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FSX Problem with custom effect in virtual cockpit

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poland
Hi

I was advise to create this thread in this sub-forum.

I have a problem with a custom effect created for my custom craft (Vespa - with problem available in my signature).

Here is original thread about the effect: http://www.fsdeveloper.com/forum/threads/custom-effect-not-visible-in-virtual-cockpit.436359/

The effect is connected to a mesh inside Blender.

Both mesh behind it and glass piece in front of it have "FSX Material Params" checked.
Only difference between the two is that glass one have "Use global environement map as reflection" and "Set Transparent".

I check it with folowing textures:
Glass - DXT5 no MidMaps
Instrument panel - DXT1 with and without MidMaps

Any ideas?
 
Stay away from .fx files for very specific tasks. They usually don't play well with any surrounding mesh.

If you need to illuminate an area, create a clone of the mesh that is to be illuminated and assign a semitransparent, bright texture (with an alpha channel) to it.

Material properties:
Code:
Diffuse = Light texture
Specular = Light texture
Nightmap = Light texture

Destination Blend = One
Source Blend = SrcAlpha

Reflection scale = 0
Specular map power = 256

Final alpha multiply = 0.5
Set final alpha value at render time = Yes

No shadow = Yes
Double sided = Yes

Then use a custom <Visibility> tag for the illumination mesh.
 
<FacePalm>
Why I didn't thought of that?
</FacePalm>

Of course.
Thanks!

PS.: Is there any specific reason because effect don't work the right way?
 
The specific reason is that the effect system used by FSX is pretty much outdated, as demonstrated by the problems it has in DX10 mode.
 
Well, it kind of works.

I have a mesh that shows/hides in right moments, but it is simply shadeless.
I get no glow from it, both in day and in night.

Here is list of all material settings (I'm using Blender2fsx, but it supposedly have copies of all settings):
Code:
Other Texture Info:
Detail texture: (nothing)
Detail scale: 1
Bump scale: 1

Fresnel:
Fresnel ramp texture:(nothing)
Diffuse: No
Reflection: No
Specular: No

Precipitation:
Take into account: No
Apply offset to start: No
Offset: 0.00

Special Functionality:
Blend env by inverse of diffuse alpha: No
Blend env by specular map alpha: No
Blend diffuse by diffuse alpha: No
Blend diffuse by inverse of specular alpha: No
Use global enviroment map as reflection: No
Reflection scale: 0
Specular power scale: 256

Bloom:
Allow bloom: No
No specular bloom: No
Allow emissive bloom: No
Specular Bloom Floor: 0.90
Ambient light scale: 1.000

Framebuffer Blend:
Source Blend: SrcAlpha
Dest Blend: One

Emissive Properties:
Emissive Mode: AdditiveNightOnly

Material Alpha Test
Z-Test Alpha: No
Alpha Test Level: 0.00
Test Mode: Never

Final Alpha Blend:
Set final alpha value at render time: Yes
Final Alpha Multiply: 0.50

Enhanced Parameters:
Assume vertical normal: No
Z-Write Alpha: No
No Z-Write: No
Volume shadow: No
No shadow: Yes
Prelit vertices: No
No Base Material Specular: No
Sinned mesh: No
Double sided: Yes
Blend Constant: No
Force Texture Adress Wrap: No
Force Texture Adress Clamp: No

Aircraft Material Params:
Is virtual cockpit panel texture: No
Is N-Number texture: No

Im using a texture with eg.: full red color (ff0000) and half of alpha 122/256.
It is in DTX5 format without MidMaps.
 
These are the settings I'm using for the L-39.

mat.png


Since I set final alpha value at render time, the alpha channel might just be unnecessary. The fresnel is grey (107,107,107), but can be left out as well.

If you need to increase intensity, you can play areound with the alpha multiplier or simply clone the light polygons.

The result I get in FSX: http://fsdeveloper.com/forum/threads/dbd-l-39c-continued.433304/page-2#post-730006
 
If you are talking about those red part in cockpit, then I have the same effect.
If you are talking about green lights on left, then I will look into that.
 
I was just replying to what you've written in your previous post. You didn't mention which problem is associated with what light.
 
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