• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

PAPI Lighting Tutorial

Sorry, I´m only new in developing a scenery. But I try to make PAPI for RWY in FSX. I followed this tutorial, it´s great. But can I use the the PAPI in FSX also? Or is there another way to do it?

I like to work with Sketchup, not because I do not like Gmax, it´s because I tried and make my taxiways with Gmax. After some days working, the file was corrupt and I had to start again. This happens sometimes, so I do not use Gmax if I can use Sketchup.

If I export the mdl from Gmax, I get something like this (see below please). I make something wrong. I make one light, copy it. Have I attach the lights or how can I prevent the a_AB_2 label BGLCODE, a_AD_3 label BGLCODE entries. If I attach, I get only two BGL_LIGHT LIGHT_NAV. A little bit confused about Gmax in this case.

Thanks for your help.

a_AB_2 label BGLCODE

IFMSK nolgt_1, dict_0_g_lightStates, LIGHT_NAV_MASK
BGL_LIGHT LIGHT_NAV, 0.106, -0.087, -0.945, 20, 0.60, 0.40, 0FFFFFFD0h, 0.000000, 0.000000, 1.000000 ; source poly num = 1
nolgt_1 label BGLCODE
BGL_RETURN


a_AD_3 label BGLCODE

IFMSK nolgt_2, dict_0_g_lightStates, LIGHT_NAV_MASK
BGL_LIGHT LIGHT_NAV, -0.054, -0.087, -0.905, 20, 0.60, 0.40, 0FFFF0000h, 0.000000, 0.000000, 1.000000 ; source poly num = 2
nolgt_2 label BGLCODE
BGL_RETURN


a_AB_4 label BGLCODE

IFMSK nolgt_3, dict_0_g_lightStates, LIGHT_NAV_MASK
BGL_LIGHT LIGHT_NAV, 0.106, -0.087, -0.945, 20, 0.60, 0.40, 0FFFFFFD0h, 0.000000, 0.000000, 1.000000 ; source poly num = 3
nolgt_3 label BGLCODE
BGL_RETURN


a_AD_5 label BGLCODE

IFMSK nolgt_4, dict_0_g_lightStates, LIGHT_NAV_MASK
BGL_LIGHT LIGHT_NAV, -0.054, -0.087, -0.905, 20, 0.60, 0.40, 0FFFF0000h, 0.000000, 0.000000, 1.000000 ; source poly num = 4
nolgt_4 label BGLCODE
BGL_RETURN


a_AB_6 label BGLCODE

IFMSK nolgt_5, dict_0_g_lightStates, LIGHT_NAV_MASK
BGL_LIGHT LIGHT_NAV, 0.106, -0.087, -0.945, 20, 0.60, 0.40, 0FFFFFFD0h, 0.000000, 0.000000, 1.000000 ; source poly num = 5
nolgt_5 label BGLCODE
BGL_RETURN


a_AD_7 label BGLCODE

IFMSK nolgt_6, dict_0_g_lightStates, LIGHT_NAV_MASK
BGL_LIGHT LIGHT_NAV, -0.054, -0.087, -0.905, 20, 0.60, 0.40, 0FFFF0000h, 0.000000, 0.000000, 1.000000 ; source poly num = 6
nolgt_6 label BGLCODE
BGL_RETURN


a_AB_8 label BGLCODE

IFMSK nolgt_7, dict_0_g_lightStates, LIGHT_NAV_MASK
BGL_LIGHT LIGHT_NAV, 0.106, -0.087, -0.945, 20, 0.60, 0.40, 0FFFFFFD0h, 0.000000, 0.000000, 1.000000 ; source poly num = 7
nolgt_7 label BGLCODE
BGL_RETURN


a_AD_9 label BGLCODE

IFMSK nolgt_8, dict_0_g_lightStates, LIGHT_NAV_MASK
BGL_LIGHT LIGHT_NAV, -0.054, -0.087, -0.905, 20, 0.60, 0.40, 0FFFF0000h, 0.000000, 0.000000, 1.000000 ; source poly num = 8
nolgt_8 label BGLCODE
BGL_RETURN


bgl_riff_end_a label BGLCODE
 
Back
Top