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I ahve been trying to create lights with fsregen. All attempts have been failures. I have all the files necessary, tried about 20 different ways, and nothing seems to work. Do I need to something special in gmax besides make my single triangle? I am not naming it anything special in gmax either, just like the manual says not to do. Someone please help. Thanks.

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Have you followed the "rules" for the material properties pointed out in the manual?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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Guest moomox

Hi PBrad,What is it exactly you are trying to do? I might be able to help out... If it's day/nihgt lighting, i've had some good successes by doing very simple edits to the bglc code produced by gmax...

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I have been following the outlines in the manual. I can create my own lights just using gmax, but I don't like the flash times. I would like to create a light for a tower with a faster flash rate than what I get from gmax, and a light for a lantern that is on at night, off during the day. I keep going over it trying different techniques but no luck. I know that in gmax, you have to create two poly's in order for the Light_whatever to work. Do I need to do the same for fsregen? Thanks for the help.

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In order to create Landing_Light you need to make 2x polys and link them. Other type of light is more straightforward as you need only single triangle poly with proper material name and part name+freqency affix (in case of Beacon). The secrets of success in Fsregen:a. updated Fsregenb. updated Makemdl.exec. fully saturated link colors !!!Thats all I can come up with and hope that I did not messed anything up...Ted

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Hi Ted, I do have everything up to date, and know the material names for the lights. But, where you say:Other type of light is more straightforward >as you need only single triangle poly with proper material >name and part name+freqency affix (in case of Beacon). What is frequency affix? You got me lost there. Could you please explain the frequency affix, and where to put it in at? Thanks so much for your help.Paul

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Guest

As per SDK:Beacon2 17 seconds cycle at 3 hertz Beacon3 12 ditto Beacon4 9.4 ditto Beacon5 7.7 ditto My understanding is that Beacon 5 will go on in intervals 7.7 sec, etc. Beacon2-5 is a part name and not material like in other type of lights where Light_nav, Light_land, Light_strobe is material name. Now to "confuse" things further there is Light_beacon, but I believe that it will not blink unless part is named Beacon2-5 as listed above. I find not much distinction between: Light_beacon, Light_nav, Light_reco, Light_wing, Light_logo - they all are points of light. Light_taxi and Light_land are different and give cone-shaped reflection on the ground poly. Ted

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To add a bit to the confusion, I was making a beacon light on a tower yesterday evening and when using light_nav and beacon2 it didn't flash, but with light_beacon and no name prefix it worked :), haven't tried with a name prefix and light_beacon, but I assume I can change the flash rate that way.And about the question of how to turn of the light during day, you will need to make a little change to the BGLC code for that. Add this code around the object you want to dissapear during the day:

IFIN1 nolight, 28C, 2, 4;the object/light codenolight label word

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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Guest

Yes, I must correct myself that seemingly it is Light_beacon which makes the light blink(!). I was deeply convinced that part name is responsible for blinking and created part Beacon2 with red material Light_Beacon. As I was expecting, it was blinking. Then I copied this set several times and gMax automatically appended part names Beacon2, Beacon3 etc., and all of them are hapilly blinking with the same interval. I have not noticed that part name change before and thought that all of them would carry name Beacon2_1, Beacon2_2 etc. So, I guess this little issue requires little further experimenting.Ted

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Arno, Thank you for the tip. Can you show "live" example of such a code change including "object/light code". For me it is not so difficult to make suggested code changes (in fact they are as simple as "cut and paste"). To identify the proper spot in the overal code where to place the change is the tricky part.Ted

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I can make such an example (and I will put one on my website some day), but at the moment I am at work and don't have a source file by hand.If you post a piece of code here, I show how to change it.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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Guest

Arno, Please forgive me for my ignorance when it comes to editing the BGLC code. Are you talking about exporting it with "Keep Files" in MakeMDL. Then editing the "whatever.asm" or the "whatever_0.asm", then recompiling it with BGLC? And where exactly does this code go? Underneath my light data? Thanks a bunch.Paul

