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Place lights

very cool the output Operator, and thanks for the link, sorry for my dumbness, but when you say randomizing of scale, what do you mean ?
Sorry for my English, Bernardo :o
If you open XML-file, generated by ScenProc, you can see following strings:
scale="1"/>
It means, all the lights will have one size (scaling). It looks a bit unnatural IMHO.
That tool reads XML and changes the scaling of each model randomly. You can set a range of randomization, default values are 0.8 - 2.0.
The same with the heading.
 
All right, very Smart, I figured something so. very interesting. I almost learn russian when got adicted to the Tu-154 ( a really cool airplane) so maybe with more time could read your tutorials :D
 
Hi,

Is it possible to add another arguments to CREATEXMLLIBOBJ command: NoCrash and NoShadow. It should be useful for the city lights.
I can do that in XML, using Notepad++ or another text editor, but it will be cool if ScenProg will be able to do that.

I have added this feature now. You can now add all the possible options that BGLComp supports. It will be in the new development release tomorrow.

http://www.scenerydesign.org/2013/10/scenproc-xml-objects-optional-attributes/
 
Hi,

You can read what it does in the bglcomp sdk. The attributes translate to the existing xml options.

But for example NOSHADOW means the object will not cast a shadow.
 
Wow this is a great thread...

I'm trying to track down my data for a good guide for RGB color values for different types of lights such as Sopium Vapour, High Pressure Sodium, Low Pressure Sodium etc and will share these values on here as soon as I track them down.

Originally I had looked at http://planetpixelemporium.com/tutorialpages/light.html for information and these values are okay, but I did find something that was a bit more scientifically accurate, but I have to track it down somewhere on my 11TB of drives :S

There's also an interesting slider scale at http://academo.org/demos/colour-temperature-relationship/ which can give RGB values for any given temperature in Degrees Kelvin. It doesn't seem as accurate though.

I'll keep digging for the best RGB values I found for the different types of lights.

Hopefully it may help with accurate scientific values for modeling of lights in the sRGB color space. :)

Cheers,
Dean.
 
It will be a good addition for the creation of Fx lights for exemple, yes the temperature slider,it not seem very accurate, it have very Little color variation ,but very cool.
 
Hi, Friends!

Is it possible to do the same work for placing xml library objects to FS2004 with ScenProc? I got a problem with it. When I created fs9 .mdl file, it has different GUID style and ScenProc give me error message "Guid is not valid". Also I unable to set up GUID for fs9 mdl files. I need help, how can I place these objects.


With regards, Ivan.
 
Hi Ivan,

Which processing steps are you using? I would have to check how the guid is checked, maybe you need to enter it in fsx format (it will be converted to fs2004 on the way by scenproc).

To assign a guid to a mdl you need to put it in a library.
 
Hi, Arno!

Using GMax I created 4 lights models, then exported it to .mdl. It created two files object_name.mdl and object_name.xml for every model. In xml file I have <ModelData name="626f271331c1403b8c4d5fe3bee1fa7d" sourceFile="Object_Name.mdl" />
</FSData>. When I change GUID to FSX format, both bglcoms from fs9 and fsx SDK do not compile it, and write error message. When i try to create xml library with LibraryCreator it give new GUIDes for all models and they are in fs9 format.
 
Wow this is a great thread...

I'm trying to track down my data for a good guide for RGB color values for different types of lights such as Sopium Vapour, High Pressure Sodium, Low Pressure Sodium etc and will share these values on here as soon as I track them down.

Originally I had looked at http://planetpixelemporium.com/tutorialpages/light.html for information and these values are okay, but I did find something that was a bit more scientifically accurate, but I have to track it down somewhere on my 11TB of drives :S

There's also an interesting slider scale at http://academo.org/demos/colour-temperature-relationship/ which can give RGB values for any given temperature in Degrees Kelvin. It doesn't seem as accurate though.

I'll keep digging for the best RGB values I found for the different types of lights.

Hopefully it may help with accurate scientific values for modeling of lights in the sRGB color space. :)

Cheers,
Dean.

Good information
I have these "ramp light library " that I download from download section, how can I change their colors to the Fluorescent Lights as it is in your link?
 
Hi,

Using GMax I created 4 lights models, then exported it to .mdl. It created two files object_name.mdl and object_name.xml for every model. In xml file I have <ModelData name="626f271331c1403b8c4d5fe3bee1fa7d" sourceFile="Object_Name.mdl" />
</FSData>. When I change GUID to FSX format, both bglcoms from fs9 and fsx SDK do not compile it, and write error message. When i try to create xml library with LibraryCreator it give new GUIDes for all models and they are in fs9 format.

You should create your library BGL in the normal way. But in scenProc you enter the GUID in FSX format (even for a FS2004 MDL file).
 
Good information
I have these "ramp light library " that I download from download section, how can I change their colors to the Fluorescent Lights as it is in your link?

I'm not too sure at this point, I've been generating my own datasets so far. But I might have a few ideas once I get to the point of testing stuff out.
 
Just had a think about this. If you convert the texture to something you can edit in photoshop or some other paint program, you could desaturate the image (i.e. remove the chrominance aka color channel) and then you could create a new layer with the RGB values for each and apply the color to the previous layer. I'll do a test and see if I can't make a mini tutorial. ;)
 
Hello Arno
i have been troubled recently as I’ve become obsessed
with finding a solution to completing the second half of placing lights
which is the ground splash that completes the ground look

i know there isn’t a solution yet
but with your recent Vegetation detection tool
maybe you could think of something as well

when generating lights we can save our xml
than we can use to place the ground splash for lights over photoreal

you already made a tool that works with tiles - Vegetation detection tool
is it possible to make a similar tool that will use the data in the xml generated from making lights
to place the ground splash effect over raw photoreal night tile?


Best regards

Chris
 
Has anyone tried this with P3d v2?

I've run some of the examples in this thread through and have gotten street poles in my photo scenery of the las vegas area. But no lighting effects. I ended up putting in a "beacony" effect in but the fps are unacceptable using that method.

I've been searching the last few days and have found that most are using 3d lights. But, have not seen any for download or any hints as to what these 3d lights are exactly. I've also tried a few of the downloads provided from some of the members on the forum here but all of those were complied with fs9 and are not working or able to recompile using p3d's sdk.

I'm new to this sort of thing with fsx and p3d addons so any help or direction is much aprreciated. If anyone has this working in p3d v2 could you please link me to a how to guide or similar.

Thanks.
 
Didn't realize you were working with p3d. I also noticed you said your using a custom light library. Are you using effects or a model for your street lights?

I created a simple sphere in 3dsMax2012 but was unable to get it to show up in p3d. Their model viewer isn't functional yet but I was able to see the model with arno's model converter. But, when I converted the model into a bgl it was no longer view-able in the converter. Would you mind sharing one of your lights so I can get an idea of what to do. I'm assuming it's a model with the material using "emissive bloom" I just need to do some more reading to figure out why my model isn't showing up.

Sorry if my questions are vague, being a beginner to this sort of thing with fsx/p3d is not easy when most of ya's have been doing this for years now.

here you go
P3D v2 + my iCVFR Project with lights on

Chris Bell
 
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