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So it must be SimObject ?You could create an sphere with an emissive texture and import it as a sim object.
I don't wanna hijack this thread, but no, these lights wouldn't have to be simobjects.So it must be SimObject ?
I don't wanna hijack this thread, but no, these lights wouldn't have to be simobjects.
They can be "normal" scenery objects (modelLib) as a sphere with an emissive texture doesn't have to be a simobject (no animation, no nothing).
If you go with the "sphere and emissive" approach there is an option in blender, i think it's called "day/night cycle"How would you suggest to control their visibility? I tried to defien them the be visible only at night but it doesnt seems to work...
If you go with the "sphere and emissive" approach there is an option in blender, i think it's called "day/night cycle"
Click that and the emissive textures won't show during the day .
If your lights aren't visible at night, maybe you didn't set the emissive colour ?
I'm not at my PC now so i can't show you, but there is an option to set the emissive colour in Blender.
The suggestion of @FSSCENERY2000 is the only one that can TRY to reproduce the Asobo "orbs"
And hereby confirm TRY
because not only they must be done as a Simbojects to control visibility at night only , but also they will require a lot of LOD tweaking to make them visible from a distance
I have tried the alpha texture trick some times ago and of course it will not work because emissive texture is a multiplier of the albedo texture, day/night it is not a "switch" from one texture to another (like in former sim editions fs2k/fs9)
We have been asking for such light since the beginning to make proper obstruction lights for Scenery objects.
The only lighs that can reproduce the street orbs behaviour at the moment are those placed with lightrows (and light presets), but you need an airport object in your scene to place them and they must be placed only in airport radius
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