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MSFS20 Emmissive Instruments Control?

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us-arizona
Anyone figure out lights systems (emmissiveness system, how to turn off the glow)?

I have no idea how to create a 'on off' system for MSFS 'instruments'. ($pan materials).
I just tried another idea using a material with an Emmissive in it, visibility nodes controlled via 'panel switch on/off'. Two sets of instruments polygons (2D instruments, FS9 XML) with one having an altered $pan material which had the light map turned off (de-linked) and the emmisive color turned back to pure black. Nothing and the gauges do not show up without the 'emmissive' color being other then black.
** However, it could be my FSX/FS9 panel light code is the culprit as MSFS might have a different panel 'condition' code string now.

But, that said, my $pan 'gauges' become invisible because I have altered the name of the material. Catch 22. (The background shows up, but the VC panel has one assignment. I would need to add a VC window with the new Span material for its daytime). I still have no 'appearance control' via the panel switch for lights.
 
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I do not see a way around this. The Material has to be named a certain thing. The material has to have a non-pure-black Emmissive color setting for gauges to appear. With that, they glow. If pure black Emmissive, they are invisible, the XML will not show.
 
I just had success using model behavior code.

Code:
        <Component ID="VC_test_NavCom1" Node="VC_test_NavCom1">
            <Material>
                <EmissiveFactor>
                    <Parameter>
                        <Code>(A:GENERAL ENG THROTTLE LEVER POSITION:1,percent)</Code>
                    </Parameter>
                    <OverrideBaseEmissive>TRUE</OverrideBaseEmissive>
                </EmissiveFactor>
            </Material>
        </Component>
        <Component ID="VC_test_NavCom2" Node="VC_test_NavCom2">
            <Material>
                <EmissiveFactor>
                    <Parameter>
                        <Code>(A:GENERAL ENG THROTTLE LEVER POSITION:1,percent)</Code>
                    </Parameter>
                    <OverrideBaseEmissive>TRUE</OverrideBaseEmissive>
                </EmissiveFactor>
            </Material>
        </Component>

Nodes are the name of the parts in blender. As you can see I use the throttle to control emissive. Emissive should be from 0 to 1 but values over 1 bloom. As you can see in the picture, the gauges on the right are at full throttle (100) (he he, I made a joke).

Material is setup as a simple material (no MSFS parameters with Emission at white in the Surface properties.
Image1.jpg
 
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Very impressive, Anthony! I just tried it. It works. So we can write code this easily into our model XML's, lol. That is really good to know.

The bad part on mine is that my XML gauges disappear at idle. With one blip/tap of the throttle on F3, the Emmissive goes to normal. With many blips/taps of F3 (higher RPM), it becomes super radiant. For now, I cannot use it, but if only it could 'turn off' the Emmissive layer. Then... But perhaps this tech just cannot do this. I have asked Asobo but I never get an answer.

Are you using Asobo gauges for the radios?

So with a knob, it can be controlled in brightness a bit. Would be funny for use as a 'low power generator' effect. When the engine is idling, have it cause a 20% or 40% drop in lighting, lol...


Screenshot 2021-01-21 223910.jpg

Idle

Screenshot 2021-01-21 223959.jpg

One notch over idle.

Screenshot 2021-01-21 223929.jpg

Higher RPM, over idle.
 
I see what you are doing now, I think. Are those 2D XML gauges? If they were 3D you'd have an emissive texture which you could then control with the code. I've done it on some 3D buttons on my radio which self-illuminate when the power is on.

But for XML gauges I don't know. I think the emissive is used for computer displays. You can adjust the brightness and turn them off with the emissive code. But having a lightmap on the texture VC texture definition, I don't know.
 
I see what you are doing now, I think. Are those 2D XML gauges? If they were 3D you'd have an emissive texture which you could then control with the code. I've done it on some 3D buttons on my radio which self-illuminate when the power is on.

But for XML gauges I don't know. I think the emissive is used for computer displays. You can adjust the brightness and turn them off with the emissive code. But having a lightmap on the texture VC texture definition, I don't know.
I found that "emissive = 0" is present in panel.cfg fro some default aircraft, and it seems to do what @lionheart is attempting to do (and me as well). However, I could not get it to work. Gauges get all shiny and bloomy if your emissive factor is set larger than 1 (throttle is setting it at 100). It can be fine tuned between 0 and 1 just fine, but the problem of "non-emissive" 2D gauges remains. Perhaps using decal materials is key? They are such in the C-208 for instance, where the "emissive = 0" switch is used in its panel.cfg.
$Panel materials seem to ignore anything you put into texture slots however...
 