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Yep, first you "make" the files by selecting Keep Files in the exporter.Then you need to add the code to the whatever_0.asm file, for a light it will be something like:

IFIN1 nolight, 28c, 2, 4BGL_LIGHT LIGHT_BEACON ......nolight label word

To recompile it again afterwards you need to compile the whatever.asm file with BGLC, this file includes the whatever_0.asm file.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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Arno, Here is the entire code (lawtallapronlamp_0.asm) of tall double apron light. Please indicate where and how exactly to insert "night switch off": Thanks Ted ;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------;; This file was automatically generated from C:gmaxmesheslawtallapronlamp; using the MakeMDL tool. Do not edit by hand, re-run the; tool instead.;; generated on 12/10/02 18:06:20;;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------; BGL model for C:gmaxmesheslawtallapronlamp;; $Header:$;;----------------------------------------------------------------------------;; Final Status: 64 polys; Alpha Status: 5 polys; Light Status: 0 polys; Library Status: 0 polys;; Start Time: 12/10/02 18:06:20; Stop Time : 12/10/02 18:06:20;; Modeling units = 2.0000; Radius = 26.8886; Radius in meters = 26.8886; Radius in modeling units = 54;lawtallapronlamp_top label BGLCODE BGL_BEGIN 0800h ; version = 8.00 TEXTURE_LIST_BEGIN TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 1.000000, "LAWRADIOTWR.BMP" ; 0 TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 1.000000, "LAWRADIOTWR_LM.BMP" ; 1 TEXTURE_LIST_END MATERIAL_LIST_BEGIN MATERIAL_DEF 0.000000,0.000000,0.000000,1.000000, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000 ; 0 MATERIAL_DEF 0.000000,0.000000,0.000000,1.000000, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 1.000000,1.000000,1.000000, 0.000000 ; 1 MATERIAL_DEF 0.647059,0.674510,0.819608,1.000000, 0.647059,0.674510,0.819608, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000 ; 2 MATERIAL_DEF 1.000000,1.000000,1.000000,1.000000, 0.392157,0.392157,0.392157, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000 ; 3 MATERIAL_DEF 0.972549,0.043137,0.019608,1.000000, 0.972549,0.043137,0.019608, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000 ; 4 MATERIAL_DEF 1.000000,1.000000,1.000000,1.000000, 1.000000,1.000000,1.000000, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000 ; 5 MATERIAL_LIST_END VERTEX_LIST_BEGIN VERTEX_DEF -3.040000, 51.944004, 0.264000, -0.986669, 0.129681,-0.098317, 0.000000,1.000000 ; 0 part= 1 prim=0 VERTEX_DEF -3.040000, 53.464005, 1.200000, -0.986776, 0.031384,-0.159026, 0.000000,1.000000 ; 1 part= 1 prim=0 VERTEX_DEF -3.040000, 53.464005, 1.200000, -0.000070, 0.999190,-0.040250, 0.000000,1.000000 ; 2 part= 1 prim=0 