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FSXA LIGHT_NAV position shift after exporting

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poland
Hello,

Yesterday I met with some weird exporting problem. I created taxiway lights using LIGHT_NAV method in 3dsmax.

I exported them both with FS2002 sdk and FS2004 (applied light fix using mdl tweaker) - the same result (one axis shift).

Untitledj_napepxp.jpg


I tried parenting/groups or converting from box to editable mesh and poly - no result.

I can't find a way around this and I wonder if somebody had the same problem?

Mateusz
 
I think it is Origin issue.. Check it is everything centered in 3ds max, Check your pivot points in max so they are not shifted.
I still working on this issue and I cannot find exact explanation on why this is happening. Not only with export to FS things but between formats and opening them in other applications like from MAX to FBX to blend or even SKP.
I dont want to to be silly but I think it s due to creation of object while other object is in some mode of editing. So it takes the origin point of that previous one... Dont Judge my stupid answer, I just had to answer because I want to know it too.. :D
 
I though it may be pivot issue, but unfortunately it's not... I have an idea. Export all the boxes to .obj format and try importing them in gmax to finally export them again.

Oh, and it's the same situation even if I try to create a new light box. ;) But... when I change the material to default or texture positioning seems to be ok.
 
I have this problem for a long time it got to do with FSX is not a flat earth,but round.Some places in Africa is out a lot so I miss place the object effect.Its a real problem.

Place the object at a other place in the world,I know Muscat in Omen don't do it,maybe try it there.

All this started when MS give out SP2 for FSX.

Frits
http://triengtrieng.webs.com/
 
Download Arno's MCX, http://www.scenerydesign.org/development-releases/

Use the GLOBE icon and enter the coordinate of the centre of your model to correct it for the curvature of the earth/attachpoints maybe?

This is strange because it's usually the attached effects usually stay put for me, and the models display the wandering you describe.
 
Sounds like the same offset issue we have with effects. Although this is the first time I see it with bgl lights. Modelconverterx can't correct position of bgl lights at the moment though.
 
Understood and thank you for helping me. So the only method so far is to create effect lights and then fix position with Modelconverterx?
 
I'm not using G-Max but FSDS and the same is happening with attached effects.
I made a model of 16 runway lights, they are 50 meters apart and 8 of them are at y=17, while other 8 are at y=-17(model ref. point is at 0,0,0), enveloping a portion of runway. Next I imported *.fsc file into MCX directly and attached effects using distances from ref.point that are pretty straightforward-lights are 50 meters apart. I observed the same shift of attached effects in both x and y axes and it's actually linear error - when i realigned the effect at the most distant location(in my case x=175, y=+or-17) i simply interpolated other values for attached effects at x= 125,75 and 25meters. Effects attached in the y=+ direction are closer to the axis, while those attached in y=- direction are farther away from the y axis while error along the x axis is equal on both negative and positive side - the farther away from the origin, greater the error. Even at x=25,y=17 I was able to see this shift, so I really don't think earth's curvature can play any role in all this, at least not at such a small distance. It looks like something goes wrong with the math when compiling the attached objects coordinates.
I also made a "model"(nothing on visual side) with 16 bgl_light lights with the same dimensions as visual model of runway lights, placed them at the same position as visual model and they all fit in the right spot regardless of distance to the origin.

To keep a long story short - in case of my model that's 350 by 34 meters along the x axis it seems like attached effects are slightly scaled-up and by a tiny amount rotated counter-clockwise.
 
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It's good to check the "offset" with FxEditor". I had the same problema but the creation of the lights was with different method. directly with SDK Fx tool.
 
I don't see how offset in fx file could play any role in this. At least in my case offset in effect was 0,0,0, anyway, but effect would in the sim. only be displayed correctly relative to the object when close to the model's origin.
If there was offset in fx file, the effect itself would display away from the object when same "coordinates" as those of the object are inserted.
In my case for the light positioned at 175, 17, i need to insert 174.88, 16.88 and for the one at 175,-17 i need 174.88, 17.12 if I want the effect to be displayed at the center of object it was attached to. So far I haven't experiment what would happen if heading of the whole arrangement is different, the described situation is observed with object's x axis at 151.22 degrees.
 
the object must be 0,0,0 and the Fx must be it too. consequently, and don't trust in your calculus too much either. this is Fsx.
 
FS X or not FS X, this values were not calculated, those values placed the effect in the simulation at the proper spot.
 
Anyway I am not talking about coordinates but Fx offset ifself. this could be wrong and spoilt the placement. but I think this could be very weird to occur.
 
Hello,

Yesterday I met with some weird exporting problem. I created taxiway lights using LIGHT_NAV method in 3dsmax.

I exported them both with FS2002 sdk and FS2004 (applied light fix using mdl tweaker) - the same result (one axis shift).

I tried parenting/groups or converting from box to editable mesh and poly - no result.

I can't find a way around this and I wonder if somebody had the same problem?

Mateusz

Hello.
First.
Make your MDL with LIGHT_NAVs only, without any other geometry.
Second.
Try to add suffix _LOD_100 to the lightboxes.
For example: if your LIGHT_NAVs have name Box01, Box02, etc., rename them to Box01_LOD_100, Box02_LOD_100.
It makes sense for 2002 Gamepack.
 
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Checked but result negative.
The same situation with FSX effects and curvature correction unfortunately...

What I noticed today:

xbwktj.jpg


Both exported with fs2002 sdk, first situation - material LIGHT_NAV, second standard texture.
 
Ok, I decided to divide lights to 6 parts and exporet them with different reference points (center of the scene). The problem is gone.
 
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