I found that "emissive = 0" is present in panel.cfg fro some default aircraft, and it seems to do what @lionheart is attempting to do (and me as well). However, I could not get it to work. Gauges get all shiny and bloomy if your emissive factor is set larger than 1 (throttle is setting it at 100). It can be fine tuned between 0 and 1 just fine, but the problem of "non-emissive" 2D gauges remains. Perhaps using decal materials is key? They are such in the C-208 for instance, where the "emissive = 0" switch is used in its panel.cfg.
$Panel materials seem to ignore anything you put into texture slots however...
There is a backlight = 1 parameter in the Asobo_E330 (the extra) panel.cfg. This is for the M803 clock/O.A.T gauge. If you assign the panel lights to a key command you can switch on and off the backlight (there doesn't appear to be a panel light switch in the Extra's cockpit so I had to use a key command. BTW, why isn't there a toggle key command for the panel lights Asobo? It's two commands, lights on and off). With the panel light off there is no emissive and it appears as a typical LCD display with black text on a grey background, with the panel light on there is an emissive orange backlight.

I don't know if this is the solution for Lionheart's issue but it might be worth investigating. I haven't looked into model or the M803 gauge to see what magic is going on there.

[VCockpit05]
size_mm = 480,300
pixel_size = 480,300
texture = $Clock_Screen
background_color = 0,0,0
backlight = 1
htmlgauge08=Generic/Clocks/M803/M803.html, 0,0, 480, 300
 
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There is a backlight = 1 parameter in the Asobo_E330 (the extra) panel.cfg. This is for the M803 clock/O.A.T gauge. If you assign the panel lights to a key command you can switch on and off the backlight (there doesn't appear to be a panel light switch in the Extra's cockpit so I had to use a key command. BTW, why isn't there a toggle key command for the panel lights Asobo? It's two commands, lights on and off). With the panel light off there is no emissive and it appears as a typical LCD display with black text on a grey background, with the panel light on there is an emissive orange backlight.

I don't know if this is the solution for Lionheart's issue but it might be worth investigating. I haven't looked into model or the M803 gauge to see what magic is going on there.

[VCockpit05]
size_mm = 480,300
pixel_size = 480,300
texture = $Clock_Screen
background_color = 0,0,0
backlight = 1
htmlgauge08=Generic/Clocks/M803/M803.html, 0,0, 480, 300

NICE! Off to try that now!
 
No change. But I didnt turn off emmissve and still have white (or higher then 0) as base color of Emmissive in Blender. Maybe having that enables the gauges to be seen with a black Emmissive.
 
I was looking at how one might wire a Node Material system to get lights to function via the system... I have very little knowledge of node systems and MSFS though... sigh... Perhaps they will have an update at Asobo and we'll have things working. Maybe even MouseRects as well with FS9 XML gauges!
 
Some further experiments and code research:
- Backlight = 1 just fixes emissive = 0.5, by looking at the behaviour files (where I do not remember, you can use notepad++ and look up "use_backlight"). You may need to implement a similar behaviour definition for your %panel for this to work (but how the M803 shows up in a "non-emissive" way still remains the mystery to solve here)
- OVERRIDE_BASE_EMISSIVE: this is only useful if your material does not have an emissive color. Blender2MSFS will always add emissive properties it seems. I attempted to remove them from the MSFS-compiled gltf (so to make it look just like the material of "$hourmeter" in the C172) and:
- OVERRIDE_BASE_EMISSIVE = 0 results in the emissive material animation not working (if material has emissive color, setting this to off makes no difference)
- OVERRIDE_BASE_EMISSIVE = 1 forces emissive into a material without one.
 
Some further experiments and code research:
- Backlight = 1 just fixes emissive = 0.5, by looking at the behaviour files (where I do not remember, you can use notepad++ and look up "use_backlight"). You may need to implement a similar behaviour definition for your %panel for this to work (but how the M803 shows up in a "non-emissive" way still remains the mystery to solve here)
- OVERRIDE_BASE_EMISSIVE: this is only useful if your material does not have an emissive color. Blender2MSFS will always add emissive properties it seems. I attempted to remove them from the MSFS-compiled gltf (so to make it look just like the material of "$hourmeter" in the C172) and:
- OVERRIDE_BASE_EMISSIVE = 0 results in the emissive material animation not working (if material has emissive color, setting this to off makes no difference)
- OVERRIDE_BASE_EMISSIVE = 1 forces emissive into a material without one.
I'm working on my own radio so I can give some more information about the LCD display.