VERTEX_DEF -2.712000, 52.864002, 0.480000, -0.995063, 0.052923,-0.083954, 0.000000,1.000000 ; 3 part= 1 prim=0 VERTEX_DEF -2.712000, 52.992004, 0.264000, -0.999999, 0.000000, 0.001745, 0.000000,1.000000 ; 4 part= 1 prim=0 VERTEX_DEF -2.712000, 52.992004, 0.264000, -0.001639, 0.344518,-0.938778, 0.000000,1.000000 ; 5 part= 1 prim=0 VERTEX_DEF -1.800000, 52.864002, 0.480000, 0.994764, 0.052924,-0.087428, 0.000000,1.000000 ; 6 part= 1 prim=0 VERTEX_DEF -1.800000, 52.992004, 0.264000, -0.001271, 0.685152,-0.728399, 0.000000,1.000000 ; 7 part= 1 prim=0 VERTEX_DEF -1.800000, 52.992004, 0.264000, 0.999999, 0.000000,-0.001745, 0.000000,1.000000 ; 8 part= 1 prim=0 VERTEX_DEF -1.472000, 51.944004, 0.256000, -0.001591,-0.411409,-0.911450, 0.000000,1.000000 ; 9 part= 1 prim=0 VERTEX_DEF -1.472000, 51.944004, 0.256000, 0.986320, 0.129684,-0.101762, 0.000000,1.000000 ; 10 part= 1 prim=0 VERTEX_DEF -1.472000, 53.464005, 1.200000, 0.986214, 0.031384,-0.162472, 0.000000,1.000000 ; 11 part= 1 prim=0 VERTEX_DEF 1.536000, 51.944004, 0.256000, -0.986669, 0.129681,-0.098317, 0.000000,1.000000 ; 12 part= 1 prim=0 VERTEX_DEF 1.536000, 53.464005, 1.192000, -0.986776, 0.031384,-0.159026, 0.000000,1.000000 ; 13 part= 1 prim=0 VERTEX_DEF 1.536000, 53.464005, 1.192000, -0.000070, 0.999190,-0.040250, 0.000000,1.000000 ; 14 part= 1 prim=0 VERTEX_DEF 1.864000, 52.864002, 0.472000, -0.995063, 0.052923,-0.083954, 0.000000,1.000000 ; 15 part= 1 prim=0 VERTEX_DEF 1.864000, 52.992004, 0.256000, -0.999999, 0.000000, 0.001745, 0.000000,1.000000 ; 16 part= 1 prim=0 VERTEX_DEF 1.864000, 52.992004, 0.256000, -0.001639, 0.344518,-0.938778, 0.000000,1.000000 ; 17 part= 1 prim=0 VERTEX_DEF 2.776000, 52.864002, 0.472000, 0.994764, 0.052924,-0.087428, 0.000000,1.000000 ; 18 part= 1 prim=0 VERTEX_DEF 2.776000, 52.992004, 0.256000, -0.001271, 0.685152,-0.728399, 0.000000,1.000000 ; 19 part= 1 prim=0 VERTEX_DEF 2.776000, 52.992004, 0.256000, 0.999999, 0.000000,-0.001745, 0.000000,1.000000 ; 20 part= 1 prim=0 VERTEX_DEF 3.104000, 51.944004, 0.248000, -0.001591,-0.411409,-0.911450, 0.000000,1.000000 ; 21 part= 1 prim=0 VERTEX_DEF 3.104000, 51.944004, 0.248000, 0.986320, 0.129684,-0.101762, 0.000000,1.000000 ; 22 part= 1 prim=0 VERTEX_DEF 3.104000, 53.464005, 1.192000, 0.986214, 0.031384,-0.162472, 0.000000,1.000000 ; 23 part= 1 prim=0 VERTEX_DEF -3.040000, 51.944004, 0.264000, 0.000971,-0.830858, 0.556484, 0.000000,1.000000 ; 24 part= 1 prim=1 VERTEX_DEF -3.040000, 53.464005, 1.200000, -0.000070, 0.999190,-0.040250, 0.000000,1.000000 ; 25 part= 1 prim=1 VERTEX_DEF -1.472000, 51.944004, 0.256000, -0.001591,-0.411409,-0.911450, 0.000000,1.000000 ; 26 part= 1 prim=1 VERTEX_DEF -1.472000, 53.464005, 1.200000, 0.001732,-0.125560, 0.992085, 0.000000,1.000000 ; 27 part= 1 prim=1 VERTEX_DEF 1.536000, 51.944004, 0.256000, 0.000971,-0.830858, 0.556484, 0.000000,1.000000 ; 