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MSFS20 3rd party photogrammetry excluding night lights

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Hello. I am currently making a project within Kristiansand in Norway and I want to make it compatible with the photogrammetry addon shared through flightsim.to (https://flightsim.to/file/34327/kristiansand). However, the photogrammetry addon lacks night lighting which I want to erect. Investigating the photogrammetry project within the sdk shows the author has used an exclusionrectangle[/or polygon/rectangle] to exclude all within the relevant area.

I want to:
1: Erect the missing night lighting so that it shows within the exclusionrectangle again. (However, if the lights are placed vertically based on ground elevation I assume they will be below the photogrammetry as the terrain has been flattened to sea level)
2:... if so, I need to place lights around the city which also shows the emitting ball.

How would you approach these issues?
 
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Hi Vetle:

As I had endeavored to explain in my reply to your other related thread here:

https://www.fsdeveloper.com/forum/threads/enkh-kristiansand-hospital.459612/post-933133


...one 'may' Replace excluded content and add new content in a scenery layer that loads after any that contain a local ExclusionRectangle.


One must place such scenery content AMSL (Above Mean Sea Level) rather than AGL (Above Ground Level) set by local terrain mesh.


One must determine how many Meters below local Ground (measured AMSL) the 3rd party G-Polys are placed at their tile 'base'.

Or, more specific to the required task, one must determine how many Meters AMSL the 3rd party G-Polys are placed at ...as measured at their tile 'base' plane.

That AMSL value sets a continuous value in MSFS for local "Ground" AMSL.


One must place any Replacement content relative to that AMSL Altitude value, so that your own scenery package will display correctly, regardless of whether an end user does- or does not- have such a local 3rd party G-Poly add-on installed.


Note: There may be areas that use different / multiple such 3rd party G-Poly add-ons.


You may first wish to review the sequence of posts for your Stavanger Helipad ENSX project ...here:

https://www.fsdeveloper.com/forum/t...-party-photogrammetry-area.459478/post-929869


I'll look at the scenery sometime today to confirm Altitude measurements compared to what was used by the G-Polys at ENSX as well.


Some may regard such G-Poly add-ons as 'irksome' or even of questionable legal status by using Google 3D content; but GEDOT "works".


MSFS default photogrammetry does not yet compare as well in quality and manageability to G-Polys output by the GEDOT utility software.

And one's goal is to allow one's add-on to be at its best, regardless of what end users do- or do not- have installed alongside one's scenery.

GaryGB
 
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Hi Vetle:

As I had endeavored to explain in my reply to your other related thread here:

https://www.fsdeveloper.com/forum/threads/enkh-kristiansand-hospital.459612/post-933133


...one 'may' Replace excluded content and add new content in a scenery layer that loads after any that contain a local ExclusionRectangle.


One must place such scenery content AMSL (Above Mean Sea Level) rather than AGL (Above Ground Level) set by local terrain mesh.


One must determine how many Meters below local Ground (measured AMSL) the 3rd party G-Polys are placed at their tile 'base'.

Or, more specific to the required task, one must determine how many Meters AMSL the 3rd party G-Polys are placed at as measured at their tile 'base' plane.

That AMSL value sets a continuous value in MSFS for local "Ground" AMSL.

One must place any Replacement content relative to that AMSL Altitude value, so that your own scenery package will display correctly, regardless of whether an end user does- or does not- have such a local 3rd party G-Poly add-on installed.

Note: There may be areas that use different / multiple such 3rd party G-Poly add-ons).

I'll look at the scenery sometime today to confirm Altitude measurements compared to what was used by the G-Polys at ENSX as well.

