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Day/Night light_nav texture

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Hi Jim,Why do I get asked this question by everyone :).I am now at work (my traineeship), but I will dig up some code this evening on my PC and remind me to post it here tomorrow :D.Arno


Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a]

Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

Thanks Arno!! Jim and I will be most greatfull. Dan

Hi Dan!I am sorry, maybe it won't be useful but You must test variable 28C about this. In SCASM You could test IfVarAnd( :Skip 28C 6 ) for example. If I remember correctly (from my head, I am not at home right now), 28C can have:1 - day2,4 -dusk, dawn6 - nightMaybe it helps You. Regards,Goran BrumenFS Slovenija 2002 teamhttp://slovenia.avsim.net

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Yes, buy we are looking for the BGLC code :), so that is something like:IFIN1, label, 28ch, 1, 1But I'll make a little example this evening (also to be sure the code is correct, as I do it by mind now).Arno


Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a]

Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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OK, here is the example as I promissed yesterday.I have made a simple cube with on each corner one light. GMax then creates the following code for it:[tt]test_top label BGLCODE BGL_BEGIN 0800h ; version = 8.00 MATERIAL_LIST_BEGIN MATERIAL_DEF 0.603922,0.603922,0.898039,1.000000, 0.603922,0.603922,0.898039, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000 ; 0 MATERIAL_DEF 1.000000,0.000000,0.000000,1.000000, 1.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000 ; 1 MATERIAL_LIST_END VERTEX_LIST_BEGIN VERTEX_DEF -50.000004, 0.000000, 50.000004, -1.000000, 0.000000, 0.000000, 0.000000,1.000000 ; 0 part= 1 prim=0 VERTEX_DEF -50.000004, 0.000000, 50.000004, 0.000000,-1.000000, 0.000000, 0.000000,1.000000 ; 1 part= 1 prim=0 VERTEX_DEF -50.000004, 0.000000, 50.000004, 0.000000, 0.000000, 1.000000, 0.000000,1.000000 ; 2 part= 1 prim=0 VERTEX_DEF -50.000004, 0.000000, -50.000004, -1.000000, 0.000000, 0.000000, 0.000000,1.000000 ; 3 part= 1 prim=0 VERTEX_DEF -50.000004, 0.000000, -50.000004, 0.000000,-1.000000, 0.000000, 0.000000,1.000000 ; 4 part= 1 prim=0 VERTEX_DEF -50.000004, 0.000000, -50.000004, 0.000000, 0.000000,-1.000000, 0.000000,1.000000 ; 5 part= 1 prim=0 VERTEX_DEF -50.000004, 100.000008, 50.000004, -1.000000, 0.000000, 0.000000, 0.000000,1.000000 ; 6 part= 1 prim=0 VERTEX_DEF -50.000004, 100.000008, 50.000004, 0.000000, 0.000000, 1.000000, 0.000000,1.000000 ; 7 part= 1 prim=0 VERTEX_DEF -50.000004, 100.000008, 50.000004, 0.000000, 1.000000, 0.000000, 0.000000,1.000000 ; 8 part= 1 prim=0 VERTEX_DEF -50.000004, 100.000008, -50.000004, -1.000000, 0.000000, 0.000000, 0.000000,1.000000 ; 9 part= 1 prim=0 VERTEX_DEF -50.000004, 100.000008, -50.000004, 0.000000, 0.000000,-1.000000, 0.000000,1.000000 ; 10 part= 1 prim=0 VERTEX_DEF -50.000004, 100.000008, -50.000004, 0.000000, 1.000000, 0.000000, 0.000000,1.000000 ; 11 part= 1 prim=0 VERTEX_DEF 50.000004, 0.000000, 50.000004, 0.000000,-1.000000, 0.000000, 0.000000,1.000000 ; 12 part= 1 prim=0 VERTEX_DEF 50.000004, 0.000000, 50.000004, 0.000000, 0.000000, 1.000000, 0.000000,1.000000 ; 13 part= 1 prim=0 VERTEX_DEF 50.000004, 0.000000, 50.000004, 1.000000, 0.000000, 0.000000, 