28 part= 1 prim=1 VERTEX_DEF 1.536000, 53.464005, 1.192000, -0.000070, 0.999190,-0.040250, 0.000000,1.000000 ; 29 part= 1 prim=1 VERTEX_DEF 3.104000, 51.944004, 0.248000, -0.001591,-0.411409,-0.911450, 0.000000,1.000000 ; 30 part= 1 prim=1 VERTEX_DEF 3.104000, 53.464005, 1.192000, 0.001732,-0.125560, 0.992085, 0.000000,1.000000 ; 31 part= 1 prim=1 VERTEX_DEF -2.536000, 51.600002, 0.288000, -0.999999, 0.000000, 0.001745, 0.000000,0.000000 ; 32 part= 1 prim=4 VERTEX_DEF -2.536000, 51.600002, 0.288000, 0.001561,-0.445654, 0.895204, 0.000000,0.000000 ; 33 part= 1 prim=4 VERTEX_DEF -2.536000, 51.600002, -0.064000, -0.999999, 0.000000, 0.001745, 0.000000,0.000000 ; 34 part= 1 prim=4 VERTEX_DEF -2.536000, 51.600002, -0.064000, -0.000776,-0.895207,-0.445649, 0.000000,0.000000 ; 35 part= 1 prim=4 VERTEX_DEF -2.536000, 51.784004, 0.112000, -0.999999, 0.000000, 0.001745, 0.000000,0.000000 ; 36 part= 1 prim=4 VERTEX_DEF -2.536000, 51.960003, 0.288000, -0.999999, 0.000000, 0.001745, 0.000000,0.000000 ; 37 part= 1 prim=4 VERTEX_DEF -2.536000, 51.960003, 0.288000, 0.000776, 0.895207, 0.445649, 0.000000,0.000000 ; 38 part= 1 prim=4 VERTEX_DEF -2.536000, 51.960003, -0.064000, -0.999999, 0.000000, 0.001745, 0.000000,0.000000 ; 39 part= 1 prim=4 VERTEX_DEF -2.536000, 51.960003, -0.064000, -0.001561, 0.445654,-0.895204, 0.000000,0.000000 ; 40 part= 1 prim=4 VERTEX_DEF -0.400000, 0.352000, 0.096000, -0.010241, 0.999946,-0.001905, 0.000000,1.000000 ; 41 part= 1 prim=4 VERTEX_DEF -0.144000, 0.352000, 0.552000, -0.006865, 0.999945, 0.007889, 0.000000,1.000000 ; 42 part= 1 prim=4 VERTEX_DEF -0.144000, 0.352000, -0.352000, -0.003443, 0.999945,-0.009892, 0.000000,1.000000 ; 43 part= 1 prim=4 VERTEX_DEF 0.024000, 53.576004, 0.096000, -0.010282, 0.999945, 0.002000, 0.000000,1.000000 ; 44 part= 1 prim=4 VERTEX_DEF 0.024000, 53.576004, 0.096000, 0.000000, 1.000000, 0.000000, 0.000000,1.000000 ; 45 part= 1 prim=4 VERTEX_DEF 0.072000, 53.576004, 0.184000, -0.003446, 0.999945, 0.009882, 0.000000,1.000000 ; 46 part= 1 prim=4 VERTEX_DEF 0.072000, 53.576004, 0.184000, 0.000000, 1.000000, 0.000000, 0.000000,1.000000 ; 47 part= 1 prim=4 VERTEX_DEF 0.072000, 53.576004, 0.008000, -0.006855, 0.999946,-0.007832, 0.000000,1.000000 ; 48 part= 1 prim=4 VERTEX_DEF 0.072000, 53.576004, 0.008000, 0.000000, 1.000000, 0.000000, 0.000000,1.000000 ; 49 part= 1 prim=4 VERTEX_DEF 0.120000, 53.576004, 0.096000, 0.000000, 1.000000, 0.000000, 0.000000,1.000000 ; 50 part= 1 prim=4 VERTEX_DEF 0.168000, 53.576004, 0.184000, 0.000000, 1.000000, 0.000000, 0.000000,1.000000 ; 51 part= 1 prim=4 VERTEX_DEF 0.168000, 53.576004, 0.184000, 0.006857, 0.999946, 0.007833, 0.000000,1.000000 ; 52 part= 1 prim=4 VERTEX_DEF 0.168000, 53.576004, 0.008000, 0.000000, 1.000000, 0.000000, 0.000000,1.000000 ; 53 part= 1 prim=4 VERTEX_DEF 0.168000, 53.576004, 0.008000, 0.003446, 0.999945,-0.009883, 