I created a $virtualcockpit texture and made it MSFS standard and added an albedo and emissive textures for the background. Emissive color is still set to black, I assumed the emissive texture would substitute for the emissive color. Panel.cfg includes Backlight = 1.

I put an emissive control in my model xml file (using the tried and trusted throttle control to adjust brightness). It seems to have no effect as the brightness remains the same regardless of the emissive setting. Only by using the panel lights switch can I turn the backlight on or off. Perhaps there is some other setting name to control backlight brightness?

I can also confirm my suspicions that the m803 gauge itself doesn't draw a background, it is transparent. You need to provide the background in the 3D model itself.
Image1.jpg
 
Anthony, I just tried your experiment on mine. I made Emissive base color black again, 0,0,0. These were settings on the VC window block;

;--------------------------------------------------------
[Vcockpit03]
file=pan4
Background_color=0,0,0
backlight = 1
size_mm=1024,1024
visible=1
pixel_size=1024,1024
texture=pan4
OVERRIDE_BASE_EMISSIVE = 1

I tried it with visible 0 and also 1
I tried it with back color of Emissive white and black
I tried it with Overide = 1 on last test

Without base Emissive having a gray or white light setting (back color) it will not show the $gauges. It does show the backing texture that the gauges appear 'on' but the gauges are gone. If Emissive is white or gray, like even 1,1,1, then they appear and are quite visible and bright.
 
A few minutes ago, I was going through the Cessna 172 Classic (steam gauges) in its glTF via Visual Studio, and typed in Search: Emissive, and found quite a few materials.... Some of these are radios. I cannot make anything of it yet, just copied some out to Notepad to start going over them. Wanted to share this.

One of them is named "ASOBO_material_kitty_glass" lolol... I think that is for glass, not sure. But quite a few sections of Emissive materials code... . and settings...


