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iluminating pannels part 2

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us-alaska
OK i aplolgize for not clarifying my problem.
No its not the gauges im intrasted in....
the MAIN pannel bitmap.
i have never seen in any of my pannel folders an alternate "night" bitmap.

So how is the pannel "darkened" at night?

as mentioned i wanted to alter the dark state of the "night bitmap" if such a thing exsists AND make the detail stand out AROUND the controls and gauges.

just like it is shown in this picture.

does the night bitmap use an alpha layer like the outside textures?
to show "light" off the tail and landing light i know you must <erase> alpha for the areas that are to simulate "light"

870925.jpg
 
You still haven't stated whether you're asking about FS9 or FSX...

The techniques involved are completely different! :eek:

Also, by "MAIN pannel bitmap" are you referring to the 2d main panel or the VC main panel?

It is very important to be precise and include enough detail to permit readers to provide a correct answer... ;)
 
Last edited:
i use FS2004................:)
and im refering to the 2D main pannel.

The night "tint" of the 2D panel in FS9 (2004) is controlled by the values in the [Color] section of the panel.cfg file.

You can use GaugeGlow (available on AVSIM) to modify them in real time, or just edit them in notepad.

The FS9 SDK details their function, but basically, DAY is always full White (255, 255, 255), and NIGHT is set to the minimum light you have in total darkness (no artificial light), usually say 60, 60, 60, as no night is totally dark. Luminious only affect gauges that are tagged with parts that are luminous.

FS9 then "tints" the 2D panel if the panel light is on, based on available light (time), and the difference between day and night settings.
 
i use FS2004................:)
and im refering to the 2D main pannel.

In FS9 (FS2004), you essentially have three options:

1) Use the SDK method outlined by Patrick in his reply, which will NOT produce the type of effect you desire.

2) Create a "gauge" that essentially covers the entire screen, and contains ONLY a customized, "lighted" version of your main 2d panel texture.

3) Create a new WindowXX section that can be "swapped" out with the Main Window00, and uses a customized, "lighted" version of your main 2d panel texture.

In FSX, it's a lot simpler:

Simply create a customized, "lighted" version of the main 2d panel texture and list it in the Window00 section of the panel.cfg file...

file_1024=cessna_172_background.bmp
file_1024_night=cessna_172_background_night.bmp
 
what about the Alpha layer? i know for the outside of a jet in FS9 the spots on the tail and fusalage sides that have NO alpha this simulates "LIGHT" too....









The night "tint" of the 2D panel in FS9 (2004) is controlled by the values in the [Color] section of the panel.cfg file.

You can use GaugeGlow (available on AVSIM) to modify them in real time, or just edit them in notepad.

The FS9 SDK details their function, but basically, DAY is always full White (255, 255, 255), and NIGHT is set to the minimum light you have in total darkness (no artificial light), usually say 60, 60, 60, as no night is totally dark. Luminious only affect gauges that are tagged with parts that are luminous.

FS9 then "tints" the 2D panel if the panel light is on, based on available light (time), and the difference between day and night settings.
 
what about the Alpha layer? i know for the outside of a jet in FS9 the spots on the tail and fusalage sides that have NO alpha this simulates "LIGHT" too....

The 2d panel system supports ONLY 8bit or 24bit RGB bitmaps. No "alpha channel" is supported, period. End of sentence. :)
 
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