0.000000,1.000000 ; 54 part= 1 prim=4 VERTEX_DEF 0.216000, 53.576004, 0.096000, 0.000000, 1.000000, 0.000000, 0.000000,1.000000 ; 55 part= 1 prim=4 VERTEX_DEF 0.216000, 53.576004, 0.096000, 0.010286, 0.999945,-0.002000, 0.000000,1.000000 ; 56 part= 1 prim=4 VERTEX_DEF 0.376000, 0.352000, 0.552000, 0.003443, 0.999945, 0.009893, 0.000000,1.000000 ; 57 part= 1 prim=4 VERTEX_DEF 0.376000, 0.352000, -0.352000, 0.006867, 0.999945,-0.007890, 0.000000,1.000000 ; 58 part= 1 prim=4 VERTEX_DEF 0.640000, 0.352000, 0.096000, 0.010245, 0.999946, 0.001905, 0.000000,1.000000 ; 59 part= 1 prim=4 VERTEX_DEF 2.544000, 51.600002, 0.280000, 0.000783,-0.893645, 0.448773, 0.500000,0.000000 ; 60 part= 1 prim=4 VERTEX_DEF 2.544000, 51.600002, -0.072000, -0.001558,-0.448773,-0.893644, -0.250000,0.000000 ; 61 part= 1 prim=4 VERTEX_DEF 2.544000, 51.960003, 0.280000, 0.001558, 0.448773, 0.893644, 0.250000,0.000000 ; 62 part= 1 prim=4 VERTEX_DEF 2.544000, 51.960003, -0.072000, -0.000783, 0.893645,-0.448773, 0.000000,0.000000 ; 63 part= 1 prim=4 VERTEX_DEF -0.400000, 0.352000, 0.096000, 0.000000,-1.000000, 0.000000, 0.000000,1.000000 ; 64 part= 1 prim=6 VERTEX_DEF -0.144000, 0.352000, 0.552000, 0.000000,-1.000000, 0.000000, 0.000000,1.000000 ; 65 part= 1 prim=6 VERTEX_DEF -0.144000, 0.352000, -0.352000, 0.000000,-1.000000, 0.000000, 0.000000,1.000000 ; 66 part= 1 prim=6 VERTEX_DEF 0.120000, 0.352000, 0.096000, 0.000000,-1.000000, 0.000000, 0.000000,1.000000 ; 67 part= 1 prim=6 VERTEX_DEF 0.376000, 0.352000, 0.552000, 0.000000,-1.000000, 0.000000, 0.000000,1.000000 ; 68 part= 1 prim=6 VERTEX_DEF 0.376000, 0.352000, -0.352000, 0.000000,-1.000000, 0.000000, 0.000000,1.000000 ; 69 part= 1 prim=6 VERTEX_DEF 0.640000, 0.352000, 0.096000, 0.000000,-1.000000, 0.000000, 0.000000,1.000000 ; 70 part= 1 prim=6 VERTEX_DEF 2.544000, 51.600002, 0.280000, 0.999999, 0.000000,-0.001745, 0.500000,0.000000 ; 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poly=45 part=1 DRAW_TRI 18, 20, 22 ; poly=44 part=1 DRAW_TRI 18, 22, 23 ; poly=43 part=1 DRAW_TRI 3, 4, 1 ; poly=61 part=1 DRAW_TRI 6, 8, 10 ; poly=56 part=1 DRAW_TRI 7, 2, 5 ; poly=57 part=1 DRAW_TRI 7, 27, 25 ; poly=58 part=1 DRAW_TRI 9, 5, 24 ; poly=59 part=1 DRAW_TRI 26, 7, 5 ; poly=60 part=1 DRAW_TRI 3, 0, 4 ; poly=63 part=1 DRAW_TRI 3, 1, 0 ; poly=62 part=1 DRAW_TRI_END MATERIAL 1 ; <0,0,0,255> DRAW_TRI_BEGIN 24, 8 DRAW_TRI 3, 0, 1 ; poly=64 part=1 DRAW_TRI 3, 2, 0 ; poly=65 part=1 DRAW_TRI 7, 6, 4 ; poly=53 part=1 DRAW_TRI 7, 4, 5 ; poly=52 part=1 DRAW_TRI_END MATERIAL 2 ; <165,172,209,255> DRAW_TRI_BEGIN 32, 32 DRAW_TRI 29, 31, 8 ; poly=27 part=1 DRAW_TRI 29, 8, 3 ; poly=26 part=1 DRAW_TRI 18, 17, 21 ; poly=18 part=1 DRAW_TRI 25, 14, 20 ; poly=4 part=1 DRAW_TRI 30, 1, 6 ; poly=30 part=1 DRAW_TRI 30, 28, 1 ; poly=31 part=1 DRAW_TRI 28, 3, 1 ; poly=32 part=1 DRAW_TRI 28, 29, 3 ; poly=33 part=1 