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Place lights

Hi,

I think I forgot some lines in my example. Let me make a complete example, I'll post it later.

Hello, Arno.
I tried to do it, but no succsess. I can't find any new files though ScenProg created objects:

19:21 CREATEAGNLIBOBJ Information Creating autogen library objects with filter FTYPE=POINT;type=light...
19:21 CREATEAGNLIBOBJ Information Created 1528 autogen objects

Below is my simplificated configuration file. Probably I do something wrong?

Code:
IMPORTOSM|E:\Modeling\OSM\RU\URKG2.osm|*|*
FILTERDUPLICATELINES
SPLITGRID|AGN

PLACEPOINTSALONGLINE|FTYPE=LINE;highway=trunk|50|7|type|light|hdg

CREATEXMLLIBOBJ|FTYPE=POINT;type=light|{0017a263-464f-14fd-f77f-2996fed44864}|hdg
 
Operator

The second shot is fabulous!

Thank you all guys who make that possible!!

Incredible!

Arno, Chris, others...

JpP
 
Hi Chris.

Very glad you got this working. Using the Light Balls, did you notice any severe FPS issues... just curoius.

Dick
 
Hi Chris.

Very glad you got this working. Using the Light Balls, did you notice any severe FPS issues... just curoius.

Dick

TYVM Dick,
so glad you stopped by
i couldn't get this far without your help; as for FPS issue
finished mapping the whole country's living streets with lights yesterday
in my test i went from 30 to 2 FPS, but it sure looks good @30.000ft

im actively searching for a light solution that's more suited for so many draw-call's
and possibly less intensity when flying lower; as these become extremely bright 1000-2000ft with this massive density
they get much better when really close about 100-200ft

Chris,

 
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Hi,

In a project we placed the lights as autogen objects. Just a custom autogen object with a BGL_LIGHT command in there. That worked quite well for the performance, probably because autogen objects are not drawn as far away as XML objects.
 
TYVM Arno
you are correct
i have noticed a difference in distance, i wasn't sure why until now
i will run it again and post my results

do you think the standard light libraries can perform well in a massive formation
or we still need to come up with new library more suitable for mass formation?


TIA

Chris
 
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With your permission, gentlemen, I'd like to say, that the library from post#6 is not quite optimal. It has BGL_Lights with incorrect bounding boxes. So you can watch a massive turning lights on and off depends an angle of view.
I made an other library without those limitations and can share it, if you want.
And one more trick: after creating BGL with SBuilderX, go to ..\SBuilderX313\Tools\Work, where you can find the final BGL (PROJECT_LOBX.BGL by default).
Now open PROJECT_LOBX.XML and change all strings:
Code:
  imageComplexity="NORMAL">
to
Code:
 imageComplexity="NORMAL">[B]<NoAutogenSuppression />[/B]
I think, you should know why :)
 
Last edited:
With your permission, gentlemen, I'd like to say, that the library from post#6 is not quite optimal. It has BGL_Lights with incorrect bounding boxes. So you can watch a massive turning lights on and off depends an angle of view.
I made an other library without those limitations and can share it if you want.

TYVM Vitaly
i who'd very much like to test another library
as well as your added recommendation
 
Here it is.
But actually it is not a panacea. I am waiting for Arno's complete example. I would like to use not only lights, but lights with poles to give up default models.
 

Attachments

Last edited:
TYVM Vitaly
i just tested with your new lights lib
works very well, light intensity is more suitable now
great color selection, definitely a keeper
well done!

unfortunately; i'm still on my knees with FPS @2



testing now with Arno's recommendations
 
You are welcome, Chris.
Problem is the OSM roads (especially trunk) may have 2 and more lines. ScenProc puts your models along all the lines, which leads to an excessive amount of them.
For example, my first BGL contained 32829 lightpoints, it was a huge loading for my PC. But now I have only 6725 ones, without appreciable FPS impact.
We can use FILTERDUPLICATELINES command in ScenProc, but I noticed than it not always works as I need. Some roads can just disappear. I found a solution without using that command, but it's a quiet complicated way and my English doesn't allow me to share it, unfortunately.
 
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Hi,

Here is a more complete example to place XML library objects as I promised above.

Code:
# Example place XML lights
#
IMPORTOSM|texel.osm|*|highway
#
PLACEPOINTSALONGLINE|FTYPE=LINE;highway=secondary|150|5|type|licht|hdg
#
CREATEXMLLIBOBJ|type=licht|{47c97ced-c4e6-4e4b-8e9f-b110989eea62}|hdg|NOAUTOGENSUP
#
EXPORTBGL|FSX|texel_light|C:\flightsim\FSX\Addon scenery\scenery
 
TY Arno
much anticipated code snippet

i there a way to save the xml output for manual editing?


TIA

Chris
 
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Hi,

In the code there is an option for that, but I see that in the scenProc options I don't allow you to set it. I'll try to add that option.
 
Thank you very much Arno, much appreciated!

here are some of my recent finding
i run lights as AGN as recommended

FPS difference is night and day!
i went from 2FPS to my set frame limit of 30FPS
where the frames will fluctuate down to 20 then back to 30

unfortunately, i run the test with 0017a263-464f-14fd-f77f-2996fed44864
i couldn't yet figure out how to call other light lib as AGN Class objects
time to do some reading


Chris,
 
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Hello, Arno.
Great thanks! Your script works just fine for me. (NOAUTOGENSUP is just a typo, isn't it?). My library is not works properly, because its lights located at zero altitude and lie on the ground. This is not a problem at all: I can recompile the library in one minute. But if you will add the option 'Keep XML' that is not necessary.
Just one wish: is there a way to split and group BGL by 500m pieces (again, sorry my English) to prevent flickering?
 
Hi,

The NOAUTOGENSUP was no type, basically if you just type anything there you will get no autogen suppression, it does not matter what you type.

If you add the SPLITGRID step back in the configuration file you will get multiple files based on the grid size given. Instead of AGN you can also type the desired size in degrees.

I guess I could add an option to set the altitude for XML objects as well.
 
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