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PAPI problem

Messages
109
Country
ireland
Hi,
I am putting the finishing touches to my first major scenery release (Belfast city airport for fsx)

Today, i decided to create the PAPI lights for the scenery.
Everything worked well (i think) however the PAPI system is red all the time, no matter how high/low i am etc (see attachted pic)

These are the steps i followed:
1)Created PAPI light using fs2004 gamepack and following the papi tutorial from the wiki
2)Exported the 4 papi boxs and the 8 papi lights with the objects centered at 0,0 in gmax
3)Edited the asm_0 file as neccessary for rwy 22 in Belfast
4)I dropped the asm file onto bglc_9.exe and this created a bgl file of the papi system
5)As per the wiki, i renamed this bgl file to end in .mdl
6)I opened this mdl file using model converter x and then moved it to its correct position and heading. I then exported it in fsx bgl format.
7)Model converter x also generated a single effect file when compiling in fsx bgl format
8)I placed both the new .bgl file and the effect file in the appropriate folders in fsx

Im wondering if anyone could tell me what i am doing wrong?
This is the edited section of my asm_0 file:

I used the papi excel file to find the values to input for the seperation planes (here) runway heading is 219 and glideslope is 3'

Code:
EGAC_PAPI22_MasterScale_2 label BGLCODE

BGL_ZBIAS 1
SEPARATION_PLANE WrongSide, 20622, 0, 25466, 32768							
SEPARATION_PLANE below1, -900, 32737, -1111, 32768							
    BGL_LIGHT LIGHT_NAV, 0.232, 0.463, -13.635, 20, 0.60, 0.40, 0FFFF2323h, 0.000000, 0.000000, 1.000000 ; source poly num = 1
 BGL_JUMP_32 above1
    below1 label BGLCODE
    BGL_LIGHT LIGHT_NAV, 0.232, 0.463, -13.353, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 142
 above1 label BGLCODE

SEPARATION_PLANE below2, -1019, 32728, -1259, 32768							
    BGL_LIGHT LIGHT_NAV, 0.232, 0.463, -4.635, 20, 0.60, 0.40, 0FFFF2323h, 0.000000, 0.000000, 1.000000 ; source poly num = 463
 BGL_JUMP_32 above2
    below2 label BGLCODE
    BGL_LIGHT LIGHT_NAV, 0.232, 0.463, -4.353, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 604
 above2 label BGLCODE

SEPARATION_PLANE below3, -1139, 32718, -1407, 32768							
    BGL_LIGHT LIGHT_NAV, 0.232, 0.463, 4.365, 20, 0.60, 0.40, 0FFFF2323h, 0.000000, 0.000000, 1.000000 ; source poly num = 925
 BGL_JUMP_32 above3
    below3 label BGLCODE
    BGL_LIGHT LIGHT_NAV, 0.232, 0.463, 4.647, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 1066
 above3 label BGLCODE

SEPARATION_PLANE below4, -1259, 32707, -1555, 32768							
    BGL_LIGHT LIGHT_NAV, 0.232, 0.463, 13.365, 20, 0.60, 0.40, 0FFFF2323h, 0.000000, 0.000000, 1.000000 ; source poly num = 1387
 BGL_JUMP_32 above4
    below4 label BGLCODE
    BGL_LIGHT LIGHT_NAV, 0.232, 0.463, 13.647, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 1528
 above4 label BGLCODE

WrongSide label BGLCODE

    BGL_RETURN

bgl_riff_end_EGAC_PAPI22	label	BGLCODE
 

Attachments

  • papiproblem.jpg
    papiproblem.jpg
    157.1 KB · Views: 413
I'm no expert by any means but I just did a VASI for my own project and in looking at my .asm I noticed I have the white lights first and the red lights 2nd. I'm wondering what would happen if you swapped out the occurrences of 0FFFF2323h with 0FFFFFFFFh so they were the other way around, i.e:

Code:
SEPARATION_PLANE below1, -900, 32737, -1111, 32768							
    BGL_LIGHT LIGHT_NAV, 0.232, 0.463, -13.635, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 1
 BGL_JUMP_32 above1
    below1 label BGLCODE
    BGL_LIGHT LIGHT_NAV, 0.232, 0.463, -13.353, 20, 0.60, 0.40, 0FFFF2323h, 0.000000, 0.000000, 1.000000 ; source poly num = 142
 above1 label BGLCODE


EDIT: also I used the FS9 bglcomp to compile the tweaked .mdl into a library, I'm not sure if it matters and I didn't test with an FSX native LIB, but my rationale was to keep everything FS9 native. I had some other tweaked FS9 models (BGL lights) so I put them and the VASI into the same LIB .bgl. IIRC the actual placements of these objects were made in an existing FSX PLC .bgl which seemed to work fine.

Jim
 
Last edited:
I wonder about the visibility range of custom made papi.
How far you can see your PAPI light?
 
They definitely don't have the range of the standard afcad PAPI, in my case there's a mountain just outside base leg that keeps you within range of the VASI.
 
I'm no expert by any means but I just did a VASI for my own project and in looking at my .asm I noticed I have the white lights first and the red lights 2nd. I'm wondering what would happen if you swapped out the occurrences of 0FFFF2323h with 0FFFFFFFFh so they were the other way around, i.e:

Code:
SEPARATION_PLANE below1, -900, 32737, -1111, 32768							
    BGL_LIGHT LIGHT_NAV, 0.232, 0.463, -13.635, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 1
 BGL_JUMP_32 above1
    below1 label BGLCODE
    BGL_LIGHT LIGHT_NAV, 0.232, 0.463, -13.353, 20, 0.60, 0.40, 0FFFF2323h, 0.000000, 0.000000, 1.000000 ; source poly num = 142
 above1 label BGLCODE


EDIT: also I used the FS9 bglcomp to compile the tweaked .mdl into a library, I'm not sure if it matters and I didn't test with an FSX native LIB, but my rationale was to keep everything FS9 native. I had some other tweaked FS9 models (BGL lights) so I put them and the VASI into the same LIB .bgl. IIRC the actual placements of these objects were made in an existing FSX PLC .bgl which seemed to work fine.