GaryGB
I am sorry you had to repeat yourself. My progress goes too far sometimes, so I miss important details provided earlier. I am a bit confused though if we are talking about the same thing. I do not have issues placing custom made buildings and/or objects. That works as it should, but it is the autogen buildings and lights specifically for this thread, that I am having issues with. I've "discussed" with chatgpt regarding this, and it highlights the issue when an author removes a feature that the msfs sdk cannot replace the autogenerated scenery. It has to be replaced by manually place the scenery objects - in this case the lights. But are you saying that I am able to override the Kristiansand photogrammetry exclusions made by the author and reintroduce the autogenerated lights again?
 
From what I can see out of the rectangle and polygon properties, there is no way to reintroduce autogen to that specific area?
 

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Hello. I am currently making a project within Kristiansand in Norway and I want to make it compatible with the photogrammetry addon shared through flightsim.to (https://flightsim.to/file/34327/kristiansand). However, the photogrammetry addon lacks night lighting which I want to erect. Investigating the photogrammetry project within the sdk shows the author has used an exclusionrectangle[/or polygon/rectangle] to exclude all within the relevant area.

I want to:
1: Erect the missing night lighting so that it shows within the exclusionrectangle again. (However, if the lights are placed vertically based on ground elevation I assume they will be below the photogrammetry as the terrain has been flattened to sea level)
2:... if so, I need to place lights around the city which also shows the emitting ball.

How would you approach these issues?

Hi Vetle:

AFAIK, there 'should' be a way to replace the MSFS default auto-generated buildings, according to the SDK Docs.

The thread where I most recently explained dynamics of the Exclude and Replace process, load sequence etc. is here: ;-)

https://www.fsdeveloper.com/forum/threads/enkh-kristiansand-hospital.459612/post-933184



AFAIK, Vizipok Kristiansand should not exclude MSFS default street lights unless they are somehow a part of default photogrammetry.


This is what GEDOT says regarding the Exclusions it generates:

https://thalixte.github.io/Google-E...ures/create_terraform_and_exclusion_polygons/

"Exclusion polygons

GEDOT produces two types of exclusion polygons:

  • exclusion building polygons: exclude the Blackshark.ai generated buildings to avoid conflicts between those AI buildings and the photogrammetry ones.
  • exclusion vegetation polygons: preserve coastal aspects (beaches, shores), thanks to vegetation exclusions polygons that cover the water and the shores."


Also, GEDOT documentation does not state that its standard processing configuration excludes MSFS default street lights:

https://thalixte.github.io/Google-E...leanup_3d_data_from_the_photogrammetry_tiles/



I am on the road this afternoon, but would be glad to look at the current task under consideration in detail upon my return this evening.

It might be helpful if I were able to test your ExclusionRectangle and Replacement building placement status at the South end of the Khristiansand Hospital campus, if you would be so kind as to post a link via DM to a ZIP of the current build of your ENKH package.


Otherwise I shall look at the 3rd party G-Poly add-on to see what it excludes, and whether it persists with impact even on layers that load after it's position in the stack of scenery content layers.


If you have successfully excluded (1) tile of the 3rd party G-Poly add-on, by also placing a separate additional Polygon that loads after the G-Poly layer you excluded, the SDK Docs indicate one should be able to set attributes in your Polygon, which allow display of default buildings with lights etc. when that Polygon layer is loaded after the G-Poly layer, even though that G-Poly layer contains an ExclusionRectangle of its own separate from the one you are intending to use for excluding the G-Poly tile.

If by any chance the process I described (as inferred from SDK Docs) does not work, then we may need to inquire further into use of a layered "exclude all" followed by a later load of a Polygon that allows display of selected default scenery content.


[EDITED]

PS: You refer to restoring "Lights" to areas of excluded G-Polys using 'light emitting balls', which IIUC may mean street lights rather than lighted windows in buildings.

You also indicate that you are able manually place default or custom buildings within the areas of excluded G-Polys.

Are you attempting to restore excluded default street lights within areas of excluded G-Polys where you have manually placed default or custom buildings, and you have thus far been unable to get the MSFS default street light objects to display alongside the manually placed default or custom buildings ?

