• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

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Lighting Illumination Failed in P3Dv3[SOLVED]

Thanks a lot! Just another clarification. In FSX version I used a dummy texture to represent day (destination and source blend set to one) and it worked perfectly. In P3D I get the desired result only with the texture set as diffuse which makes the lights also illuminate during day...

In simple words can I have the other half of the settings you use to see the whole picture? :wave:

-=Manwlo=-

here again..updated.. :)

Screenshot (821).png
Screenshot (822).png
 
Set "Z-Test Alpha" to true, the alpha test value so say 12 (play with it until satisfied) and the Alpha Test Function to "Greater". That's it.
What modeling program do you use btw?

Sir..can you explain more about the alpha test value..As what happen if i put it higher or lower .The problem occur again and i think it has something to do with it.After i added more detailed ground poly.the lighting problem happened again.Thanks .. :)
 
Sir..can you explain more about the alpha test value..As what happen if i put it higher or lower .The problem occur again and i think it has something to do with it.After i added more detailed ground poly.the lighting problem happened again.Thanks .. :)

It is basically the alpha threshold whether the material is rendered in front of another object or not. The alpha test function is the according comparison operator.
If the comparison returns true for a pixel's alppha value the pixel is rendered.

For example if the alpha test function is "greater" and the alpha test value is 32 all pixels with an alpha value greater than 32 are rendered, all pixels with an alpha value of 32 or less are not.
 
It is basically the alpha threshold whether the material is rendered in front of another object or not. The alpha test function is the according comparison operator.
If the comparison returns true for a pixel's alppha value the pixel is rendered.

For example if the alpha test function is "greater" and the alpha test value is 32 all pixels with an alpha value greater than 32 are rendered, all pixels with an alpha value of 32 or less are not.

Im getting the old problem back.I set the alpha test function to greater z-test to true.Is the alpha value will affect the illumination,or is other bgl setting will affect it for example the ground poly?Sorry sir,still a bit blur about this alpha thingy so i set it to 1..thnks in advance :)
Screenshot (866).png
 
You can do it all in Blender provided you export directly to FSX/P3D format. Otherwise it has to be done in MCX

Hi Dave,

I am new to Blender and currently i am creating/developing scenery for one of the airport in Malaysia. I came across this discussion and thanks for your help on this matter.

Can you please share some links or your idea of exporting directly to FSX/P3D from Blender itself? I have the addons activated in blender. It seems the options are similar to the Material Editor in MCX. But how can we put night texture in it and export directly to .bgl file from blender itself?

Thanks in advance.
 
Hi Dave,

I am new to Blender and currently i am creating/developing scenery for one of the airport in Malaysia. I came across this discussion and thanks for your help on this matter.

Can you please share some links or your idea of exporting directly to FSX/P3D from Blender itself? I have the addons activated in blender. It seems the options are similar to the Material Editor in MCX. But how can we put night texture in it and export directly to .bgl file from blender itself?

Thanks in advance.

There is this wiki article:
http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual

Exporting directly to bgl is not possible but you can export to mdl and with a recent version of the addon you can also create the necessary xml file which you can then compile using bglcomp.
 
There's a checklist down the wiki page.
Did you set a guid and friendly name for the model(left toolshelf lower tab)?

Thank you Dave. At first I didn't assigned the GUID and friendly name for the model. After set it, i was able to export it. Thanks for your guidance.

I have few more questions:

1. Can we directly put the .xml and .mdl file into our fsx folder? Or we need to compile it into .bgl format to run it?
2. Is there any option to insert our longitude and latitude as in Blender2P3D addon? I couldn't find it on Blender2FSX addon.

Thanks.
 
Thank you Dave. At first I didn't assigned the GUID and friendly name for the model. After set it, i was able to export it. Thanks for your guidance.

I have few more questions:

1. Can we directly put the .xml and .mdl file into our fsx folder? Or we need to compile it into .bgl format to run it?
2. Is there any option to insert our longitude and latitude as in Blender2P3D addon? I couldn't find it on Blender2FSX addon.

Thanks.
  1. The xml file needs to be compiled to .bgl using bglComp.exe
  2. The most recent version of Blender2FSX has that feature as it is actually a back conversion of Blender2P3D: http://www.fsdeveloper.com/forum/threads/blender2fsx-tool-set-after-blender-2-75a-crash.438017/
 
  1. The xml file needs to be compiled to .bgl using bglComp.exe
  2. The most recent version of Blender2FSX has that feature as it is actually a back conversion of Blender2P3D: http://www.fsdeveloper.com/forum/threads/blender2fsx-tool-set-after-blender-2-75a-crash.438017/

Thanks for the info Dave. I manage to update it.

Regarding the bglComp.exe:

I have installed FSX SDK from FSX Delux Addition and SP1a from FSX:SE, but there is no bglComp.exe file on it (Refer the attached file:SDK-BGL.png). Does it located in it or any other ways to compile it?

Blender shows this error as attached image (Blender to FSX Export Errors.png)
 

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Thanks for the info Dave.

I have installed FSX SDK from FSX Delux Addition and SP1a from FSX:SE, but there is no bglComp.exe file on it (Refer the attached file). Does it located in it or any other ways to compile it?
It should be in "Environment kit\BGL Compiler SDK\". If not something is wrong with the installation.
 
It should be in "Environment kit\BGL Compiler SDK\". If not something is wrong with the installation.

Found the folder.

I came across this line on Compiling BGL SDK module:

Run the BGLComp compiler on the file and a resulting .BGL file will be created.


Can you guide me how to do it?
 
Found the folder.

I came across this line on Compiling BGL SDK module:

Run the BGLComp compiler on the file and a resulting .BGL file will be created.


Can you guide me how to do it?
just drag the xml onto the exe file.
If that doesn't work open cmd, drag in the exe file add a space and drag in the xml. When running this you have enough time to read the error printed to the console.
 
just drag the xml onto the exe file.
If that doesn't work open cmd, drag in the exe file add a space and drag in the xml. When running this you have enough time to read the error printed to the console.

Ok, will try that.

Please guide me whether i am exporting the model correctly (Export Setting.png).

I am receiving Error.png if i select Create XML Scenery Placement for this MDL option on the Export FSX.X file tab on the left hand side.
 

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Hi @dave hoeffgen,

Do you have any idea why the Lighting Illumination Failed?

lighting-illumination-alpha-test-value-set-to-100-png.33353


I am having similar trouble even after Set:

Z-Test Alpha = "true"
Alpha test value ="12" and "100" (Tried both)
Alpha Test Function = "Greater".

You can refer the material editor settings that I used below:

mcx-material-editor-jpg.33354
 

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I listed a few approaches to solve this earlier in this thread:
http://www.fsdeveloper.com/forum/th...on-failed-in-p3dv3-solved.439390/#post-764829

Apparently the first one did not have any effect. To my surprise as it worked for me before. There are still two other methods.

Thank you @dave hoeffgen. I am aware that there are few methods you listed in the thread earlier but since i am new to scenery development, can you please explain in details how can i follow step 2 (Placing the lights with SODE).

Thank you.
 
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