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FS2004 ASM end light tweak

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unitedkingdom
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!

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
 
Hi,

At first sight your code does look OK. The only thing that I find weird are all the BGL_SET_MATRIX_INDIRECT commands, I assume you have a row of lights? Is your origin at the middle of your lights or far away?
 
Hi,

At first sight your code does look OK. The only thing that I find weird are all the BGL_SET_MATRIX_INDIRECT commands, I assume you have a row of lights? Is your origin at the middle of your lights or far away?


It's not a row per se, I presume by origin you mean the X and Y cross section? Here is what it looks like in Gmax and in FS.

lights.jpg


lights2.jpg
 
Hi,

In that case you would need a separation plane command for each row, else they will all switch when you pass that one plane.

With the code you have now they will turn off when you pass through the origin at the heading you have given. If you multiply the last parameter of the separation plane command with the length (in meters) you can move it from the origin. So this will put it 100 meter from the origin in the direction you specified:

SEPARATION_PLANE WrongSide, -16235, 0, -28463, 3276800

With that you can probably put the separation plane at your threshold.
 
In that case there was in fact no problem with the code, I just didn't test it very well. Thanks Arno, all sorted.
 
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