Are you saying that you are only experiencing difficulty get the MSFS default street light objects to display (only) within areas of excluded G-Polys, and suspect there may be some Exclusion attributed imposed by the above linked 'Vizipok' Khristiansand GEDOT 3D G-Polys ? :scratchch

From what I can see out of the rectangle and polygon properties, there is no way to reintroduce autogen to that specific area?

screenshot-2025-05-09-231940-png.96484


The above is outside the tile extent of Vizipok G-Polys as a Row from East to West; the Western-most is the only (1) overlapping ENSX.


You may recall I previously posted screenshots of that (1) tile in MCX and Google Earth from Vizipok's G-Polys that overlaps ENKH here:

https://www.fsdeveloper.com/forum/threads/enkh-kristiansand-hospital.459612/post-932911


The western-most tile has the Object GUID of {e8344872-7b0c-4fb2-83ea-8cde51a844d9} when viewed in MCX and in Google Earth:

You may also recall that Yellow Place Mark Push Pins are located at the G-Poly tiles' bottom Right corner (Origin of object Axes in MCX).

Kristiansand_G-Polys_Origin_of_Tiles-GE-2.jpg



Please explain the basis for the example use of a Polygon in the MSFS DevMode screenshot you posted above the latter Google image.


Are you attempting to restore MSFS default street lights only within areas otherwise displaying the Vizipok G-Poly series of tiles ? :scratchch

UPDATE:

OK, I just noticed this post you previously made on the Vizipok Kristiansand add-on web page at Flightsim.to:

https://flightsim.to/file/34327/kristiansand

default.png

https://flightsim.to/profile/Nordscape
Nordscape

1 years ago

"Thanks for a great product.

I was wondering; Any way to implement nightlighting to the scenery? Currently there is just a large black hole when flying around the city at night.
"


IIUC, you are wanting to 'restore' the MSFS default night lighting inside the area otherwise allowed to display the Vizipok 3D G-Polys ?

In other words, even after excluding the (1) Vizipok G-Poly that overlaps ENKH, you are accommodating display of the other such tiles ?


Have you also loaded yet another G-Poly series of tiles by an author in addition to Vizipok, and wish to do something ?

I see these other Kristiansand add-ons available at flightsim.to; do you have one of these loaded in MSFS as well ?

https://flightsim.to/discover/Kristiansand


FYI: I assumed you were only attempting to enable your ENKH local custom scenery to display relative to Vizipok's scenery add-on.

If you are indeed wanting to address overlaps of other scenery add-ons within the area of your ENKH local custom scenery, that probably can also be done, but I had thus far not tested for that, based on our initial discussions regarding the scope of your original ENKH project.


Please clarify what you are showing us, and what the intent is, relative to the screenshot immediately above, in regard to ENKH' campus.

It is a bit late in my (Chicago) time zone now; I shall defer taking additional action until I see a reply from you tomorrow (Saturday). ;)

[END_EDIT]

GaryGB
 
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[EDITED]

PS: You refer to restoring "Lights" to areas of excluded G-Polys using 'light emitting balls', which IIUC may mean street lights rather than lighted windows in buildings.

You also indicate that you are able manually place default or custom buildings within the areas of excluded G-Polys.

Are you attempting to restore excluded default street lights within areas of excluded G-Polys where you have manually placed default or custom buildings, and you have thus far been unable to get the MSFS default street light objects to display alongside the manually placed default or custom buildings ?

Are you saying that you are only experiencing difficulty get the MSFS default street light objects to display (only) within areas of excluded G-Polys, and suspect there may be some Exclusion attributed imposed by the above linked 'Vizipok' Khristiansand GEDOT 3D G-Polys ? :scratchch



screenshot-2025-05-09-231940-png.96484


The above is outside the tile extent of Vizipok G-Polys as a Row from East to West; the Western-most is the only (1) overlapping ENSX.


You may recall I previously posted screenshots of that (1) tile in MCX and Google Earth from Vizipok's G-Polys that overlaps ENKH here:

https://www.fsdeveloper.com/forum/threads/enkh-kristiansand-hospital.459612/post-932911


The western-most tile has the Object GUID of {e8344872-7b0c-4fb2-83ea-8cde51a844d9} when viewed in MCX and in Google Earth:

You may also recall that Yellow Place Mark Push Pins are located at the G-Poly tiles' bottom Right corner (Origin of object Axes in MCX).

View attachment 96485


Please explain the basis for the example use of a Polygon in the MSFS DevMode screenshot you posted above the latter Google image.


Are you attempting to restore MSFS default street lights only within areas otherwise displaying the Vizipok G-Poly series of tiles ? :scratchch

Hello, and thank you yet again for all your help into troubleshooting! quite impressive - to say the least - what you are able to pick up.

I will try to clarify in two parts. I understand the confusion!

First: There are no default photogrammetry scenery of Kristiansand, only the 3rd party freeware addon. If not, the city is generic/autogen buildings.

-I have only added one exclusionrectangle, which covers the south-east side of the hospital. That rectangle successfully removes the Kristiansand photogrammetry from the relevant area as per the intention.

Screenshot 2025-05-10 105751.png


Screenshot 2025-05-10 110108.png


Screenshot 2025-05-10 110053.png


-I have not placed a polygon/rectangle on top of my own placed exclusion rectangle with the intent to replace buildings. This is intentional as I have found a good way to add light poles and other detailing for the relevant area covered by my exclusionrectangle.

-All custom made buildings are placed, and shows correctly ontop of my exclusionrectangle (Although not demonstrated with the pictures above).

Summary regarding the exclusionrectangle placed by myself: I have no issues with my own placed exclusionrectangle. All custom made campus buildings and so on are placed correctly within the sim. In short; Everything works as it should within the hospital campus.

The issue regarding lights is based upon the default autogen lights which is present within all generic cities. With the Kristiansand photogrammetry scenery addon the lights are not present, and the whole city is a big black hole during the night.

-I do not expect buildings to have lighted windows as the models are replaced with photogrammetry. That is ok.

-I do however want to have the autogen lights placed back within the relevant photogrammetry area which the creator of the Kristiansand photogrammetry addon seems to have excluded within his own project.

GaryGB: If you would be so kind to check out the dropbox-link I've sent you. The current "goal" is to add autogen lights around the Kristiansand photogrammetry area.
 
Hi Vetle:

I have the download of the ENKH project and will be analyzing how it renders at run time as as function of MSFS default versus:

* with an Exclusion Polygon only, using various settings

* with an ExclusionRectangle only, using various settings


* with Vizipok G-Polys only

* with Vizipok G-Polys and your ExclusionRectangle for (1) tile of same


I am first reviewing how MSFS 2020 renders the "Floating Orb" street lights as a function of how they are placed.

There is an option to use 3D objects with multiple planar Faces and emissive textures as static library objects versus SimObjects.

There is also an option to use Visual Effects as rotating single planar Face Sprites that appear to emit light.


There may be a new 2020 light object not well documented yet; these 'may' be distinct from 2 methods now being tested in MSFS 2024.


As you saw, there may be a persistent exclude for certain types of lights intended as street lights that require different placement to work.

This will take time to study, since a 2020 Sim Update version had changed a few things, and I am updating my knowledge base on this.


As I get into your existing project structure, I will be thinking about how you may opt to change the project name and specific contents.

More to come later...

GaryGB
 
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Hi Vetle:

I have the download of the ENKH project and will be analyzing how it renders at run time as as function of MSFS default versus:

* with an Exclusion Polygon only, using various settings

* with an ExclusionRectangle only, using various settings


* with Vizipok G-Polys only

* with Vizipok G-Polys and your ExclusionRectangle for (1) tile of same


I am first reviewing how MSFS 2020 renders the "Floating Orb" street lights as a function of how they are placed.

There is an option to use 3D objects with multiple planar Faces and emissive textures as static library objects versus SimObjects.

There is also an option to use Visual Effects as rotating single planar Face Sprites that appear to emit light.


There may be a new 2020 light object not well documented yet; these 'may' be distinct from 2 methods now being tested in MSFS 2024.


As you saw, there may be a persistent exclude for certain types of lights intended as street lights that require different placement to work.

This will some time to study, since a 2020 Sim Update version had changed a few things, and I am updating my knowledge base on this.
Thank you Gary. Looking forward to your findings.

I am prepared to place lights manually around the city, but I hope it's possible to avoid it by activating the autogen lights again. Fingers crossed you find out something clever :)
As I get into your existing project structure, I will be thinking about how you may opt to change the project name and specific contents.
What do you mean? Are you referring to the other question about copying the existing project and make a project version compatible with the non-photogrammetry users?
 
What do you mean? Are you referring to the other question about copying the existing project and make a project version compatible with the non-photogrammetry users?

Yes, but actually the reverse. :)

IMHO, the version that fixes anomalies due to use of Vizipok G-Polys merits the special name.

I'm thinking: ENKH_Kristiansand_Helipad_3DGP_Fix for that latter version, including both your ExclusionRectangle and the Replaced street lights.


PS: None of the other Kristiansand add-ons at Flightsim.to aside from Vizipok's seem to utilize GEDOT G-Polys.

GaryGB
 
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Yes, but actually the reverse. :)

IMHO, the version that fixes anomalies due to use of Vizipok G-Polys merits the special name.

I'm thinking: ENKH_Kristiansand_Helipad_3DGP_Fix for that latter version, including both your ExclusionRectangle and the Replaced street lights.
Ah, I see. So I keep the version I have now and change it's name, while the copy is the one not adapted to the G-polys? 🤔 In that case, I agree - if I understood correctly :)
PS: None of the other Kristiansand add-ons at Flightsim.to aside from Vizipok's seem to utilize GEDOT G-Polys.
Correct. They only adjust the airport, I believe.
 
Hi Vetle:

I "turned to the Dark Side", and using MSFSBglXml.exe - version 1.1.20220130: :stirthepo

https://www.fsdeveloper.com/forum/threads/msfsbglxml-convert-msfs-2020-bgl-files-to-xml.450677/

...I have successfully de-compiled the BGLs for Vizipok Kristiansand-1 to:

* Objects.xml

* Objects_CVX.xml

* Kristiansand-1-ModelLib.xml


I shall try to ID the method used to place- and exclude- MSFS 2020 default "Orb"-type street lights to see what 'restoration' requires.


We shall see how to restore street lights to the "Dark Side" of Kristiansand in areas Excluded (or occluded ?) by the Vizipok 3D G-Polys:

Kristiansand_ENKH_Vizipok_G-Polys_Night-1.jpg


GaryGB
 
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Hello. I am currently making a project within Kristiansand in Norway and I want to make it compatible with the photogrammetry addon shared through flightsim.to (https://flightsim.to/file/34327/kristiansand). However, the photogrammetry addon lacks night lighting which I want to erect. Investigating the photogrammetry project within the sdk shows the author has used an exclusionrectangle[/or polygon/rectangle] to exclude all within the relevant area.

I want to:
1: Erect the missing night lighting so that it shows within the exclusionrectangle again. (However, if the lights are placed vertically based on ground elevation I assume they will be below the photogrammetry as the terrain has been flattened to sea level)
2:... if so, I need to place lights around the city which also shows the emitting ball.

How would you approach these issues?
I was sure I have already answered this somewhere

The only way to remove msfs light is with a Polygon and in the properties set it to exclude roads/exclude lights, so the poligon must be there in original scenery (there is no need to decompile stuff, the debug shapes in the dev mode menu you show you them)

So you simply need to remove the polygon,

With an ExclusionRectangle and in its properties select only excludePolygons

Compile and make sure that your scenery is loaded after the original one
 
I was sure I have already answered this somewhere

The only way to remove msfs light is with a Polygon and in the properties set it to exclude roads/exclude lights, so the polygon must be there in original (Vizipok) scenery (there is no need to decompile stuff, the debug shapes in the dev mode menu you ('should') show you them)

So you simply need to remove the polygon,

With an ExclusionRectangle and in its properties select only excludePolygons

Compile and make sure that your scenery is loaded after the original one

Hi Federico:

Thanks for offering the above suggestions. :)

IIUC, you recommend trying use of an ExclusionRectangle to Exclude ...an 'Exclude' Polygon. :scratchch


I de-compiled Vizipok's BGLs, as I did not derive detailed info on Vizipok's Exclusions used at the OP's ENKH scenery location via:

MSFS SDK > DevMode > Debug > Terrain > Debug Shapes:

Kristiansand_ENKH_Vizipok_CVX_Shapes_Polys_Pkg_Name-1.jpg


Kristiansand_ENKH_Vizipok_CVX_Shapes_Polys_Draw_Type-1.jpg


The XML files I cited above as derived via MSFSBglX from from Vizipok's Kristiansand-1 BGLs in:

https://flightsim.to/file/34327/kristiansand

...are attached below.


I believe you may also see- as I did- a need for an explanation of how Vizipok's code excludes MSFS 2020 default "Orb"-type street lights.


Thanks in advance for any further insights you may be able to share with us on "dark" secrets of how these street lights are excluded. ;)

GaryGB
 

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I was sure I have already answered this somewhere
You are correct, sir. I found a thread you participated in where a similar question was asked, but I may have missed that it was about a scenery which used an exclusion polygon.
The only way to remove msfs light is with a Polygon and in the properties set it to exclude roads/exclude lights, so the poligon must be there in original scenery (there is no need to decompile stuff, the debug shapes in the dev mode menu you show you them)

So you simply need to remove the polygon,

With an ExclusionRectangle and in its properties select only excludePolygons

Compile and make sure that your scenery is loaded after the original one
Thank you so much for your input. I will try with an exclusionrectangle removing polygons from the relevant area. Thanks!
 
Hi Vetle:

I certainly would not consider anything impossible at this point of the inquiry into what AFAIK, is Asobo's "Orb" light rendering process.


But, I would encourage a detailed review of the info I linked previously which cites Asobo's most recent documentation on Exclude / Replace:

https://www.fsdeveloper.com/forum/threads/enkh-kristiansand-hospital.459612/page-3#post-933184


I believe we must take care as to what gets excluded by another ExclusionRectangle ...stacked on top of your own ExclusionRectangle. :alert:

https://docs.flightsimulator.com/html/Developer_Mode/Scenery_Editor/Objects/Rectangle_Objects.htm

"Priority

This option sets the render priority for the rectangle. The default render priority is 0, which for most cases is fine. However, if you have overlapping rectangles and want one to render over another one, then you will need to change this value clicking the + or - buttons to raise or lower the priority value. Higher priority values will render over lower priorities, for example, a rectangle with priority 1 will render over one with priority 0, which in turn will render over one with priority -1. Note that we cannot guarantee the render order for rectangles with the same priority, so if you need something to render over or under something else, you need to set this value. Note that if the rectangle is flagged as terraforming then the priority value will be rendered in the world view to make debugging easier."

GaryGB
 
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I am currently testing the night lights, and I am a bit confused - therefore I am posting as a way to troubleshoot with myself. Looking at the attached images, I have a couple of theories.


Screenshot 2025-05-11 120712.png


1: There is no exclusionpolygon removing the lights, meaning the lights are below the photogrammetry.
Looking closer around the areas which in fact are lit up, I see that there are both buildings and terrain present. This indicates that the exclusion polygon is not covering that area.
Screenshot 2025-05-11 121230.png


Screenshot 2025-05-11 121252.png


Screenshot 2025-05-11 121343.png


Screenshot 2025-05-11 121415.png


2: There is an exclusionpolygon removing the lights, but the polygon is not covering the whole area.
Considering the terrain is down to sealevel at several places, I would expect to see autogenerated lights present if it was not removed. Same goes for the buildings. So the theory of the exclusionpolygon not covering the whole area is likely.

