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MSFS20 Adding Emissive lights to a Sketchup designed building

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norway
Hello. I am currently developing a helipad which will be the first of hopefully many more within Norway. I am now working on emissive lights to windows and doors with transparent glass. How do I best approach this with a Sketchup model? Please see this link for the development thread: https://www.fsdeveloper.com/forum/threads/ensx-stavanger-ems-helicopter.459356/page-4#post-929745

Also, please see the attached photos to get an idea on how the windows currently look. They are divided by an outer part with transparent windows, and then some space before a dark material "wall" which represents a room which is not possible to see into due to lack of light on the inside.

One approach is to add in-SDK light to the space inbetween the window and the inner wall with dark material, but I do not believe this would be the best approach as it will be too intense and concentrated.


Screenshot 2024-12-11 173254.png


Screenshot 2024-12-11 173126.png
 
The only way is through a graphic editor, such as, Photoshop or GIMP.. SketchUp doesn't handle emissive textures. Once done, through either photoshop or GIMP., you xan use MCX to place them within your model. Transparency is best through either MCX or Blender.
 
The only way is through a graphic editor, such as, Photoshop or GIMP.. SketchUp doesn't handle emissive textures. Once done, through either photoshop or GIMP., you xan use MCX to place them within your model. Transparency is best through either MCX or Blender.
Thank you! I managed to figure out the MCX function to add emissive textures, which was way easier than I would have imagined. May you however enlighten me to understand the differences between the Emissive color and the texture added as Emissive texture? What are the differences?

Screenshot 2024-12-13 133830.png
 
To answer my own question: It seems like the emissive texture placement is a texture which identifies where the emitter should be placed. However the color seem to really be defined through the colors section in the image above, under "emissive color". Having the emissive color unassigned (black) keep the windows dark even though the actual emissive texture is a defined color.
 
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