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Lighting Illumination Failed in P3Dv3[SOLVED]

dave hoeffgen

Resource contributor
Messages
1,439
Country
germany
So I thought you were already trying SODE.
Meanwhile I found out that I was also wrong about the effects. :(
I just tried it with a scenery where I use effects on the rwy/taxi lights and they are also masked by the ground poly.
 
Messages
442
Country
malaysia
So I thought you were already trying SODE.
Meanwhile I found out that I was also wrong about the effects. :(
I just tried it with a scenery where I use effects on the rwy/taxi lights and they are also masked by the ground poly.

SODE works perfectly. I just wondering in a case if people without SODE installed will not be able to use the scenery file after i make it public.

Regarding your trial, i think it might be some problem with MCX then?
 
Messages
442
Country
malaysia
@dave hoeffgen,

Do you have any idea how many vertices will be the best for exporting to FSX/P3D directly from blender? I have created high detailed Taxi Edge Light but when i'm exporting it, Blender stops to respond.

Vertex #.PNG

Taxi Light.PNG
 
Messages
1,132
Country
us-texas
That cylindrical shape will draw too many vertices. If you are working on a large airport you will truncate bglcomp, at least for FSX, if trying to group all of them on a single model, which you would have to for them to be seen at a modest distance.

David
 

jtanabodee

Resource contributor
Messages
3,921
Country
thailand
I think you dont need that detail. None of us who fly on airplane will go down to look in detail. I use only two cross plane and map the texture on them. That is enough. Too many vertices drag down the fps without any benefit in detail.
 
Messages
442
Country
malaysia
Hi,

The light illumination problem is also found in FSX.

Screenshot (82).png


Screenshot (83).png


Screenshot (84).png

Settings:
Light Illumination 1.PNG
Light Illumination 2.PNG


in P3D it is more vibrant than in FSX.

Any solution for it?
 

dave hoeffgen

Resource contributor
Messages
1,439
Country
germany
No Z write???
I think it's the never/false alpha testing

I refused to believe what @pinkjr said a few times that adding an empty LOD would solve this.
After I figured out how to export LODs properly I stood corrected.

@MANOCHVARMA RAMAN try the following: load the light into MCX and add an empty LOD in the LOD tool.
check in the export options that either DrawCallBatching is false or LOD over DrawCallBatching is true. Then export.
Please feedback if that worked.
 
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