
Or if someone has them in an organized manner already or there is a doc that is very clear and specific… please share. -
Arty, when I do the buildings we talked about, is there a limit or an area that I need to stay in? What I mean is, can I do buildings around an airport or does a building have to be within the airport boundaries? I hope this makes sense?
Boomer
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Buildings can be wherever. There is no limitation.
Just in case this thread is for airbase lighting and not airbases in general.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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OK, sorry about that Arty.
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No problem Boomer. I see u started a new thread already.
Nice.
This way things will be easier for you and the rest of the guys to follow progress and provide info and help.
Good luck, we all going to help.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Thank you Sir! I’ll have a lot of questions to start with.
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Ok my number is +309997776434. Call me anytime, I’ll have it closed. [emoji38]
Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk