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Guest Mathias

.fx file for a wing inspection light

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Guest Mathias

Hello to all those knowledgable in effects files within FS2004.Based on a similar effects file from Marcel Kuhnt's great Islander I would like to create an effects file simlar to a VC light but that does not point downwards, but sideways, slightly up and slightly back. This is to simulate a port wing inspection light that sits in the left upper fuselage shortly in front of the wing and shines at the leading edge. This is necessary in my specific project, a Dornier 128-6, because it has pneumatic de-icing boots that rely on a certain thickness of ice buildup on the wing leading edge before it is advisable to inflate the deicing boots to ensure the ice is blasted off in sizable chunks instead of just cracking up a little but staying put on the boot. At night the only chance to see if enough ice has built up for a good blast and not too much has built up to prevent the boots from expanding altogether is a light to illuminate the leading edge. I have studied the appropriate Effects description documents in the SPECIAL EFFECTS SDK but not understood which entries actually change the direction the light "particles" are ejected to. So here the complete code of what I used for starters (a normal VC light that Marcel already altered). If you could point me to the entries necessary that would be sufficient for me. Nothing worked for me - it still seems to be shining downward...[Library Effect]Lifetime=5Version=1.00//Radius=-1//Priority=0[Properties]Cockpit=1VirtualCockpit=1Spot=1Tower=1Map=0[Emitter.0]Lifetime=0.50, 0.50Delay=0.00, 0.00Bounce=0.00Light=1No Interpolate=1Rate=1.00, 1.00X Emitter Velocity=0.00, 0.00Y Emitter Velocity=0.00, 0.00Z Emitter Velocity=0.00, 0.00Drag=0.00, 0.00X Particle Velocity=0.00, 0.00Y Particle Velocity=0.00, 0.00Z Particle Velocity=0.00, 0.00X Rotation=0.00, 0.00Y Rotation=0.00, 0.00Z Rotation=0.00, 0.00X Offset=0.00, 0.00Y Offset=0.00, 0.00Z Offset=0.00, 0.00Pitch=0.00, 0.00Bank=0.00, 0.00Heading=0.00, 0.00[Particle.0]Lifetime=0.00, 0.00Type=19X Scale=2.00,2.00Y Scale=0.50, 0.50Z Scale=0.00, 0.00X Scale Rate=0.00, 0.00Y Scale Rate=0.00, 0.00Z Scale Rate=0.00, 0.00Drag=0.00, 0.00Color Rate=0.00, 0.00X Offset=0.00, 0.00Y Offset=0.00, 0.00Z Offset=0.00, 0.00Fade In=0.00, 0.00Fade Out=0.00, 0.00Rotation=0.00, 0.00Static=1Face=0, 0, 0[ParticleAttributes.0]Blend Mode=1Bounce=0.00Color Start=50, 50, 50, 1Color End=255,255, 255, 0Jitter Distance=0.00Jitter Time=0.00uv1=0.00, 0.00uv2=0.01, 0.01X Scale Goal=0.00Y Scale Goal=0.00Z Scale Goal=0.00Extrude Length=0.00Extrude Pitch Max=0.00Extrude Heading Max=0.00

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This is the one I use for "wing ice inspection lights." It does require some rather peculiar offsets to work, but it does the job... ;)light.11=8, 11.3, -18.6, 7.60, citx_icelight //rightwing icelightlight.12=8, 11.3, 18.6, 7.60, citx_icelight //leftwing icelightlight.13=8, 8.85, -3.1, -.1, fx_navwhi.fx //rightwing icelight point sourcelight.14=8, 8.85, 3.1, -.1, fx_navwhi.fx //leftwing icelight point sourceThe "point source" is just above the wing root on the fuselage, to provide some idea of what I mean by "rather peculiar offsets" for the citx_icelight .fx file... ;)[Library Effect]Lifetime=5Version=1.00[Properties]VirtualCockpit=0Spot=1Tower=1Map=0[Emitter.0]Lifetime=0.50, 0.50Delay=0.00, 0.00Bounce=0.00Light=1No Interpolate=1Rate=1.00, 1.00X Emitter Velocity=0.00, 0.00Y Emitter Velocity=0.00, 0.00Z Emitter Velocity=0.00, 0.00Drag=0.00, 0.00X Particle Velocity=0.00, 0.00Y Particle Velocity=0.00, 0.00Z Particle Velocity=0.00, 0.00X Offset=0.00, 0.00Y Offset=-0.01, -0.01Z Offset=0.00, 0.00[Particle.0]Lifetime=0.00, 0.00Type=19X Scale=5.00, 5.00Y Scale=5.00, 5.00Z Scale=00.00, 00.00X Scale Rate=0.00, 0.00Y Scale Rate=0.00, 0.00Z Scale Rate=0.00, 0.00Drag=0.00, 0.00Color Rate=0.00, 0.00Fade In=0.00, 0.00Fade Out=0.00, 0.00Rotation=0.00, 0.00Static=1Face=0, 0, 0[ParticleAttributes.0]Blend Mode=0Bounce=0.00Color Start=55, 55, 55, 255Color End=55, 55, 55, 0Jitter Distance=0.00Jitter Time=0.00uv1=0.00, 0.00uv2=0.00, 0.00X Scale Goal=0.00Y Scale Goal=0.00Z Scale Goal=0.00Extrude Length=0.00Extrude Pitch Max=0.00Extrude Heading Max=0.00


Fr. Bill    

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Guest Mathias

Thanks for the sample Bill! Just tried it. It seems your effect however is for low-wing aircraft (Citation X?), and mine is a high wing. Somehow both effects files do not only point left, but also right at the same time. Tehy even light up the opposite inner cockpit wall ...What I am wondering: is it possible to create a light that points only to ONE side? Somehow I thought using a red navigation light as a sample for this kind of behaviour would work (I need to illuminate the left wing leading edge only) but found even the colored navigation lights illuminate inwards also. A landing light definetely shines in one direction only, but again I have found no pointer so far concerning the direction in which the light shines.

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Guest Mathias

wozza,the "rotating to face user" is definitely not what I am looking for, but rather the settings to make the "light particles" of the effect point in a fixed direction relative to the aircraft. All I have found up till now are "balls" of light, no light beams. I need a light beam shining sideways, slightly up and behind. That does not at the same time also illuminate it's backround.My logic told me theses settings should help me do what I want:Pitch=0.00, 0.00Bank=0.00, 0.00Heading=0.00, 0.00but changing these didn't do a thing, probably becaesu the base effect of a VC light is simply a light bulb with no reflector to create a specific direction for the light. I think I will check out that laser pointer effect someone created to help in hovering FS helicopters...

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