0.000000,1.000000 ; 14 part= 1 prim=0 VERTEX_DEF 50.000004, 0.000000, -50.000004, 0.000000,-1.000000, 0.000000, 0.000000,1.000000 ; 15 part= 1 prim=0 VERTEX_DEF 50.000004, 0.000000, -50.000004, 0.000000, 0.000000,-1.000000, 0.000000,1.000000 ; 16 part= 1 prim=0 VERTEX_DEF 50.000004, 0.000000, -50.000004, 1.000000, 0.000000, 0.000000, 0.000000,1.000000 ; 17 part= 1 prim=0 VERTEX_DEF 50.000004, 100.000008, 50.000004, 0.000000, 0.000000, 1.000000, 0.000000,1.000000 ; 18 part= 1 prim=0 VERTEX_DEF 50.000004, 100.000008, 50.000004, 0.000000, 1.000000, 0.000000, 0.000000,1.000000 ; 19 part= 1 prim=0 VERTEX_DEF 50.000004, 100.000008, 50.000004, 1.000000, 0.000000, 0.000000, 0.000000,1.000000 ; 20 part= 1 prim=0 VERTEX_DEF 50.000004, 100.000008, -50.000004, 0.000000, 0.000000,-1.000000, 0.000000,1.000000 ; 21 part= 1 prim=0 VERTEX_DEF 50.000004, 100.000008, -50.000004, 0.000000, 1.000000, 0.000000, 0.000000,1.000000 ; 22 part= 1 prim=0 VERTEX_DEF 50.000004, 100.000008, -50.000004, 1.000000, 0.000000, 0.000000, 0.000000,1.000000 ; 23 part= 1 prim=0 VERTEX_LIST_END; NonAlphatest_NonAlpha label BGLCODE MATERIAL 0 ; <154,154,229,255> DRAW_TRI_BEGIN 0, 24 DRAW_TRI 17, 14, 20 ; poly=7 part=1 DRAW_TRI 12, 15, 4 ; poly=2 part=1 DRAW_TRI 11, 22, 19 ; poly=3 part=1 DRAW_TRI 19, 8, 11 ; poly=4 part=1 DRAW_TRI 5, 16, 21 ; poly=5 part=1 DRAW_TRI 21, 10, 5 ; poly=6 part=1 DRAW_TRI 4, 1, 12 ; poly=1 part=1 DRAW_TRI 20, 23, 17 ; poly=8 part=1 DRAW_TRI 13, 2, 7 ; poly=9 part=1 DRAW_TRI 7, 18, 13 ; poly=10 part=1 DRAW_TRI 0, 3, 9 ; poly=11 part=1 DRAW_TRI 9, 6, 0 ; poly=12 part=1 DRAW_TRI_END; Alphatest_Alpha label BGLCODE BGL_LIGHT LIGHT_NAV, -50.000, 102.000, -50.000, 20, 0.60, 0.40, 0FFFF0000h, 0.000000, 0.000000, 1.000000 ; source poly num = 13 BGL_LIGHT LIGHT_NAV, -50.000, 102.000, 50.000, 20, 0.60, 0.40, 0FFFF0000h, 0.000000, 0.000000, 1.000000 ; source poly num = 14 BGL_LIGHT LIGHT_NAV, 50.000, 102.000, 50.000, 20, 0.60, 0.40, 0FFFF0000h, 0.000000, 0.000000, 1.000000 ; source poly num = 15 BGL_LIGHT LIGHT_NAV, 50.000, 102.000, -50.000, 20, 0.60, 0.40, 0FFFF0000h, 0.000000, 0.000000, 1.000000 ; source poly num = 16 BGL_END BGL_RETURN[/tt] To turn of the lights during day time we must add a check for the time of day. If the time of day is between dusk/dawn (2) and night (4) the commands following the check will be executed (the lights), otherwise these commands will be skipped and a jump is made to the specified label. The resulting code then becomes:[tt]test_top label BGLCODE BGL_BEGIN 0800h ; version = 8.00 MATERIAL_LIST_BEGIN MATERIAL_DEF 0.603922,0.603922,0.898039,1.000000, 0.603922,0.603922,0.898039, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000 ; 0 MATERIAL_DEF 1.000000,0.000000,0.000000,1.000000, 1.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000 ; 1 MATERIAL_LIST_END VERTEX_LIST_BEGIN VERTEX_DEF -50.000004, 0.000000, 50.000004, -1.000000, 0.000000, 0.000000, 0.000000,1.000000 ; 0 part= 1 prim=0 VERTEX_DEF -50.000004, 0.000000, 50.000004, 0.000000,-1.000000, 0.000000, 0.000000,1.000000 ; 1 part= 1 prim=0 VERTEX_DEF -50.000004, 0.000000, 50.000004, 0.000000, 0.000000, 1.000000, 0.000000,1.000000 ; 2 part= 1 prim=0 VERTEX_DEF -50.000004, 0.000000, -50.000004, -1.000000, 0.000000, 0.000000, 0.000000,1.000000 ; 3 part= 1 prim=0 VERTEX_DEF -50.000004, 0.000000, -50.000004, 0.000000,-1.000000, 0.000000, 0.000000,1.000000 ; 4 part= 1 prim=0 VERTEX_DEF -50.000004, 