Hi,
I'm making runway end lights for an airport and can't quite work out why my SEPARATION_PLANE is not working.
First I created my lights in GMAX using the LIGHT_NAV method, I then exported to .MDL and added a SEPARATION_PLANE to my *_0.asm file using the PAPI Tutorial and the SeparationPlaneCalc to create the code below (currently only green lights until I perfect my technique to add red ones). I then drag the *.asm file onto the BGLC_9 icon to create a .BGL file which I then rename to .MDL. I open the .MDL file in MDL Tweaker II to fix the BGL_LIGHT problem and add dusk/night/dawn condition (I don't add the condition in the *_0.asm because I'm not confident with ASM tweaking yet). I then save the .MDL and place using OBPLACER_XML.
As I say I'm not confident with ASM tweaking so I wouldn't know if there was an error or not.
Any help would be appreciated, thanks!
I'm making runway end lights for an airport and can't quite work out why my SEPARATION_PLANE is not working.
First I created my lights in GMAX using the LIGHT_NAV method, I then exported to .MDL and added a SEPARATION_PLANE to my *_0.asm file using the PAPI Tutorial and the SeparationPlaneCalc to create the code below (currently only green lights until I perfect my technique to add red ones). I then drag the *.asm file onto the BGLC_9 icon to create a .BGL file which I then rename to .MDL. I open the .MDL file in MDL Tweaker II to fix the BGL_LIGHT problem and add dusk/night/dawn condition (I don't add the condition in the *_0.asm because I'm not confident with ASM tweaking yet). I then save the .MDL and place using OBPLACER_XML.
As I say I'm not confident with ASM tweaking so I wouldn't know if there was an error or not.
Any help would be appreciated, thanks!
Code:
_03Glights_MasterScale_1 label BGLCODE
SEPARATION_PLANE WrongSide, -16235, 0, -28463, 32768
; Node 2 - MasterUnitConversion transform:
BGL_SET_MATRIX_INDIRECT 1
; Node 3 - RotateAroundX transform:
BGL_SET_MATRIX_INDIRECT 2
; Node 5 - Box02 transform:
BGL_SET_MATRIX_INDIRECT 3
BGL_LIGHT LIGHT_NAV, -0.167, 0.167, -0.000, 20, 0.60, 0.40, 0FF00FF12h, 0.000000, 0.000000, 1.000000 ; source poly num = 1
; Node 6 - Box03 transform:
BGL_SET_MATRIX_INDIRECT 4
BGL_LIGHT LIGHT_NAV, -0.167, 0.167, -0.000, 20, 0.60, 0.40, 0FF00FF12h, 0.000000, 0.000000, 1.000000 ; source poly num = 2
; Node 7 - Box04 transform:
BGL_SET_MATRIX_INDIRECT 5
BGL_LIGHT LIGHT_NAV, -0.167, 0.167, -0.000, 20, 0.60, 0.40, 0FF00FF12h, 0.000000, 0.000000, 1.000000 ; source poly num = 3
; Node 8 - Box05 transform:
BGL_SET_MATRIX_INDIRECT 6
BGL_LIGHT LIGHT_NAV, -0.167, 0.167, -0.000, 20, 0.60, 0.40, 0FF00FF12h, 0.000000, 0.000000, 1.000000 ; source poly num = 4
; Node 9 - Box06 transform:
BGL_SET_MATRIX_INDIRECT 7
BGL_LIGHT LIGHT_NAV, -0.167, 0.167, -0.000, 20, 0.60, 0.40, 0FF00FF12h, 0.000000, 0.000000, 1.000000 ; source poly num = 5
; Node 10 - Box07 transform:
BGL_SET_MATRIX_INDIRECT 8
BGL_LIGHT LIGHT_NAV, -0.167, 0.167, -0.000, 20, 0.60, 0.40, 0FF00FF12h, 0.000000, 0.000000, 1.000000 ; source poly num = 6
; Node 11 - Box08 transform:
BGL_SET_MATRIX_INDIRECT 9
BGL_LIGHT LIGHT_NAV, -0.167, 0.167, 0.000, 20, 0.60, 0.40, 0FF00FF12h, 0.000000, 0.000000, 1.000000 ; source poly num = 7
; Node 12 - Box09 transform:
BGL_SET_MATRIX_INDIRECT 10
BGL_LIGHT LIGHT_NAV, -0.167, 0.167, 0.000, 20, 0.60, 0.40, 0FF00FF12h, 0.000000, 0.000000, 1.000000 ; source poly num = 8
; Node 13 - Box10 transform:
BGL_SET_MATRIX_INDIRECT 11
BGL_LIGHT LIGHT_NAV, -0.167, 0.167, -0.000, 20, 0.60, 0.40, 0FF00FF12h, 0.000000, 0.000000, 1.000000 ; source poly num = 9
; Node 14 - Box11 transform:
BGL_SET_MATRIX_INDIRECT 12
BGL_LIGHT LIGHT_NAV, -0.167, 0.167, -0.000, 20, 0.60, 0.40, 0FF00FF12h, 0.000000, 0.000000, 1.000000 ; source poly num = 10
; Node 15 - Box12 transform:
BGL_SET_MATRIX_INDIRECT 13
BGL_LIGHT LIGHT_NAV, -0.167, 0.167, -0.000, 20, 0.60, 0.40, 0FF00FF12h, 0.000000, 0.000000, 1.000000 ; source poly num = 11
; Node 16 - Box13 transform:
BGL_SET_MATRIX_INDIRECT 14
BGL_LIGHT LIGHT_NAV, -0.167, 0.167, -0.000, 20, 0.60, 0.40, 0FF00FF12h, 0.000000, 0.000000, 1.000000 ; source poly num = 12
; Node 17 - Box14 transform:
BGL_SET_MATRIX_INDIRECT 15
BGL_LIGHT LIGHT_NAV, -0.167, 0.167, -0.000, 20, 0.60, 0.40, 0FF00FF12h, 0.000000, 0.000000, 1.000000 ; source poly num = 13
; Node 18 - Box15 transform:
BGL_SET_MATRIX_INDIRECT 16
BGL_LIGHT LIGHT_NAV, -0.167, 0.167, -0.000, 20, 0.60, 0.40, 0FF00FF12h, 0.000000, 0.000000, 1.000000 ; source poly num = 14
; Node 19 - Box16 transform:
BGL_SET_MATRIX_INDIRECT 17
BGL_LIGHT LIGHT_NAV, -0.167, 0.167, -0.000, 20, 0.60, 0.40, 0FF00FF12h, 0.000000, 0.000000, 1.000000 ; source poly num = 15
WrongSide label BGLCODE
BGL_RETURN