name":"bufferViewAnimationFloatVec3"},{"buffer":0,"byteLength":96336,"byteOffset":177332,"name":"bufferViewAnimationFloatVec4"},{"buffer":0,"byteLength":5931612,"byteStride":36,"byteOffset":273668,"target":34962,"name":"BufferViewVertexND"},{"buffer":0,"byteLength":1246200,"byteOffset":6205280,"target":34963,"name":"BufferViewIndex"},{"buffer":0,"byteLength":24480,"byteStride":48,"byteOffset":7451480,"target":34962,"name":"BufferViewVertex4Blend"}],"extensionsUsed":["ASOBO_normal_map_convention","ASOBO_material_blend_gbuffer","ASOBO_material_invisible","ASOBO_material_draw_order","ASOBO_material_glass","ASOBO_tags","ASOBO_material_detail_map","ASOBO_material_environment_occluder","ASOBO_material_kitty_glass","MSFT_texture_dds","ASOBO_asset_optimized"],"extensionsRequired":["MSFT_texture_dds"],"materials":[{"name":"17_DYNAMIC_INFO","emissiveTexture":{"index":1},"pbrMetallicRoughness":{"baseColorTexture":{"index":0}}},{"name":"AirspeedIndicator_C172","normalTexture":{"index":4},"occlusionTexture":{"index":3},"pbrMetallicRoughness":{"baseColorTexture":{"index":2},"metallicRoughnessTexture":{"index":3}}},{"name":"Mainx","normalTexture":{"index":7},"occlusionTexture":{"index":6},"pbrMetallicRoughness":{"baseColorTexture":{"index":5},"metallicRoughnessTexture":{"index":6}}},{"name":"Body","normalTexture":{"index":10},"occlusionTexture":{"index":9},"emissiveTexture":{"index":11},"pbrMetallicRoughness":{"baseColorTexture":{"index":8},"metallicRoughnessTexture":{"index":9}}},{"name":"Decals","alphaMode":"BLEND","emissiveTexture":{"index":13},"pbrMetallicRoughness":{"metallicFactor":0.0,"roughnessFactor":0.9,"baseColorTexture":{"index":12}},"extensions":{"ASOBO_material_blend_gbuffer":{"normalBlendFactor":0.0,"occlusionBlendFactor":0.0}}},{"name":"$AS430_Screen","pbrMetallicRoughness":{"baseColorFactor":[0.1,0.1,0.1,1.0]}},{"name":"Clock_dial","occlusionTexture":{"index":15},"pbrMetallicRoughness":{"baseColorTexture":{"index":14},"metallicRoughnessTexture":{"index":15}}},{"name":"$Clock_Screen","occlusionTexture":{"index":17},"emissiveTexture":{"index":18},"pbrMetallicRoughness":{"baseColorTexture":{"index":16},"metallicRoughnessTexture":{"index":17}}},{"name":"VerticalSpeed_DR400","occlusionTexture":{"index":20},"pbrMetallicRoughness":{"baseColorTexture":{"index":19},"metallicRoughnessTexture":{"index":20}}},{"name":"$AS530_Screen","pbrMetallicRoughness":{"baseColorFactor":[0.1,0.1,0.1,1.0]}},{"name":"$RegistrationNumber","alphaMode":"BLEND","extensions":{"ASOBO_material_blend_gbuffer":{}}},{"name":"InvisibleCollisionx","pbrMetallicRoughness":{"baseColorFactor":[1.0,0.0,0.0,0.7]},"extensions":{"ASOBO_material_invisible":{}}},{"name":"Mainxx","normalTexture":{"index":23},"occlusionTexture":{"index":22},"pbrMetallicRoughness":{"baseColorTexture":{"index":21},"metallicRoughnessTexture":{"index":22}}},{"name":"FuelFlowEGT","normalTexture":{"index":26},"occlusionTexture":{"index":25},"pbrMetallicRoughness":{"baseColorTexture":{"index":24},"metallicRoughnessTexture":{"index":25}}},{"name":"FuelQty","normalTexture":{"index":29},"occlusionTexture":{"index":28},"pbrMetallicRoughness":{"baseColorTexture":{"index":27},"metallicRoughnessTexture":{"index":28}}},{"name":"VacAmp","normalTexture":{"index":32},"occlusionTexture":{"index":31},"pbrMetallicRoughness":{"baseColorTexture":{"index":30},"metallicRoughnessTexture":{"index":31}}},{"name":"OilTempPress","normalTexture":{"index":35},"occlusionTexture":{"index":34},"pbrMetallicRoughness":{"baseColorTexture":{"index":33},"metallicRoughnessTexture":{"index":34}}},{"name":"ADF_OneKnob","normalTexture":{"index":38},"occlusionTexture":{"index":37},"pbrMetallicRoughness":{"baseColorTexture":{"index":36},"metallicRoughnessTexture":{"index":37}}},{"name":"Tachometer","occlusionTexture":{"index":40},"pbrMetallicRoughness":{"baseColorTexture":{"index":39},"metallicRoughnessTexture":{"index":40}}},{"name":"Dial","occlusionTexture":{"index":42},"pbrMetallicRoughness":{"baseColorTexture":{"index":41},"metallicRoughnessTexture":{"index":42}}},{"name":"Glass","alphaMode":"BLEND","pbrMetallicRoughness":{"baseColorFactor":[1.0,1.0,1.0,0.01],"metallicFactor":0.0,"roughnessFactor":0.0},"extensions":{"ASOBO_material_draw_order":{"drawOrderOffset":1},"ASOBO_material_kitty_glass":{"glassReflectionMaskFactor":1.0}}},{"name":"Mainxxx","normalTexture":{"index":45},"occlusionTexture":{"index":44},"pbrMetallicRoughness":{"metallicFactor":0.0,"baseColorTexture":{"index":43},"metallicRoughnessTexture":{"index":44}}},{"name":"AS140_Frame","normalTexture":{"index":48},"occlusionTexture":{"index":47},"emissiveTexture":{"index":49},"pbrMetallicRoughness":{"baseColorTexture":{"index":46},"metallicRoughnessTexture":{"index":47}}},{"name":"$AS140_Screen","occlusionTexture":{"index":51},"emissiveTexture":{"index":52},"pbrMetallicRoughness":{"metallicFactor":0.0,"baseColorTexture":{"index":50},"metallicRoughnessTexture":{"index":51}}},{"name":"Transponder_Frame","normalTexture":{"index":55},"occlusionTexture":{"index":54},"emissiveTexture":{"index":56},"pbrMetallicRoughness":{"baseColorTexture":{"index":53},