0.000000, -50.000004, 0.000000, 0.000000,-1.000000, 0.000000,1.000000 ; 5 part= 1 prim=0 VERTEX_DEF -50.000004, 100.000008, 50.000004, -1.000000, 0.000000, 0.000000, 0.000000,1.000000 ; 6 part= 1 prim=0 VERTEX_DEF -50.000004, 100.000008, 50.000004, 0.000000, 0.000000, 1.000000, 0.000000,1.000000 ; 7 part= 1 prim=0 VERTEX_DEF -50.000004, 100.000008, 50.000004, 0.000000, 1.000000, 0.000000, 0.000000,1.000000 ; 8 part= 1 prim=0 VERTEX_DEF -50.000004, 100.000008, -50.000004, -1.000000, 0.000000, 0.000000, 0.000000,1.000000 ; 9 part= 1 prim=0 VERTEX_DEF -50.000004, 100.000008, -50.000004, 0.000000, 0.000000,-1.000000, 0.000000,1.000000 ; 10 part= 1 prim=0 VERTEX_DEF -50.000004, 100.000008, -50.000004, 0.000000, 1.000000, 0.000000, 0.000000,1.000000 ; 11 part= 1 prim=0 VERTEX_DEF 50.000004, 0.000000, 50.000004, 0.000000,-1.000000, 0.000000, 0.000000,1.000000 ; 12 part= 1 prim=0 VERTEX_DEF 50.000004, 0.000000, 50.000004, 0.000000, 0.000000, 1.000000, 0.000000,1.000000 ; 13 part= 1 prim=0 VERTEX_DEF 50.000004, 0.000000, 50.000004, 1.000000, 0.000000, 0.000000, 0.000000,1.000000 ; 14 part= 1 prim=0 VERTEX_DEF 50.000004, 0.000000, -50.000004, 0.000000,-1.000000, 0.000000, 0.000000,1.000000 ; 15 part= 1 prim=0 VERTEX_DEF 50.000004, 0.000000, -50.000004, 0.000000, 0.000000,-1.000000, 0.000000,1.000000 ; 16 part= 1 prim=0 VERTEX_DEF 50.000004, 0.000000, -50.000004, 1.000000, 0.000000, 0.000000, 0.000000,1.000000 ; 17 part= 1 prim=0 VERTEX_DEF 50.000004, 100.000008, 50.000004, 0.000000, 0.000000, 1.000000, 0.000000,1.000000 ; 18 part= 1 prim=0 VERTEX_DEF 50.000004, 100.000008, 50.000004, 0.000000, 1.000000, 0.000000, 0.000000,1.000000 ; 19 part= 1 prim=0 VERTEX_DEF 50.000004, 100.000008, 50.000004, 1.000000, 0.000000, 0.000000, 0.000000,1.000000 ; 20 part= 1 prim=0 VERTEX_DEF 50.000004, 100.000008, -50.000004, 0.000000, 0.000000,-1.000000, 0.000000,1.000000 ; 21 part= 1 prim=0 VERTEX_DEF 50.000004, 100.000008, -50.000004, 0.000000, 1.000000, 0.000000, 0.000000,1.000000 ; 22 part= 1 prim=0 VERTEX_DEF 50.000004, 100.000008, -50.000004, 1.000000, 0.000000, 0.000000, 0.000000,1.000000 ; 23 part= 1 prim=0 VERTEX_LIST_END; NonAlphatest_NonAlpha label BGLCODE MATERIAL 0 ; <154,154,229,255> DRAW_TRI_BEGIN 0, 24 DRAW_TRI 17, 14, 20 ; poly=7 part=1 DRAW_TRI 12, 15, 4 ; poly=2 part=1 DRAW_TRI 11, 22, 19 ; poly=3 part=1 DRAW_TRI 19, 8, 11 ; poly=4 part=1 DRAW_TRI 5, 16, 21 ; poly=5 part=1 DRAW_TRI 21, 10, 5 ; poly=6 part=1 DRAW_TRI 4, 1, 12 ; poly=1 part=1 DRAW_TRI 20, 23, 17 ; poly=8 part=1 DRAW_TRI 13, 2, 7 ; poly=9 part=1 DRAW_TRI 7, 18, 13 ; poly=10 part=1 DRAW_TRI 0, 3, 9 ; poly=11 part=1 DRAW_TRI 9, 6, 0 ; poly=12 part=1 DRAW_TRI_END; Alphatest_Alpha label BGLCODE IFIN1 nolights, 28ch, 2, 4 BGL_LIGHT LIGHT_NAV, -50.000, 102.000, -50.000, 20, 0.60, 0.40, 0FFFF0000h, 0.000000, 0.000000, 1.000000 ; source poly num = 13 BGL_LIGHT LIGHT_NAV, -50.000, 102.000, 50.000, 20, 0.60, 0.40, 0FFFF0000h, 0.000000, 0.000000, 1.000000 ; source poly num = 14 BGL_LIGHT LIGHT_NAV, 50.000, 102.000, 50.000, 20, 0.60, 0.40, 0FFFF0000h, 0.000000, 0.000000, 1.000000 ; source poly num = 15 BGL_LIGHT LIGHT_NAV, 50.000, 102.000, -50.000, 20, 0.60, 0.40, 0FFFF0000h, 0.000000, 0.000000, 1.000000 ; source poly num = 16 nolights label word BGL_END BGL_RETURN[/tt]Arno


Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a]

Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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