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A light which shows VERY far!

  • Thread starter Thread starter mcq
  • Start date Start date

mcq

Messages
46
Country
germany
Hi there!

I'm building scenery at the north sea cost and there are of course light houses with VERY heavy lights!!

So I wanted to make a light which shows very far like the FS standard rotating beacon, but with red lights.

Any idea? I've edit the strobeh effect but the only way to make a far visible light is to make a huge sprite (e.g.10m) which is a bit too huge for the nearer sight...

Then I also see your examples using a controller which switches on the effect only if the aircraft is near enough. Can you configure it also to let appear the effect only if you are FAR enough??

Thanks!
 
Hello,

I use a macro which calls a library object (FS2002 style). It works in FS2004. The library object is this (read more at the end for the macro itself):

LibObj( PWR 0 SCALE 1 TYPE 1024 NAME Omni_Light_Strobe )

Call( :set_table )
IfVarAnd( :luz 4 0b000000011110 )
Return
:luz
RotateToAircraft( :start 0 0 0 0 0 1 0 0 0 )
Return

:start
IfVarAnd( :isnight 6 3 )
Return
:isnight
IfVarRange( :size1 2 0 300 )
Light( m 4 0 150 0 40 0.6 0.4 EF 255 255 255 0 1 0 )
Return

:size1
BGLVersion( 0800 )
TextureList( 0
6 FF 255 255 255 0 50.000000 "halo.bmp"
256 FF 255 255 255 0 50.000000 "halo_LM.bmp"
)
MaterialList( 0
0.752941 0.752941 0.752941 1.000000 0.250980 0.250980 0.250980 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000
)

IfVarRange( :size2 2 300 480 )
UVar( $A 1 )
VertexList( 0
[-1 * $A ] [-1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.156250 0.156311
[+1 * $A ] [-1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.843811 0.156250
[+1 * $A ] [+1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.843811 0.843811
[-1 * $A ] [+1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.156250 0.843811
)
Jump( :go_light )

:size2
IfVarRange( :size3 2 480 768 )
UVar( $A 1.6 )
VertexList( 0
[-1 * $A ] [-1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.156250 0.156311
[+1 * $A ] [-1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.843811 0.156250
[+1 * $A ] [+1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.843811 0.843811
[-1 * $A ] [+1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.156250 0.843811
)
Jump( :go_light )

:size3
IfVarRange( :size4 2 768 1230 )
UVar( $A 2.56 )
VertexList( 0
[-1 * $A ] [-1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.156250 0.156311
[+1 * $A ] [-1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.843811 0.156250
[+1 * $A ] [+1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.843811 0.843811
[-1 * $A ] [+1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.156250 0.843811
)
Jump( :go_light )

:size4
IfVarRange( :size5 2 1230 2000 )
UVar( $A 4.1 )
VertexList( 0
[-1 * $A ] [-1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.156250 0.156311
[+1 * $A ] [-1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.843811 0.156250
[+1 * $A ] [+1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.843811 0.843811
[-1 * $A ] [+1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.156250 0.843811
)
Jump( :go_light )

:size5
IfVarRange( :size6 2 2000 3150 )
UVar( $A 6.6 )
VertexList( 0
[-1 * $A ] [-1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.156250 0.156311
[+1 * $A ] [-1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.843811 0.156250
[+1 * $A ] [+1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.843811 0.843811
[-1 * $A ] [+1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.156250 0.843811
)
Jump( :go_light )

:size6
IfVarRange( :size7 2 3150 5000)
UVar( $A 10.5 )
VertexList( 0
[-1 * $A ] [-1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.156250 0.156311
[+1 * $A ] [-1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.843811 0.156250
[+1 * $A ] [+1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.843811 0.843811
[-1 * $A ] [+1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.156250 0.843811
)
Jump( :go_light )

:size7
UVar( $A 16 )
VertexList( 0
[-1 * $A ] [-1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.156250 0.156311
[+1 * $A ] [-1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.843811 0.156250
[+1 * $A ] [+1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.843811 0.843811
[-1 * $A ] [+1 * $A ] 0.000000 0.000000 0.000000 -1.000000 0.156250 0.843811
)

:go_light
Transform_Mat( a 0 0 0 0 0 180
)
SetMaterial( 0 0 )
DrawTriList( 0
0 1 2
0 2 3
)
TransformEnd
EndVersion
Return

:set_table
VarBase( :database )
Low64k2var( 2 33B ) ; distance
Low64k2var( 4 5FC ) ; timer
Low64k2var( 6 28C ) ; time of day
:database
Return
Dbx( 00 00 )
Dbx( 00 00 )
Dbx( 00 00 )

EndObj


Now the calling part is:

Header( 1 40 38 -8 -10 )
LatRange( 38 40 )

; Object # 9
Area( 5 38.78525194 -9.08458194 50 )
IfVarRange( :next_9 346 2 5 )
PerspectiveCall( :pcall_9 )
Jump( :next_9 )
:pcall_9
Perspective
RefPoint( 2 :return_9 1 38.78525194 -9.08458194 E= 155.000 v1= 25000 v2= 200 )
RotatedCall( :start_9 0 0 0.000 )
:return_9
Return
:start_9
CallLibObj( 0 54690006 267300F0 022E0DB1 C0F65F5C )
Return
:next_9
EndA

Regards, Luis
 
VERY interesting... I believe, I will make a also of something like that (but I want to test it with LOD's, I think the FS standard beacon uses them, too!)
 
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