1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

Lighting Illumination Failed in P3Dv3[SOLVED]

Discussion in '3D Objects General' started by faqrul96, 6 Feb 2017.

  1. MANOCHVARMA RAMAN

    MANOCHVARMA RAMAN

    Joined:
    12 Jan 2016
    Messages:
    211
    Country:
    malaysia
    Can you please check am i doing it correctly?

    1. After load the model in MCX, i click on 'Level of Detail Creator' and 'Add empty LOD'.

    Add LOD.PNG

    2. After adding empty LOD:

    After LOD.PNG

    3.Export Settings:

    Settings.PNG

    After export message:

    Message.PNG

    Result in FSX:

    Screenshot (99).png Screenshot (100).png
     
  2. dave hoeffgen

    dave hoeffgen Resource contributor

    Joined:
    16 Sep 2014
    Messages:
    1,109
    Country:
    germany
    what is the rest of the material's settings?
    Also, does it work in P3D at least?
     
  3. MANOCHVARMA RAMAN

    MANOCHVARMA RAMAN

    Joined:
    12 Jan 2016
    Messages:
    211
    Country:
    malaysia
    Material Settings:

    MCX 1.PNG MCX 2.PNG

    It works in P3D but not in FSX.

    Screenshot (103).png

    Screenshot (105).png
     
  4. pinkjr

    pinkjr

    Joined:
    11 Dec 2013
    Messages:
    631
    Country:
    us-texas
    I had the exact same problem a year ago. After weeks of sorting, and testing many different techniques....the empty LOD solved the problem. I would have never guessed it.

    David
     
    dave hoeffgen likes this.
  5. dave hoeffgen

    dave hoeffgen Resource contributor

    Joined:
    16 Sep 2014
    Messages:
    1,109
    Country:
    germany
  6. MANOCHVARMA RAMAN

    MANOCHVARMA RAMAN

    Joined:
    12 Jan 2016
    Messages:
    211
    Country:
    malaysia
    Still same.

    Screenshot (106).png
     
  7. robystar

    robystar

    Joined:
    4 Oct 2006
    Messages:
    4,435
    Z-bias is important in P3Dv3.
    Make sure that your ground poly (negative) are less than the light transparencies you are adding.
    In other words: set a Z-bias of your taxi light lower than your lowest ground poly Z-bias.
     
  8. dave hoeffgen

    dave hoeffgen Resource contributor

    Joined:
    16 Sep 2014
    Messages:
    1,109
    Country:
    germany
    that's FSX, It seems to work in P3D.
     
  9. robystar

    robystar

    Joined:
    4 Oct 2006
    Messages:
    4,435
    Negative Z-bias does not work for FSX. It is specific for P3Dv3.
     
  10. dave hoeffgen

    dave hoeffgen Resource contributor

    Joined:
    16 Sep 2014
    Messages:
    1,109
    Country:
    germany
    look at the images. The lights work in P3D. The problem is in FSX.
     
  11. =rk=

    =rk=

    Joined:
    28 Nov 2009
    Messages:
    1,476
    Country:
    us-washington
    It would be more informative and possibly useful to know which compilers the OP is using and whether he compiles separately for FSX and P3D.
     
  12. MANOCHVARMA RAMAN

    MANOCHVARMA RAMAN

    Joined:
    12 Jan 2016
    Messages:
    211
    Country:
    malaysia
    I used FSX SDK compiler to compile my bgl file. I didn't use P3D compiler at all. Unfortunately this work for P3D but not FSX.
     
  13. MANOCHVARMA RAMAN

    MANOCHVARMA RAMAN

    Joined:
    12 Jan 2016
    Messages:
    211
    Country:
    malaysia
    Can you please explain further about z-bias in P3D. what is it actually?
     
  14. robystar

    robystar

    Joined:
    4 Oct 2006
    Messages:
    4,435
    In P3Dv3, ground polys use a negative layering system. In order for a light to shine in front/above it, you need to give it also a negative Z-bias lower than the lowest layer of your groundpoly. That is, as far as my experience goes.
    In FSX, Alpha Test Function =never, no shadow and no Z-write=true, double sided=true and Source and Destination blend 'one' should work for the lights.
     
    Last edited: 20 May 2017
  15. MANOCHVARMA RAMAN

    MANOCHVARMA RAMAN

    Joined:
    12 Jan 2016
    Messages:
    211
    Country:
    malaysia
    That mean, currently for my project, i am using layer 16-20 for my ground poly. So, should I enter '-15' as my 'z-bias' value?

    And how about the Alpha Test Function for P3D? Should it be True?

    alpha test.PNG
     
  16. robystar

    robystar

    Joined:
    4 Oct 2006
    Messages:
    4,435
    Is your project for FSX or P3Dv3?
    If FSX, your groundpoly layers should be positive and for the lights the z-bias 0 is OK and everything else like Dave and I said. I also would set Final Alpha Multiply=1 and Set Final Alpha Value At Render Time=False.
    (If for P3Dv3 then you set Z-bias for your light texture lower than -20 (= at least -21) if your groundpoly layers are between -16 and -20. Alpha test function remains "never". All is the same as in FSX except the Z-bias. But if it works for you in P3Dvx the way you have done it, so much the better.)
    Mind you, I am speaking about the light (shine) texture material settings and not about the object (metal?) texture material settings.
     
  17. MANOCHVARMA RAMAN

    MANOCHVARMA RAMAN

    Joined:
    12 Jan 2016
    Messages:
    211
    Country:
    malaysia
    Thanks for the detailed explanation Robystar
     

Share This Page