DRAW_TRI 27, 20, 24 ; poly=2 part=1 DRAW_TRI 4, 7, 5 ; poly=35 part=1 DRAW_TRI 4, 5, 0 ; poly=36 part=1 DRAW_TRI 4, 0, 2 ; poly=37 part=1 DRAW_TRI 18, 21, 23 ; poly=19 part=1 DRAW_TRI 18, 13, 17 ; poly=17 part=1 DRAW_TRI 18, 15, 13 ; poly=16 part=1 DRAW_TRI 18, 19, 15 ; poly=15 part=1 DRAW_TRI 18, 23, 19 ; poly=14 part=1 DRAW_TRI 26, 27, 24 ; poly=13 part=1 DRAW_TRI 26, 24, 22 ; poly=12 part=1 DRAW_TRI 11, 26, 22 ; poly=11 part=1 DRAW_TRI 11, 22, 16 ; poly=10 part=1 DRAW_TRI 9, 11, 16 ; poly=9 part=1 DRAW_TRI 9, 16, 12 ; poly=8 part=1 DRAW_TRI 10, 9, 12 ; poly=7 part=1 DRAW_TRI 10, 12, 14 ; poly=6 part=1 DRAW_TRI 25, 10, 14 ; poly=5 part=1 DRAW_TRI 27, 25, 20 ; poly=3 part=1 DRAW_TRI 31, 30, 6 ; poly=29 part=1 DRAW_TRI 31, 6, 8 ; poly=28 part=1 DRAW_TRI 4, 2, 7 ; poly=34 part=1 DRAW_TRI_END MATERIAL 3,0 ; <255,255,255,255> LAWRADIOTWR.BMP;LAWRADIOTWR_LM.BMP;; DRAW_TRI_BEGIN 64, 13 DRAW_TRI 3, 5, 2 ; poly=24 part=1 DRAW_TRI 10, 7, 11 ; poly=40 part=1 DRAW_TRI 10, 11, 12 ; poly=39 part=1 DRAW_TRI 10, 12, 8 ; poly=38 part=1 DRAW_TRI 3, 6, 5 ; poly=25 part=1 DRAW_TRI 10, 9, 7 ; poly=41 part=1 DRAW_TRI 3, 2, 0 ; poly=23 part=1 DRAW_TRI 3, 0, 1 ; poly=22 part=1 DRAW_TRI 3, 1, 4 ; poly=21 part=1 DRAW_TRI 3, 4, 6 ; poly=20 part=1 DRAW_TRI_END; Alphalawtallapronlamp_Alpha label BGLCODE IFMSK lgt_1, becon4, 0c000h BGL_JUMP_32 nolgt_1 lgt_1 label BGLCODE BGL_LIGHT LIGHT_BEACON, 0.119, 53.777, 0.094, 20, 0.60, 0.40, 0FFF80B05h, 0.000000, 0.000000, 1.000000 ; source poly num = 1 nolgt_1 label BGLCODE ; Node 3 - RotateAroundX transform: BGL_TRANSFORM_MAT 0.000000,0.000000,0.000000, 1.000000,0.000000,0.000000, 0.000000,0.000000,1.000000, 0.000000,-1.000000,0.000000 ; Node 9 - light_land transform: BGL_TRANSFORM_MAT -2.245786,0.778132,-52.624222, -1.095178,0.001269,0.000456, 0.150466,-0.272426,0.613133, -0.239678,0.435419,0.119639 BGL_LIGHT LIGHT_LANDING, 0.000, 0.000, 0.000, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 66 BGL_LIGHT LIGHT_LANDING, 0.000, 0.000, 0.000, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 67 BGL_TRANSFORM_END ; Transform light_land ; Node 11 - light_land transform: BGL_TRANSFORM_MAT 2.277194,0.770196,-52.624226, -1.101716,0.013388,0.000456, 0.144377,-0.272390,0.613133, -0.229940,0.435353,0.119639 BGL_LIGHT LIGHT_LANDING, 0.000, 0.000, 0.000, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 68 BGL_LIGHT LIGHT_LANDING, 0.000, 0.000, 0.000, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 69 BGL_TRANSFORM_END ; Transform light_land BGL_TRANSFORM_END ; Transform RotateAroundX BGL_END BGL_RETURN;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------;; This file was automatically generated from C:gmaxmesheslawtallapronlamp; using the MakeMDL tool. Do not edit by hand, re-run the; tool instead.;; generated on 12/10/02 18:06:20;;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------