I have tried to introduce the exclusionrectangle for the relevant area, removing polygons and rectangles. I then added the polygon which added the buildings and lights back again. Buildings are easy to see back into the area as they light up where the photogrammetry is not dense enough. The streetlights however are probably hid by the photogrammetry. They pop up here and there, although without the lightbulb.

Screenshot 2025-05-11 133044.png
 
I am able to place a "lightrow" with glowing bulb, but I am unable to elevate it since its only terrain-following. 🤔

EDIT: This is quite interesting! I am able to place a lightsupport rectangle to elevate the lights placed by a lightrow! That is exactly what I need to insert the lights when I am unable to regenerate the autogen lights💡. I will do some further testing to confirm how it actually works.
Screenshot 2025-05-11 153147.png
 
Spoke too soon, possibly. It looked promising, but unfortunately it is not working correctly for "high-flyers".
Two issues present;
1: The emission from the lights are rendered depending on the altitude, meaning they disappear after a couple of thousand feet. The emitting bulb can be made visible, but the emission is not showing at higher altitudes.
2: The emitting bulb is showing at daytime also. I can reduce the size of the bulb, but then it will not show at higher altitudes.

Screenshot 2025-05-11 154948.png


Screenshot 2025-05-11 155010.png
 
Hi Vetle:

You are doing some thorough troubleshooting, considering the unusual variables involved with how GEDOT 3D G-Polys are implemented.

We all stand to gain new insights through your worked examples in this project. :)


The attached CVX Vector XML shows that Terraforming and Flattens both are used in the GEDOT code.

IIRC, then GEDOT 3D G-Poly objects are placed above at assigned Altitudes (AMSL ?) ...to align with surrounding default terrain surfaces.


GEDOT 3D G-Poly objects are "opaque", and probably 'occlude' our ability to see default street light "orbs" at Altitudes they are 'pushed' to.

Perhaps this is because default street light "orbs" may have been placed AGL rather than AMSL, so they end up under GEDOT G-Polys ?


I forget if SDK Docs say we can place Light Supports and street light "orbs" AMSL; AFAIK, they were intended to be AGL to follow terrain.

But placement of those objects may just be possible using AMSL coordinates for the vector Poly-Lline of Light Supports. ;)

GaryGB
 
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Hi Vetle:

You are doing some thorough troubleshooting, with consideration of unusual variables involved with how GEDOT G-Polys are implemented.

We all stand to gain new insights through your worked examples in this project. :)


The attached CVX Vector XML shows that Terraforming and Flattens both are used in the GEDOT code.

IIRC, then GEDOT 3D G-Poly objects are placed above at assigned Altitudes (AMSL ?) ...to align with surrounding default terrain surfaces.


GEDOT 3D G-Poly objects are "opaque", and probably 'occlude' our ability to see default street light "orbs" at Altitudes they are 'pushed' to.

Perhaps this is because default street light "orbs" may have been placed AGL rather than AMSL, so they end up under GEDOT G-Polys ?


I forget if SDK Docs say we can place Light Supports and street light "orbs" AMSL; AFAIK, they were intended to be AGL to follow terrain.

But placement of those objects may just be possible using AMSL coordinates for the Polyline of Light Supports. ;)

GaryGB
I checked with chatgpt (evidently very helpful in troubleshooting, happy to say) and it states that it is indeed possible to make light support follow the terrain or AGL, but that is currently not the issue. As mentioned i am actually able to make a decent result with the lightsupport+lightrow, but it lacks the illumination of the ground after a relatively short distance, making it rather useless. If it was possible to increase the render distance, it would be perfect for its intent
 
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