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FSXA Effects... [Curses here]

Heretic

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I've been struggling with this problem ever since creating attachpoints. The phenomenon: You tag the dummy mesh with effect A, but FSX dispays effect B. Or A and B.

Example:

The left light is infected with strobe.fx, the right one with navgre.fx. Both use a custom .fx (which can't be the cause since the landing lights also use them in a slightly bigger verion).
FX_Prob.jpg


My landing lights had the same problem, but I cured them somehow.

I've tried completely recreating the attachpoints...different positions in the hierarchy; unlinking the attachpoints, then retagging them, then relinking them and whatever else there is.

Having attachpoints at the root level of the hierarchy kind of works, albeit with buckets of luck. I absolutely need those two attachpoints linked to the taxi light mesh 'though.

Also, I somehow get the feeling that this is an awfully major bug in FSX more than anything else.
See Bill L.'s reply here: http://www.aerodynamika.com/cgi-bin/yabb/YaBB.cgi?num=1248122477



Man, I just want to go out and punch someone. Preferably the ID10T who prevented Aces from fixing this.

:mad::censored::banghead:
 
I had something similar happen with the C310R I've been working on. As soon as I started "trimming the fat" for the interior model, suddenly all of my lovely lights started going absolutely FUBAR...

...the left strobe would flash white, but a nav red would display in the same location as the strobe!. Sometimes one of my landing light "bloom" effects would show up at the nav red lights' position...

...the white nav light would suddenly begin strobing in green, etc.

I found that as long as I have the exact same .fx attachpoints Linked to the same object in both the exterior and interior models, all those problems went away.

So, even though it would never be seen, the rear white nav and strobe lights had to be in the interior model, and Linked to the fuse_aft part... even though the fuse_aft had been whacked down to a single polygon!

:yikes:
 
So translating this into my problem, I'd have to attach all the other effects to the (animated, turning) taxi lights...

Nope, not possible.


I'm working on another solution though, but I don't like it (yet). Chuck mentioned material based lights, which I'd tediously have to integrate them into my light beam system...

*Sigh*

:banghead:
 
So translating this into my problem, I'd have to attach all the other effects to the (animated, turning) taxi lights...

What, you can't understand plain gibberish (er, I mean English)? :duck:

That isn't what I said at all. I simply said that you have to have the exact same .fx lights in both the exterior and interior models, and they have to have the exact same hierarchy. :D

As you can see, I have everything attached to my "c_wheel_taxi_light" steering node.

In case you're wondering, the PanelViewActive_02 node is only active when in the 2d panel. It is necessary to provide "stock landing and/or taxi lights" for 2d panel users, if you have a 2d panel. The flag for PanelViewActive is set via a C gauge, since XML has no means to accomplish the task... :teacher:

You can see the "bones" collapsed inside the nose, and the flat poly for the fx_landing.fx, and just behind that is the tiny c_wheel_taxi_light node.

My set of "taxi bloom .fx" files are linked to "regular" c_wheel node, along with the rest of the nose gear lower parts.
taxilighthierarchy01.jpg
 
That isn't what I said at all. I simply said that you have to have the exact same .fx lights in both the exterior and interior models, and they have to have the exact same hierarchy. :D

...even if the interior doesn't have any .fx files at all? :|

At least that's the case in my model.


And a small sidenote: I just can't find a suitable material recipe for bright lights.
Stupid effin' bug...[Curses here]
 
The landing lights started misbehaving again.

That's it, that [censored] is getting modeled! :mad:

[Still cursing]


If this continues, trying to get strobes and nav lights done will be a *real* blast. :rolleyes:
 
Finally got to cook up a universal material recipe.


Lads and gents...hardcoded lights:

FX_Prob_Solution.jpg



FX_Prob_Solution_2.jpg


Note the subtle cover glass illumination both day and night...


My blood pressure is back in the greens as well.


However, I found that the beacon .fx I've created sometimes isn't behaving kosherly either... :rolleyes:

Oh well, I'll find a way. There always is...unless you're using .fx files. *Cough* :D
 
Gee, I wish that I had know that was what you wanted earlier! I could have simply told you how that's done... :duck:

I was under the impression that you were hellbent on having a "starburst .fx point source" via an Attachpoint, so directed my replies towards that end...

BTW, you can have that also, but it does involve having the same .fx Attachpoints in both exterior and interior models. Doing this prevents the Attachpointed .fx lights from "migrating" when the a/c is off the ground...
 
Gee, I wish that I had know that was what you wanted earlier! I could have simply told you how that's done... :duck:

I was under the impression that you were hellbent on having a "starburst .fx point source" via an Attachpoint, so directed my replies towards that end...

BTW, you can have that also, but it does involve having the same .fx Attachpoints in both exterior and interior models. Doing this prevents the Attachpointed .fx lights from "migrating" when the a/c is off the ground...

Never mind, Bill. Before growing any more grey hair due to the weird behaviour of .fx files on attachpoints, I'll just completely model the entire range of light sources. Enables you to control the intensity somewhat as well.

Apparently it's just a matter of materials...
 
As a followup to the above, I've since discovered that removing all attached .fx files from the interior model has solved all my previously reported problems...

...go figure!
 
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