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In FS9, "landing" and "taxi" lights are generated by FS9 based on the part name and the Material Name.
The image shows the "head" of my Single Ramp Light. The two "triangle polys" are linked together. The parent poly's axis is used to "aim" the light and provide the "point source glow" (light bulb). Halo.bmp is used for this.
The child poly is what FS uses to generate the "ground splash." Spotlight.bmp is used by FS for this.
The name of the two triangle polys must be: Light_Taxi_xxx. This name is a "reserved word" in FS which instructs FS to apply it's internal code to the part, and generate the light automatically.
Once exported, we then load/edit the xxx.asm and xxx_0.asm files as described in the archived threads, with the major point being that wherever we find LIGHT_BEACON in the .asm files, we replace it with LIGHT_TAXI.
Try loading this .gmax source file...
D:\Programme\gmax\gamepacks\fs2004>\Programme\BGLComp\bglc /mdl rampsingle.asm
Microsoft (R) Flight Simulator BGL Compiler Version 8.00
Copyright (C) Microsoft Corp 1981-2002. All rights reserved.
Assembling: rampsingle.azm
D:\Programme\gmax\gamepacks\fs2004\rampsingle_0.asm(152) : error A2008: syntax error : BGL_SET_MATRIX_INDIRECT
D:\Programme\gmax\gamepacks\fs2004\rampsingle_0.asm(160) : error A2008: syntax error : BGL_SET_MATRIX_INDIRECT
D:\Programme\gmax\gamepacks\fs2004\rampsingle_0.asm(281) : error A2008: syntax error : BGL_TRANSFORM_INDIRECT
D:\Programme\gmax\gamepacks\fs2004\rampsingle_0.asm(287) : error A2008: syntax error : BGL_TRANSFORM_INDIRECT
D:\Programme\gmax\gamepacks\fs2004\rampsingle_0.asm(300) : error A2008: syntax error : BGL_SCENEGRAPH_ENTRY
D:\Programme\gmax\gamepacks\fs2004\rampsingle_0.asm(302) : error A2008: syntax error : BGL_SCENEGRAPH_ENTRY
BGLC: Error!
BGL_FTAG "Box275", 0.00 ; Node 6
; Node 6 - Box275 transform:
BGL_SET_MATRIX_INDIRECT 2

You will need to compile the edited .asm files with BGLC_9.exe if I recall correctly (understand, it's been over six years since I created this!)...![]()
Once you have the .asm and 0.asm files, compare them with the sample files I provide and make the required edits.

As in the last post - the generated asm files differs from your 2005ers.
I've made the edits, bglc got it before and after the edits now.
And the result is the same as with my own file - see pic attached.
You must have made another trick six years ago... (maybe this was an older version of gmax there?)
I edited the ramplight.asm file to import your 2005er ESDG_RampLight_0.asm, then the beam is correct. But as I said, gmax creates different asm files if I export the source you supplied in your last post.
[Settings]
LastDir=
[Options]
Debug=1
ViewLog=1
KeepErrorLog=1
Keep=1
I8=1
I=0
FullMat=1
Deffallback=1
WeldPoints=1
Optimize=0
Flatten=0
NoAnimate=0
HasReflectMap=0
HasNightMap=1
HasLightMap=0
HasDamageMap=0
NegateZ=1
NoLeftToRight=0
SwapBH=0
Vis=0
Crash=0
XML=1
Same here.There is only one version of GMax I've ever used, the last one released: v1.2
I'm also using the FS2004 SDK tools:
FSModelExp.dle 11/24/2003
MakeMDL.exe 5/10/2004
Be sure that you have set NegateZ=1, otherwise strange things will happen...![]()
As I've written elsewhere, the reason for using LIGHT_TAXI was so that user aircraft won't turn them on/off with their landing lights switch!
Ooops - that's not set in my cfg - I will try with it.![]()
