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Attached Light in MSFS

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us-california
I am trying to adjust the intensity of attached point lights for use in MSFS. These are way too bright. I tried adjusting in the spotlight area, but no change. I am really not understanding the parameters to use spotlight, hence I tried point light. Maybe I have to use spotlight but feel it may look weird as it is truly not a spotlight.
 

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The strength parameter is most important if you want to change the intensity. Have you tried to lower that value a lot already?
 
Got another question to spotlights. I am trying to position the spotlight to go directly to the ground. I just played around with what looked right in MCX (capture 1). I saved the file as a "GLTF" and then loaded the file into MSFS and got this result. (capture3). It seems the cones are aimed back at the building at 45 degree. I load the GTLF file in MCX and all my values for rotation changed (not by me) as indicated in capture2. I am not sure why they keep changing from what I initially had in capture 1. I am using the latest version of MCX and MSFS. I don't get to design much these days with work and school. I do appreciate this program and all the assistance you have given me.

capture1.jpg
capture3.jpg
capture2.jpg
 
Hi,

It's a while ago that I tested the lights in MFSFS. It looks like the package tool is changing the direction then, but let me test this to be sure.
 
Hi,

I had a look at the lights in MSFS. I have a test object that contains 4 lights on a stadium:

image.png


After running it through the package tool and loading the modellib.bgl file the lights look wrong indeed:

image.png


But when I look at the object in the sim they seem to be working fine:

image.png


But do I understand you correctly that you are seeing the lights wrong in the sim as well?
 
Hi,

I did another test. I made a test object with different lights shining in different directions:

image.png


Loading this object in MSFS does show the expected light effects:

image.png


Once again when loading the modellib.bgl file the lights are shown in the wrong direction. So I think that is the only issue that is present, but the lights show in the correct directions in the sim.
 
Thanks Arno. I will look at it again. Just for my understanding on how rotation works: x=green axis, y=red axis and z= blue (up and down). Am I correct on that?

So, if I wanted a spot going directly to the ground (down) I would use the rotation of: 0,0,-90
 
X is red, Y is green and Z is blue. So i used -90;0;0 to point down.
 
I have also found a bug in the BGL reader that reads the modellib.bgl. This bug caused wrong light directions when reading from the modellib.bgl file. It will be fixed in the next development release.
 
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