October 10, 200916 yr Using Matrox TrippleHead2Go, all is dandy, but it makes the lights burn like the sun. Got the problem fixed on the ground, where lights would bloom up, was like staring into the sun, and it would block the view of the runway completely until you got very close. Got some help elsewhere in forums, and I added lines like RUNWAY_LIGHTS_SURFACE_SCALAR=0.30 to the cfg with remarkable results. Same magnification of especially landing lights and beacon occur still. So, I "I´ll rather be down here wishing I was up there than be up there wishing I was down here"
October 12, 200916 yr Using Matrox TrippleHead2Go, all is dandy, but it makes the lights burn like the sun. Got the problem fixed on the ground, where lights would bloom up, was like staring into the sun, and it would block the view of the runway completely until you got very close. Got some help elsewhere in forums, and I added lines like RUNWAY_LIGHTS_SURFACE_SCALAR=0.30 to the cfg with remarkable results. Same magnification of especially landing lights and beacon occur still. So, I
October 12, 200916 yr Author The tweak for the ground lights fixed it globally (thank goodness), but you are probably right and I "I´ll rather be down here wishing I was up there than be up there wishing I was down here"
October 12, 200916 yr Moderator The tweak for the ground lights fixed it globally (thank goodness), but you are probably right and I Fr. Bill AOPA Member: 07141481 AARP Member: 3209010556 Avsim Board of Directors | Avsim Forums Moderator
October 13, 200916 yr Author All default light effects use the fx_2.bmp file. You can edit that bitmap to reduce the size of the light bloom in the upper left quadrantI wouldn "I´ll rather be down here wishing I was up there than be up there wishing I was down here"
October 13, 200916 yr Moderator I wouldn Fr. Bill AOPA Member: 07141481 AARP Member: 3209010556 Avsim Board of Directors | Avsim Forums Moderator
October 14, 200916 yr Yes, editing the fx_2.bmp would affect ALL lights in FS, aircraft and scenery alike.Changing the radius in individual .fx files would not work, since it must remain at -1 always.You could load any individual .fx file into notepad.exe and manually change the parameters for each of the emitters to make 'em smaller, but that's tedius work...Ok. To edit fx_2.bmp do I need to use a special utility like DXTBMP or can I just use paintshop?Also, I know that many effects need to have radius=-1 for them to work but actually noticed that some strobe effects had Radius=10000 and that's what I thought could be reduced... does that radius actually mean something else than simply the size of the effect?Cheers,Geoff
October 15, 200916 yr Moderator The SDK states the following about the Radius= entry: Radius= The maximal size of the effect. You must give an effect a radius for it to show up as scenery. Measured in meters. Cntrl_Barn.fx( Radius=200 )Cntrl_bldstm.fx( Radius=10000 )fx_Aurora1.fx( Radius=500 )fx_Barnstorm.fx( Radius=-1 )fx_BldStm_lrg.fx( Radius=100 )fx_CampFire.fx( Radius=0 )fx_cloudlightning01.fx( Radius=100000 )fx_DDfire.fx( Radius=1000 )fx_firework1.fx( Radius=25 )fx_firework11.fx( Radius=130 )Not explicity stated in the SDK is the meaning of the -1 entry. Experiments however lead me to the conclusion that the -1 flag indicates that the actual size of the effect will be determined by the X, Y and Z Scale Goal(s) for each of the [ParticleAttributes.n] entries later in the .fx parameter definitions. Fr. Bill AOPA Member: 07141481 AARP Member: 3209010556 Avsim Board of Directors | Avsim Forums Moderator
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