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P3D v4 Attached Effect offset after export

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unitedkingdom
Hi , After dragging myself out off a self imposed scenery design retirement I have volunteered to takeover a project, this is my first in p3dv4. After a lot of trial an error and searching of the forums I have been able to apply Dynamic lighting to certain objects using the fabulous MCX. But when I export this particular object (a carpark light pole) Both effects are off set (obslight and spot light). I export the object as a mdl , I include it into a library (with library maker) and place the object with ade and I get this.
The light pole is the one on the right circled in red test1.jpg
test2.jpg This is what it looks like in MCX. It is probably something very simple that I have overlooked, any help would be most appreciated.
Thanks
Paul
 

arno

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Hi Paul,

Is the light pole model placed at the origin or is located far from the origin? The last can give issues.
 

arno

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Each model is build in a certain "grid". Is the light pole at the center of that grid? Or is it build with an offset?

You can see this origin in MCX as well if you enable the display of the grid.
 
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us-illinois
Also, try compiling a MDL without using MCX' "Draw Call Batching", as this causes Effect (*.Fx) 'offset' from AttachPoints. :idea:

GaryGB
 
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unitedkingdom
Tried again tonight including compiling the MDL without Draw call Batching but still the same and as you can see the object is the center.
test3.jpg
Paul
 

arno

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Are you sure the light we see in the screenshot is from the new light pole? It's very well aligned with the other pole I see.
 
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unitedstates
I have stumbled across a very similar problem. Running P3Dv5.1 with latest. Using the latest MCX I have tried to add an effect to a MDL, in this case the MDL is a taxiway edge light. I selected fx_navgre and just changed the color from green to blue. I centered the effect on the mdl object (taxiway edge light). However, I found that the effect is always offset. (see attached day and night screen shot)
In addition, depending on "where" on the selected airport I place this same MDL (using ADE), the effect is either centered on the object or is offset. See attached (Edgelight_night2_Capture) where the offset occurs on the same taxiway.
I have tried this and other effects, using MCX, on this MDL as well as others and the result is the same.
I am not saying it is MCX, but I am at a total loss as to why, across a given airport, an effect would become offset?
Any insight is greatly appreciated, I do not claim to be an expert.
Thanks in advance.
 

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  • Edgelight_day_Capture.PNG
    Edgelight_day_Capture.PNG
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arno

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Hi,

Does your MDL file contain one single light that is centered around the orign?
 
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unitedstates
Hi Arno, I have attached a pic from MCX of the original MDL. There is no light in the original MDL.
I have also attached the new MDL with the effect attached. These 2 versions are NOT mixed in the same airport and have different GUIDs as well, if that has any implications.
All of the "illumination" in the original is accomplish by the the associated *.dds. As I wanted to increase the "brightness" to allow this edgelight to be more visible, I added the effect.
Hope this helps.
Thanks in advance
 

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  • TaxiwayMDL_Effect_attached_Capture.PNG
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  • TaxiwayMDL_Capture.PNG
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arno

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The effect is very near to the center, so that should not be the problem.

Maybe you can try to disable the drawcall batching for the object? I believe that could cause this as well.
 
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unitedstates
Oops,,hang on..that is an option in MCX...there are actually 2 drawcall options...
 
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unitedstates
BINGO!!!!!!!!!!!!!
I just compiled the MDL with DrawcallBatching = False and it WORKS!!! The lights that were wrong are now correct!! WOW...THANK YOU VERY MUCH.
I guess I should ask if you could explain what this option does...or is it ref'd in any documentation (in the P3D SDK??). How does it differ from DrawcallBatchingWorkingLOD...or maybe I dont need to go there. :)
 

arno

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Hi,

The manual should explain those options nicely for you.

The difference in the MDL files is very small. When the drawcall batching is disabled dummy animation data is inserted so that the engine does batch the instances of this object in one drawcall. It seems there is a bug in that logic somewhere which affects objects with effects. And if I remember correctly it mainly happens at airport that are above sea level.
 
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