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Place lights

Hi Arno,

Thanks.

So I need to do this once for each region or just the region where I am using the object?

This editing XML procedure is the same for both FS2004 and FSX?

Many thanks!!

Kindly,

Blazer
 
Hi,

You would only have to add it to the region where you want to use it.

The default.xml is almost the same for fsx and fs2004. So editing it is also the same.
 
:(


Hello Arno,
Sorry if I insist, but I'm going crazy trying to figure out where I'm wrong ...
unfortunately still have the problem of the poles turned 90 ° with respect to the road ...

If I place the poles with agn and guid:

PLACEPOINTSALONGLINE|FTYPE=LINE;highway=tertiary|50|5|type|light|hdg
CREATEAGNLIBOBJ|FTYPE=POINT;type=light|{0017a263-464f-14fd-f77f-2996fed44864}|hdg|6;6

It works perfectly the stakes are in place over the road.


If I place objects with:

PLACEPOINTSALONGLINE|FTYPE=LINE;highway=tertiary|50|5|type|light|hdg
CREATEXMLLIBOBJ|FTYPE=POINT;type=light|{47c97ced-c4e6-4e4b-8e9f-b110989eea62}|hdg|6;6|noautogensup

the poles are parallel to the road in the wrong position??

Possible that only I have this problem? Any idea?

The place of evidence is always Schiermonnikoog, i send you the file BGL if you want to try it, or create you and it look on my pc.

I do not know what else to search .....

Anto80.

P.S. I use FSX....
 

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Hi,

Can you not just rotate the library object you are using? Or is it not an object that you made yourself.
 
The object is AG_lightpole default in the library of FSX, which is located
in C: \ Program Files (x86) \ Microsoft Games \ Microsoft Flight Simulator X \ Scenery \ Global \ scenery.
I tried to rotate the object 90 degrees. I tried to put it lying down, but in FSX seems to have no effect, the object is always in the same position I used for swirling ModelCoverter and resaved the library with the same name autogen.bgl.
But no change seems to work ...

It may be that I modify the library that is not the right one?
The object ag_lightpole guid (47c97ced-c4e6-4e4b-8e9f-b110989eea62) I find in autogen.bgl

The only thing I did was to add a particle to the light.

Excuse the inconvenience...

Antonio.
 

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Hi,

Well, if it is not an object you made yourself than modifying it is not a good idea.

I'll see if I can add an option to add an offset to the heading after my vacation.
 
Hi,

Well, if it is not an object you made yourself than modifying it is not a good idea.

I'll see if I can add an option to add an offset to the heading after my vacation.


:)

Ok Arno,forget about it, obviously there is something wrong in my pc.

I have create the object for my scenery, rotate position correct in ModelConverter, given a new guid, guid changed
in the XML file it generates scenproc, recompiled and now the object is perfect.

I shall use objects outside of the default library and so solve the problem.
What I do not understand where he is my problem.
Does not matter ...

Thank you for everything you do for us.

Good holidays to you too.

Antonio.

In these shots the position is correct.
 

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over my head!

Gentlemen, this looks absolutely beautiful and I'd love to have a go, but I wonder if someone could pen a short tutorial from start to finish for those of lesser intelligence such as myself to follow please?

Sorry for being a newb with scenproc :p
Cheers k
 
Arno is on vacation for time being

my quick tutorial is on first post

read through thread to figure things out with scenproc
 
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i had to show how far this got; thanks to Arno and Vitaly's help and creativity
everything in the pics was produce with scenProc, including ground splash effect





Chris,
 
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im looking for advice on how to correct the zigzag effect when placing road lights
i believe this only accrues with trunk roads where there are two parallel roads
one in each direction, next to each other
i think placement start in the direction the traffic flows;; which creates "sig sag" patterns
since starting point aren't the same
anyway to get around this?



Regards

Chris
 
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Hi,

That feature is still on the to-do list. I had a quick look at it, but implementing it was not super easy. I need to recode the existing implementation quite a bit.
 
Hi,

That feature is still on the to-do list. I had a quick look at it, but implementing it was not super easy. I need to recode the existing implementation quite a bit.

No problem, Arno, I will ask my friend to make a tool for changing scaling and heading values in XML-file.
 
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Hi, Arno.
Is it possible to add another arguments to CREATEXMLLIBOBJ command: NoCrash and NoShadow. It should be useful for the city lights.
I can do that in XML, using Notepad++ or another text editor, but it will be cool if ScenProg will be able to do that.
 
Hi,

I think that's a good idea. I'll add it to the todo list.
 
very cool the output Operator, and thanks for the link, sorry for my dumbness, but when you say randomizing of scale, what do you mean ?
 
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