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Here are the changes (in red) to make all the light go off during day time:

DRAW_TRI 3, 0, 1; poly=22 part=1DRAW_TRI 3, 1, 4; poly=21 part=1DRAW_TRI 3, 4, 6; poly=20 part=1DRAW_TRI_END; Alphalawtallapronlamp_Alpha label BGLCODE[font color="red"]IFIN1 nolight, 28c, 2, 4[/font]IFMSK lgt_1, becon4, 0c000hBGL_JUMP_32 nolgt_1lgt_1 label BGLCODEBGL_LIGHT LIGHT_BEACON, 0.119, 53.777, 0.094, 20, 0.60, 0.40, 0FFF80B05h, 0.000000, 0.000000, 1.000000; source poly num = 1nolgt_1 label BGLCODE; Node 3 - RotateAroundX transform:BGL_TRANSFORM_MAT 0.000000,0.000000,0.000000, 1.000000,0.000000,0.000000, 0.000000,0.000000,1.000000, 0.000000,-1.000000,0.000000; Node 9 - light_land transform:BGL_TRANSFORM_MAT -2.245786,0.778132,-52.624222, -1.095178,0.001269,0.000456, 0.150466,-0.272426,0.613133, -0.239678,0.435419,0.119639BGL_LIGHT LIGHT_LANDING, 0.000, 0.000, 0.000, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000; source poly num = 66BGL_LIGHT LIGHT_LANDING, 0.000, 0.000, 0.000, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000; source poly num = 67BGL_TRANSFORM_END; Transform light_land; Node 11 - light_land transform:BGL_TRANSFORM_MAT 2.277194,0.770196,-52.624226, -1.101716,0.013388,0.000456, 0.144377,-0.272390,0.613133, -0.229940,0.435353,0.119639BGL_LIGHT LIGHT_LANDING, 0.000, 0.000, 0.000, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000; source poly num = 68BGL_LIGHT LIGHT_LANDING, 0.000, 0.000, 0.000, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000; source poly num = 69BGL_TRANSFORM_END; Transform light_landBGL_TRANSFORM_END; Transform RotateAroundX[font color="red"]nolight label word[/font]BGL_ENDBGL_RETURN

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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