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Don't see the lights

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belgium
Hi,

To be sure about the _0.asm tweaking GMAX FS2004 for the lights... to see them in FS9: :o

IFMSK nolgt_1, dict_0_g_lightStates, LIGHT_NAV_MASK
BGL_LIGHT LIGHT_NAV, 0.016, 3.169, 0.056, 20, 0.60, 0.40, 0FFFF0E08h, 0.000000, 0.000000, 1.000000 ; source poly num = 57
nolgt_1 label BGLCODE

IFMSK nolgt_2, dict_0_g_lightStates, LIGHT_NAV_MASK
BGL_LIGHT LIGHT_NAV, 0.008, 0.411, 0.089, 20, 0.60, 0.40, 0FFFF0000h, 0.000000, 0.000000, 1.000000 ; source poly num = 82
nolgt_2 label BGLCODE

IFMSK nolgt_3, dict_0_g_lightStates, LIGHT_NAV_MASK
BGL_LIGHT LIGHT_NAV, 0.008, 0.420, 0.099, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 83
nolgt_3 label BGLCODE

IFMSK nolgt_4, dict_0_g_lightStates, LIGHT_NAV_MASK
BGL_LIGHT LIGHT_NAV, 0.009, 0.393, -0.033, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 84
nolgt_4 label BGLCODE
BGL_RETURN

I red that the line with IFMK.... and nolgt.... must be deleted, is that correct ?

Then, after changing that: recompile by dropping the xml-file onto the bglcompiler to get the right bgl, still OK ? But...

I had to say that I red also that I had to rename the bgl into mdl and then recompile... but now I get no bgl file anymore after export. That's perhaps normal, but it's weird that this function has stopped (I still get the mdl, the xml and the two asm source files after export).


Greetz. José.
 
Hi José,

The way I understand it is:

You have to remove the IFMSK and label lines for the lights to show.

Then compile the main '.asm' (not the '_0.asm') file using BGLC_9.exe, which then generates a '.bgl' file. Rename that to a '.mdl' file and then place it in your scenery using XML.

Hope that helps
 
Hi,

So, I need to remove:

IFMSK nolgt_1, dict_0_g_lightStates, LIGHT_NAV_MASK

nolgt_1 label BGLCODE

or only label BGLCODE ? This last one is confusing because I do not get a new bgl file if I remove "nolgt_1 label BGLCODE"


Greetz. José.
 
Josè,

Try:

BGL_LIGHT LIGHT_NAV, 0.016, 3.169, 0.056, 20, 0.60, 0.40, 0FFFF0E08h, 0.000000, 0.000000, 1.000000 ; source poly num = 57

BGL_LIGHT LIGHT_NAV, 0.008, 0.411, 0.089, 20, 0.60, 0.40, 0FFFF0000h, 0.000000, 0.000000, 1.000000 ; source poly num = 82

BGL_LIGHT LIGHT_NAV, 0.008, 0.420, 0.099, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 83

BGL_LIGHT LIGHT_NAV, 0.009, 0.393, -0.033, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 84

BGL_RETURN
 
Agreed. Remove the IFMSK line and the line that starts with the jump code referenced in the IFMSK line, in this case

IFMSK nolgt_1, dict_0_g_lightStates, LIGHT_NAV_MASK

Remove the IFMSK lines and the nolght_1 line further down the code.
 
Hi Jose,

Maybe you can post the code that you tweaked here?

Also, does your scene contain other objects? Else the bounding box might be zero.
 
Hi,

As screenie shows: the lighting unit with in front a little cube that is foreseen with a material color (in this case = white... but it should be green for the threshold lights: LIGHT_NAV_Green). There is also at the other side the second cube for the light in the other direction (red color).

Later there must be added a separate_plane code... and that's another thing.

L2.JPG


The _0.asm code looks for the light as follows:

... ... ...
... ... ...
DRAW_TRI 16, 21, 23 ; poly=30 part=1
DRAW_TRI 16, 23, 17 ; poly=29 part=1
DRAW_TRI 4, 11, 5 ; poly=41 part=1
DRAW_TRI_END
BGL_RETURN


RabWhiteTestFSX_MasterScale_2 label BGLCODE

BGL_LIGHT LIGHT_NAV, 0.016, 3.169, 0.056, 20, 0.60, 0.40, 0FFFF0E08h, 0.000000, 0.000000, 1.000000 ; source poly num = 57

BGL_LIGHT LIGHT_NAV, 0.008, 0.411, 0.089, 20, 0.60, 0.40, 0FFFF0000h, 0.000000, 0.000000, 1.000000 ; source poly num = 82

BGL_LIGHT LIGHT_NAV, 0.008, 0.420, 0.099, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 83

BGL_LIGHT LIGHT_NAV, 0.009, 0.393, -0.033, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 84

BGL_RETURN


bgl_riff_end_RabWhiteTestFSX label BGLCODE

;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------

Greetz. José.
 
Hi Jose,

Nothing looks wrong with this code, so I have no idea why you do not see any lights. You applied the tweaks correctly.
 
Hi Arno,

Maybe it's the way of texturing. It will not be the first time that GMAX acts strangely and I have to texture on another way to get a good result. So tomorrow I try the other way (without UVW mapping).

Perhaps it's the way of re-compiling:
1. change the 0.asm;
2. drop the .asm onto the compileer and a new bgl is made;
3. drop the xml onto the compiler
4. use the (second) new bgl.

OR...

1. change the 0.asm;
2. drop the .asm onto the compiler and a new bgl is made;
3. rename this bgl to mdl and remove the old bgl;
4. export again and use the xml to get the new bgl.

Please explain it clearly. :rolleyes:

Greetz. José.
 
-Apply the tweaks to the code

-Compile the .asm file using BGLC_9.exe. This will generate a .BGL file (ie. ABCD.BGL), rename this file to a .MDL extension (ie. ABCD.MDL)

-Now compile the XML file using bglcomp.exe to place the .MDL in the sim. If you don't know how to do this, consult the BGL Comp SDK.
 
Hi,

So, the right operation is:

1. change the 0.asm;
2. drop the .asm onto the compiler and a new bgl is made;
3. remove the old mdl and rename the new bgl to mdl;
4. drop the xml file onto the compiler to get a bgl for use in FS.

:rolleyes:

And still... I get no lights at all.


Greetz. José.
 
Last edited:
Yes, that are the correct steps.

Are you sure that this new BGL file is the only one loaded in FS? Please make sure that you don't have an old BGL file of the same object still active.
 
Hi,

The object used in this .bgl is also used en will be used in a setup of the approach lights system. So the object will be multiplied several times. What then if I have a row of the same light poles ?
But there is no duplicate .bgl in FS under another name or so.

Greetz. José.
 
Hi,

And what about using MDL Tweaker II ?
I tried but how to work with it exactly ? Must I still tweak the 0.asm ?
So... help needed. Or is this program not needed for this operation ? :confused:

Greetz. José.
 
Hi,

Have used MDL Tweaker II. But without result.
Now, a few hours later and perhaps less nerveous... the light is there !
Happy that the problem seems to be solved. Sorry for all the commotion I made.

:D

Greetz. José.
 
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