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Basic dynamic light gauge?

Messages
2
Country
us-california
Hi all, I've been trying to delve into the world of creating dynamic lights for aircraft. I know there's the FSLabs tool, but I want to make it more streamlined by making a basic light control gauge. Most other developers (FSLabs, Leonardo, PMDG, QW, etc) all reference some gauge in the panel.cfg, in the [Vcockpit] section. The gauge is also accompanied by a lua script for controlling the light, however it's usually not longer than 5 ~ 10 lines of code, usually referencing some string inside the gauge (at least thats what I see when i disassemble the gauge). However most of these gauges are in C++, and I know next to nothing when it comes to programming for P3D. I do know a small amount of C++ ( i can create a basic console application, maybe a scientific calculator or basic spreadsheet program; nothing fancy) however I've tried reading up on the P3D SDK's C++ gauge overview, and it was next to useless for me as it wasn't really pointing me in any direction.

So while I am trying to take a page out of other developers books, how would you code up a basic light gauge? I know it ties in with .FX files and .lua scripts, but that's about the extent of my knowledge. Some other developers like FlySimWare I noticed used .XML to create their lighting system. However, it's packed in (usually a cabinet file) and paired with bitmaps of the light's texture, which isn't what I intend for. I intend to maybe do a similar system of what JustFlight has on their BAe 146, a separate gauge for controlling lights. Any basic tips or tutorials will help greatly.
 
Messages
852
Country
indonesia
learn about fx file (light), xml / C++ just matter of switch/knob to control light On/Off and Dim
there P3D PDK that give more control over fx light but this must use C++

try single data on fx light, insert fx file name to cfg or attach into model, change data inside fx file, see how it behave. use direct in sim test to give correct result. it quite easy and straight forward.
I can't tell how I done with dynamic light. it NDA to company I hired.
 
Messages
70
Country
egypt
In p3d i used to add many duplicates of the same VC light effect with varying intensities , lets say from 0 to 100% and link them to nodes for each light level in the 3d model, then add a visibility tag that is controlled through code (could be XML if it is easy)
for example a pseudo code would be :
if((L:my lights controller) == 0 } { hide all nodes and show only node 0 }
else if ((L:my lights controller) == 1 ) { hide all nodes and show only node 1 }
else if ((L:my lights controller) == 2 ) { hide all nodes and show only node 2 }
etc.

you get lights of different intensities that way.
 
Messages
2
Country
us-california
In p3d i used to add many duplicates of the same VC light effect with varying intensities , lets say from 0 to 100% and link them to nodes for each light level in the 3d model, then add a visibility tag that is controlled through code (could be XML if it is easy)
for example a pseudo code would be :
if((L:my lights controller) == 0 } { hide all nodes and show only node 0 }
else if ((L:my lights controller) == 1 ) { hide all nodes and show only node 1 }
else if ((L:my lights controller) == 2 ) { hide all nodes and show only node 2 }
While I do get the idea, what I don't really get is the syntax, or more specifically, how to actually write the gauge. What would the syntax be to the hide attachpoints and display one?
 
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