Jim
Hi JIm,
thanks for your reply.
I just attempted the following:

1)I edited the _0.asm file and then dropped the correct .asm file onto bglc_9.exe. This created a file with a bgl extension but i changed this extension to be in mdl format
2)I edited the xml file to add the correct location for the papi lights
3)I dropped the edited xml file onto the fs9 bglcomp.exe and this created a bgl file
4)I placed this bgl file into my fsx scenery folder.

The good news is that the papi light system shows up in fsx but unfortunetly none of the lights are now working?

Any idea where i could be going wrong?

:confused:
 
Seems like everything should have been right, can you post your .asms and I'll see what result I get here?

Jim
 
I arranged the lights like this and managed to get it working:

Code:
SEPARATION_PLANE below1, -900, 32737, -1111, 32768	
  BGL_LIGHT LIGHT_NAV, 0.281, 0.463, -13.636, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 1848
BGL_JUMP_32 above1
below1 label BGLCODE
  BGL_LIGHT LIGHT_NAV, 0.281, 0.463, -13.354, 20, 0.60, 0.40, 0FFFF0000h, 0.000000, 0.000000, 1.000000 ; source poly num = 142
above1 label BGLCODE

SEPARATION_PLANE below2, -1019, 32728, -1259, 32768
  BGL_LIGHT LIGHT_NAV, 0.281, 0.463, -4.636, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 463
BGL_JUMP_32 above2
below2 label BGLCODE
  BGL_LIGHT LIGHT_NAV, 0.281, 0.463, -4.354, 20, 0.60, 0.40, 0FFFF0000h, 0.000000, 0.000000, 1.000000 ; source poly num = 604
above2 label BGLCODE


SEPARATION_PLANE below3, -1139, 32718, -1407, 32768
  BGL_LIGHT LIGHT_NAV, 0.281, 0.463, 4.364, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 1
BGL_JUMP_32 above3
below3 label BGLCODE
  BGL_LIGHT LIGHT_NAV, 0.281, 0.463, 4.646, 20, 0.60, 0.40, 0FFFF0000h, 0.000000, 0.000000, 1.000000 ; source poly num = 1105
above3 label BGLCODE

SEPARATION_PLANE below4, -1259, 32707, -1555, 32768
  BGL_LIGHT LIGHT_NAV, 0.281, 0.463, 13.364, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 1426
BGL_JUMP_32 above4
below4 label BGLCODE
  BGL_LIGHT LIGHT_NAV, 0.281, 0.463, 13.646, 20, 0.60, 0.40, 0FFFF0000h, 0.000000, 0.000000, 1.000000 ; source poly num = 1567
above4 label BGLCODE

It appears the third number is the distance along the Y axis in meters from the reference point of the scene. I arranged them from left to right (I think) and alternated the colors. Seems to work but the glideslope is off slightly from default EGAC (steeper/shallower, can't remember). You could play with the spreadsheet and the separation planes but keep the lights in the above arrangement.

Jim
 
Actually the code above puts the white lights on the left side of each box, it seems to me the red light should be on the left so here's another arrangement:

Code:
SEPARATION_PLANE below1, -900, 32737, -1111, 32768							
    BGL_LIGHT LIGHT_NAV, 0.232, 0.463, -13.353, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 142
 BGL_JUMP_32 above1
    below1 label BGLCODE
    BGL_LIGHT LIGHT_NAV, 0.232, 0.463, -13.635, 20, 0.60, 0.40, 0FFFF2323h, 0.000000, 0.000000, 1.000000 ; source poly num = 1
 above1 label BGLCODE

SEPARATION_PLANE below2, -1019, 32728, -1259, 32768							
    BGL_LIGHT LIGHT_NAV, 0.232, 0.463, -4.353, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 604
 BGL_JUMP_32 above2
    below2 label BGLCODE
    BGL_LIGHT LIGHT_NAV, 0.232, 0.463, -4.635, 20, 0.60, 0.40, 0FFFF2323h, 0.000000, 0.000000, 1.000000 ; source poly num = 463
 above2 label BGLCODE

SEPARATION_PLANE below3, -1139, 32718, -1407, 32768							
    BGL_LIGHT LIGHT_NAV, 0.232, 0.463, 4.647, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 1066
 BGL_JUMP_32 above3
    below3 label BGLCODE
    BGL_LIGHT LIGHT_NAV, 0.232, 0.463, 4.365, 20, 0.60, 0.40, 0FFFF2323h, 0.000000, 0.000000, 1.000000 ; source poly num = 925
 above3 label BGLCODE

SEPARATION_PLANE below4, -1259, 32707, -1555, 32768							
    BGL_LIGHT LIGHT_NAV, 0.232, 0.463, 13.647, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 1528
 BGL_JUMP_32 above4
    below4 label BGLCODE
    BGL_LIGHT LIGHT_NAV, 0.232, 0.463, 13.365, 20, 0.60, 0.40, 0FFFF2323h, 0.000000, 0.000000, 1.000000 ; source poly num = 1387
 above4 label BGLCODE

The above is what you posted in the first post of this thread with this done to it:

papi_01.jpg


Jim
 
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