I am VERY happy to report that I have now found the "recipe" for P3D v3+ compatibility using SimObjects. (This time it's real!!!)
In doing so, I have also solved the effects range problem. With AFLT simobjects, visibility over 10 miles is possible using a specialized effects texture and "tuned" effect parameters. I am hopeful that this new effect configuration is also useable with FS9/FSX - but I haven't yet proven that.
Managing hundreds of simobjects takes a heavy toll on FPS. In the case on my own CYYJ, which has >700 custom lights (i.e., simobjects) the FPS hit is about 40%. But, with PV4 and a reasonably modern computer, this is tolerable. Whether or not you will get the necessary minimum performance with PV3 will depend on your specific circumstances.
Generation of SimObjects for AFLT relies on you having a .xml version of your airport - including custom lights - compatible with the version of P3D with which you want to use the new capability - compatible meaning for P3Dv4 for example - .xml for any Flightsim version of your airport. If you are already using AFLT for FS9 or FSX, you can have PV3+ operating with simobjects in less than 5 minutes (once you read the revised user manual).
This new capability is available with Development Release 2.0.08, available from http://stuff4fs.com. It is implemented using Pv4's "discoverable add-on" facility (which is also available in Pv3 but was seldom used). If you are not familiar with this facility and have difficulty, please review the "Add-ons" section of the SDK.
If you are using AFLT and have Pv3+, please give the new capability a try. Even if you aren't currently a AFLT user, you're welcome to give it a try. (The archive contains a full release. But you'll have to expend some effort creating custom lighting for your airport first.)
PS: Just to temper expectations, I suspect you'll find the lights up close, in particular the runway edge lights to be far too bright/large. With some work on the custom texture, I expect in the final version that they will be much smaller while maintaining the visible range.
Over the past couple of weeks, I have used the new P3Dv3/4 capability extensively updating my own airport. In doing so, I have added several new element types, reduced the FPS hit and corrected a few minor problems. The result is Development Release 2.0.10, now available at http://stuff4fs.com.
AFLT3, the most powerful and easiest to use version of AFLT, is almost ready for general release. All its features are fully operation with one tiny exception. That is, obstruction lights on buildings don't yet work in P3D. That shortcoming will be rectified shortly. An extensively revised user manual is included.
The hopefully-final beta release is available from http://stuff4fs. Navigate to User Applications/ Airfield Lights Toolbox (AFLT) and click the Development Release menu item.
For those who missed the initial announcement, further details on AFLT3 are available here.
I have resolved the outstanding issue and posted Development Release 3.0.04 to http://stuff4fs. I have also posted the revised user manual for those who may wish to explore the new capabilities in more detail. They're both available by navigating to the User Applications/AFLT page.
Barring discovery of any issues over the next week or so, this will become the initial General Release.
I have some difficulties to find the way how to make and place light objects for P3D v4. Your documentaton has been made for FS9 then FSX, then P3D. So it's a bit confusing to find the good sections to follow (and I'm French ).
I'd like to make wigwags for my airport. I understood I have to make a simobject... Can I use the wigwag model?
If someone have already succeeded please can you explain a bit more?
Glad to hear from you Michael. The procedures are virtually identical for all Flightsim versions, though, admittedly, BGL_LIGHTs don't apply to P3D. But, as noted in the manual, effects are the default for P3D, so it doesn't really matter which (BGL_LIGHT or Effect) you check.
Making a wigwag is no different that any other element. Create a wigwag element with AFLT's Main Panel, make it's GUID known your airport editor and specify its location in the airport editor. (While AFLT doesn't currently support doing so, I could easily allow specification of wigwags using the array capability - like already exists for PAPIs. Frankly, the fact that its missing from the array feature is an oversight.) Then create a library containing the wigwag and start Flightsim. The wigwag should be visible.
So I made two wigwags objects from the main panel using std GUID.
While trying to make a library with custom effects (same with LOD-variable size), AFLT3 says :
"Unable to create 3D model and/or light (to/for) LFML...
Attach point not found in FSX base model"
If I continue for the two objects it says :
"No custom ligths found in this file".
Nothing is created except the two ini and mdl files for the two objects.
That was why I asked you if I can use the base models found with your sofware.
I don't need arrays for wigwags of course. They come by 2 with different directions anyway.
I think that's the point. I don't understand how to place an object with ADE on my airport if I have no bgl file for the model. I just succeeded to have a mdl file.
I can edit xml file to add an object, but what's the relation with ADE? ADE should help me to place the object where it should be.
I read again your manual but still confusing. I think I missed something.
First of all, you should be using the latest development release, i.e. 3.0.05. and the latest user manual dated July 4. Both are available on my website.
Please refer to page 12 of the manual. After you create the two elements, make an object library, ignoring any warnings about no XML file specified. Load that object library into ADE using ADE's Library Object Manager and place the two wigwags. Compile the airport and specify the .xml file so generated in the textbox at the top of the Make Library page. Then Make Library a second time.
BTW, when I ask for the Library Folder (as defined in the user manual), I mean the entire folder and its contents)., Without all the files, there's little I can do but guess.