"occlusionTexture":{"index":42},"pbrMetallicRoughness":{"baseColorTexture":{"index":41},"metallicRoughnessTexture":{"index":42}}},{"name":"Glass","alphaMode":"BLEND","pbrMetallicRoughness":{"baseColorFactor":[1.0,1.0,1.0,0.01],"metallicFactor":0.0,"roughnessFactor":0.0},"extensions":{"ASOBO_material_draw_order":{"drawOrderOffset":1},"ASOBO_material_kitty_glass":{"glassReflectionMaskFactor":1.0}}},{"name":"Mainxxx","normalTexture":{"index":45},"occlusionTexture":{"index":44},"pbrMetallicRoughness":{"metallicFactor":0.0,"baseColorTexture":{"index":43},"metallicRoughnessTexture":{"index":44}}},{"name":"AS140_Frame","normalTexture":{"index":48},"occlusionTexture":{"index":47},"emissiveTexture":{"index":49},"pbrMetallicRoughness":{"baseColorTexture":{"index":46},"metallicRoughnessTexture":{"index":47}}},{"name":"$AS140_Screen","occlusionTexture":{"index":51},"emissiveTexture":{"index":52},"pbrMetallicRoughness":{"metallicFactor":0.0,"baseColorTexture":{"index":50},"metallicRoughnessTexture":{"index":51}}},{"name":"Transponder_Frame","normalTexture":{"index":55},"occlusionTexture":{"index":54},"emissiveTexture":{"index":56},"pbrMetallicRoughness":{"baseColorTexture":{"index":53},"metallicRoughnessTexture":{"index":54}}},{"name":"Transponder_Decals","alphaMode":"BLEND","emissiveTexture":{"index":58},"pbrMetallicRoughness":{"metallicFactor":0.0,"roughnessFactor":0.0,"baseColorTexture":{"index":57}},"extensions":{"ASOBO_material_blend_gbuffer":{"occlusionBlendFactor":0.5}}},{"name":"$Transponder_Screen","occlusionTexture":{"index":60},"emissiveTexture":{"index":61},"pbrMetallicRoughness":{"baseColorTexture":{"index":59},"metallicRoughnessTexture":{"index":60}}},{"name":"ADF_Frame","normalTexture":{"index":64},"occlusionTexture":{"index":63},"emissiveTexture":{"index":65},"pbrMetallicRoughness":{"baseColorTexture":{"index":62},"metallicRoughnessTexture":{"index":63}}},{"name":"ADF_Decals","alphaMode":"BLEND","emissiveTexture":{"index":67},"pbrMetallicRoughness":{"metallicFactor":0.0,"roughnessFactor":0.0,"baseColorTexture":{"index":66}},"extensions":{"ASOBO_material_blend_gbuffer":{"occlusionBlendFactor":0.5}}},{"name":"$ADF_Screen","occlusionTexture":{"index":69},"emissiveTexture":{"index":70},"pbrMetallicRoughness":{"baseColorTexture":{"index":68},"metallicRoughnessTexture":{"index":69}}},{"name":"$Hourmeter"},{"name":"4_DECALS","alphaMode":"BLEND","emissiveTexture":{"index":72},"emissiveFactor":[1.0,1.0,1.0],"pbrMetallicRoughness":{"metallicFactor":0.0,"roughnessFactor":0.0,"baseColorTexture":{"index":71}},"extensions":{"ASOBO_material_blend_gbuffer":{"occlusionBlendFactor":0.5}}},{"name":"1_AUDIO_PANEL","normalTexture":{"index":75},"occlusionTexture":{"index":74},"emissiveTexture":{"index":76},"emissiveFactor":[1.0,1.0,1.0],"pbrMetallicRoughness":{"baseColorTexture":{"index":73},"metallicRoughnessTexture":{"index":74}}},{"name":"7_RADIO_TELEX","normalTexture":{"index":79},"occlusionTexture":{"index":78},"pbrMetallicRoughness":{"baseColorTexture":{"index":77},"metallicRoughnessTexture":{"index":78}}},{"name":"5_YOKE","normalTexture":{"index":82},"occlusionTexture":{"index":81},"pbrMetallicRoughness":{"baseColorTexture":{"index":80},"metallicRoughnessTexture":{"index":81}}},{"name":"Collisions","pbrMetallicRoughness":{"baseColorFactor":[1.0,0.0,0.0,0.7]},"extensions":{"ASOBO_material_invisible":{},"ASOBO_tags":{"tags":["Collision"]}}},{"name":"6_DECALS","alphaMode":"BLEND","pbrMetallicRoughness":{"metallicFactor":0.0,"roughnessFactor":0.0,"baseColorTexture":{"index":83}},"extensions":{"ASOBO_material_blend_gbuffer":{"occlusionBlendFactor":0.0}}},{"name":"2_PANEL1","normalTexture":{"index":86},"occlusionTexture":{"index":85},"pbrMetallicRoughness":{"baseColorTexture":{"index":84},"metallicRoughnessTexture":{"index":85}}},{"name":"14_DECALS","alphaMode":"BLEND","normalTexture":{"index":89},"occlusionTexture":{"index":88},"pbrMetallicRoughness":{"baseColorTexture":{"index":87},"metallicRoughnessTexture":{"index":88}},"extensions":{"ASOBO_material_blend_gbuffer":{}}},{"name":"18_LIGHT_BULBS","emissiveTexture":{"index":91},"pbrMetallicRoughness":{"metallicFactor":0.0,"roughnessFactor":0.2,"baseColorTexture":{"index":90}}},{"name":"1_INPUTS","normalTexture":{"index":94},"occlusionTexture":{"index":93},"emissiveTexture":{"index":95},"emissiveFactor":[1.0,1.0,1.0],"pbrMetallicRoughness":{"baseColorTexture":{"index":92},"metallicRoughnessTexture":{"index":93}}},{"name":"GlassForGauges","alphaMode":"BLEND","pbrMetallicRoughness":{"baseColorFactor":[1.0,1.0,1.0,0.01],"metallicFactor":0.0,"roughnessFactor":0.0},"extensions":{"ASOBO_material_kitty_glass":{"glassReflectionMaskFactor":0.8}}},{"name":"3_PANEL2","normalTexture":{"index":98},"occlusionTexture":{"index":97},"pbrMetallicRoughness":{"baseColorTexture":{"index":96},"metallicRoughnessTexture":{"index":97}}},{"name":"Compass_Label","pbrMetallicRoughness":{"baseColorTexture":{"index":99}}},{"name":"4_SHELL_P1","doubleSided":true,"normalTexture":{"index":102},"occlusionTexture":{"index":101},"pbrMetallicRoughness":{"baseColorTexture":{"index":100},"metallicRoughnessTexture":{"index":101}}
 
