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	<id>http://www.fsdeveloper.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Norchie</id>
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	<updated>2026-05-24T02:04:59Z</updated>
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		<id>http://www.fsdeveloper.com/wiki/index.php?title=Taxi_light&amp;diff=9949</id>
		<title>Taxi light</title>
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		<updated>2015-06-15T17:13:21Z</updated>

		<summary type="html">&lt;p&gt;Norchie: /* Method 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
&amp;lt;!-- | XP10 = true --&amp;gt;&lt;br /&gt;
&amp;lt;!-- | XP9 = true --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:VTBStaxilightFinal.jpg]]&lt;br /&gt;
&lt;br /&gt;
In my last tutorial, you have learnt how to make RUNWAY light by Scasm.exe. [http://www.fsdeveloper.com/wiki/index.php?title=Light_over_ground_poly] Now it is time for the rest of the airport that is still in the dark, the taxi edge light.&lt;br /&gt;
&lt;br /&gt;
There are variety of the methods of making Taxi Edge Light:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Method 1 ==&lt;br /&gt;
&#039;&#039;&#039;Make individual light, attached with effect and place the instance many time by xml.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is good for small airport with hundred of taxi lights, but not thousand in big international airport, since many xml placement will cause fps drop.  &lt;br /&gt;
&lt;br /&gt;
The difficulty of this is you have to place them many times and it is time consuming method.  &lt;br /&gt;
&lt;br /&gt;
You can have difficulties placing along the straight line to make it perfectly straight,  or even more difficult, perfectly curve along the turn.&lt;br /&gt;
&lt;br /&gt;
== Method 2 ==&lt;br /&gt;
&#039;&#039;&#039;Make the whole taxi lights in gmax and export them in one file.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This will keep XML minimal just only one time placement.  &lt;br /&gt;
&lt;br /&gt;
Then use maxscript  from Nick Whittome [http://www.fsdeveloper.com/wiki/index.php?title=Apron_lighting_using_effects_and_GMax] . &lt;br /&gt;
&lt;br /&gt;
But the effect can cause frame rate drop dramatically.  &lt;br /&gt;
&lt;br /&gt;
I did that and I found 50% drop[http://www.fsdeveloper.com/forum/showthread.php?t=424631].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Method 3 ==&lt;br /&gt;
&#039;&#039;&#039;Make the same way as the second method but eliminate the use of  effect.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This will be the best from frame rate but less visibility range.  &lt;br /&gt;
&lt;br /&gt;
You can see your light only withing a few hundred meters.[http://fsdeveloper.com/forum/showthread.php?t=259310]  Please read #12.&lt;br /&gt;
&lt;br /&gt;
I think the solution for the visibility range is to manually edit mipmap.  You have to edit your last mipmap to be brighter than it&#039;s normal mipmap.&lt;br /&gt;
&lt;br /&gt;
Use your photoeditor software and open the texture then save as another file (xxx_mip01.psd) and reduce the size by half.  Then do it all over again and save as (xxx_mip02.psd) then you will have texture that reduce size to half successively.  I edited the last mipmap which is xxx_mip05.psd to be brighter almost pure white.&lt;br /&gt;
&lt;br /&gt;
Use ImageTool to open your main texture.  Save it as dds, then use Image-&amp;gt;Add MipMaps and choose the PSD file that you have just edited (xxx._mip05.psd) and it will be your last mipmap, replace the default one.&lt;br /&gt;
&lt;br /&gt;
Actually, you can edit any mipmap levels to your like.  Not limited to the last one.  You can have it all edited to make a good blend to the distance of visualization.  The principle is make it brighter and more contrast to compensate the smaller size of texture in each mipmap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the taxi lights without effect (only texture of light) BEFORE editing mipmap.&lt;br /&gt;
[[Image:FinalTaxilight02before.jpg]]&lt;br /&gt;
&lt;br /&gt;
These are the taxi lights AFTER editing the mipmap.  The last mipmap stay bright.  So you can see it far...far....away.&lt;br /&gt;
[[Image:FinalTaxilight02.jpg]]&lt;br /&gt;
&lt;br /&gt;
Mipmap:  The first one is the original texture, the second is the default mipmap at lower level.  The last one is edited to make it brighter.&lt;br /&gt;
[[Image:MipMap05.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Combined Method ==&lt;br /&gt;
&#039;&#039;&#039;I think I found a sweet spot between visibility range that you get from effect and the ease of placement.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Please read this PDF -&#039;&#039;&#039; Taxi Edge Light Tutorial&#039;&#039;&#039; [http://www.fsdeveloper.com/forum/attachment.php?attachmentid=13936&amp;amp;d=1359701230]&lt;br /&gt;
It is good enough for a small airport and you are facing a problem of frame rate drop after adding the effect to your scenery.  Decrease emitter can remedy the frame rate problem.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, I found later that even one emitter can cause fps drop.  If you want have the best fps as possible, please use Method 3 instead (Texture for the light). Taxi Edge Light Tutorial is still usable but omit the effect part out.  For FSX you need a separated material from the taxi light model in order to make the light disappear during the day.  In FS9, you might don&#039;t need to do that since FS9 can use different alpha channel for day and night texture.&lt;br /&gt;
&lt;br /&gt;
Hope you enjoy varieties of methods here.  Choose the one that you think it works for you.&lt;br /&gt;
Regards,&lt;br /&gt;
Tic&lt;br /&gt;
Jtanabodee&lt;br /&gt;
Jirayu Tanabodee&lt;br /&gt;
 &lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[category:Effects]]&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Norchie</name></author>
	</entry>
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