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MSFS20 Attached lights showing on ground level in MSFS 2020

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163
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luxembourg
Hello Arno,

one thing I have noticed with exporting attached lights.

Some updates ago, this feature was working fine - lights attached to a model exported properly into MSFS 2020 (I was working with X Plane obj file).

However, now the lights show below the model on the ground level in the sim (so you can see them only if you lift the model above the ground). Interestingly enough, it still shows fine in MCX.

Just FYI - I have noticed that the structure of the "nodes": [...] section in the .gltf file has changed (I compared the model exported in the earlier version vis-a-vis the newly exported model).

I would appreciate you looking into this once you have a minute :)
Thank you!

Milan
 
Hi,

Let me have a look. I did make some changes in recent builds in preparation of animation export, so maybe that resulted in this bug. Since MSFS is quite slow on my computer I have to admit it's a while ago I tested the attached lights in sim.
 
Hi,

While I tried to have a look I came across some NaN values being exported as well. So that might be part of the issue. Let me try to understand what happens.
 
Hi,

I have been able to reproduce the bug. It seems the rotation is off indeed, I'm trying to understand now why this is the case and if it is something I changed in MCX or if something changed in the sim.
 
Hello Arno,

Been trying to add lights point and spot, in point how to adjust the intensity? in spot the settings is not exported re angle strength range cone. Hope you can fix this, Thank you
 
Hi,

Can you explain which setting is not exported?
 
Both spot and point light export with the same parametersbto gltf, the only difference is that a point light has an angle of 360 degrees.
 
Hi topgone,

Just read your message again, some parameters (like range and inner cone angle) are only used when exporting a spot light to P3D. They are not used when exporting to MSFS. So when you read the object back it looks like those are ignored. But P3D and MSFS have slightly different attributes for their spot lights.
 
Thanks for the update, Arno.
Spend some time tonight to make a test object. I'm now going to check if the spot lights export fine to P3D and MSFS with this object.

1602270749017.png
 
In P3D the object is looking OK, now let me test MSFS as well:

p3d.PNG
 
Hi,

I have tested in MSFS again as well. The lights indeed do not shine in the correct direction in MSFS. But I also reverted to a much older build of MCX where it used to work before and also that doesn't matter. So I am wondering if something was changed in MSFS itself. I will investigate more tomorrow.
 
Hi,

I think I have figured it out now. It seems for some reason (I am still not sure if it was a bug in MCX or MSFS changed something), the lights in MSFS are shining along a different axis than before. But with another rotation added it works fine now.

So it will be fixed in the next development release.

1602338729464.png
 
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