MarioPilot, where did you put this setting in at?
OVERRIDE_BASE_EMISSIVE = 1
I re-read your post. This must be in a Behavior section.

Can you show your model XML entry for emissive? That might be what I am missing. That might be the main part of the puzzle.
 
MarioPilot, where did you put this setting in at?
OVERRIDE_BASE_EMISSIVE = 1
I re-read your post. This must be in a Behavior section.

Can you show your model XML entry for emissive? That might be what I am missing. That might be the main part of the puzzle.
Oh, my bad memory. This is the TRUE/FALSE behaviour parameter in post #3 here.
 
I'm working on my own radio so I can give some more information about the LCD display.

I created a $virtualcockpit texture and made it MSFS standard and added an albedo and emissive textures for the background. Emissive color is still set to black, I assumed the emissive texture would substitute for the emissive color. Panel.cfg includes Backlight = 1.

I put an emissive control in my model xml file (using the tried and trusted throttle control to adjust brightness). It seems to have no effect as the brightness remains the same regardless of the emissive setting. Only by using the panel lights switch can I turn the backlight on or off. Perhaps there is some other setting name to control backlight brightness?

I can also confirm my suspicions that the m803 gauge itself doesn't draw a background, it is transparent. You need to provide the background in the 3D model itself.
View attachment 68136
What did you do to get the gauge to display "non-emissive?". This is the problem we are having. They only show in the emissive channel. I have also tried using the hourmeter form the default cessna, and it goes straight away into the emissive channel... also my gauges background is always black no matter what....
I imagine that "virtualcockpit" is the material name and then you added texture channels for albedo and emissive? In my experience, adding anything to these channels does nothing...
 
Bad news! It's XML gauges... what I did:

- Added albedo and emissive to my $panel material
- If only the M803 gauge is present, then all MSFS panel.cfg switches (emissive, backlit, hud) work
- If only the M803 gauge is present, the albedo and emissive maps display in the background
- If only the M803 gauge is present, it is non-emissive
- As soon as a single XML gauge is called, the background turns black, with albedo and emissive textures now ignored.
- You cannot "trick the system" by adding a HTML gauge into the list.
- Converting the XML gauge to load png files does not work

Time for us Luddites to translate the gauges, I am afraid....
 
The more I think about this the more it seems really hard to figure out when dealing with XML gauges. A single XML gauge will call multiple lightmasks, the dial, the needle etc and I don't see how these can be set to emissive using the MSFS materials. It really seems like something Asobo would have to code to be able to handle.

I think now might be the time you need to migrate any mechanical 2D XML gauges to 3D.
 
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