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FSX External lightmaps for various light types (gMax)?

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Howdy!
Hard to write a compact title for what I am investigating upon. I never used light maps before made exception for virtual cockpit back-lighting. In FS-9, I can edit the ASM files and link light mapping to whatever light I want. My model is divided in sections for use with ULE, therefore I will have light maps activated by:
- Virtual cockpit: panel lights
- pax cabin: cabin lights
- Wings: wing lights (not NAV)
- fuselage: default. (Landing lights and/or Anything else)

Leaves me wondering, how to do in FS-X? via gMax I have no access to ASM files whatsoever. It appears that material properties allow only for back-lighting to be controlled via panel lights. Any thoughts?
 
Save for the panel lighting which just won't work for my setup, I've implemented all that you want to do into the 732. Separate pax cabin lights, two-stage cockpit lights, light splashes from the landing lights, wing lights, etc...
I've got kind of an explanation/writing block today, so I'm leaving you to discover everything yourself. Feel free to ask any questions though.
 
I will see if I can reverse-engineer the TinFork 737 :), other than that, i will bomb you with questions when time comes :D
 
Hmm... FX Lighting? Eeeeezy! I was referring to textured maps, however since FSX allows me a larger number of FX lights, it might just work. The major problem I have with FX lighting is that it tends to "shine through" to areas where it is unwanted. This why I planned to use texture light-maps. I guess I'll have to revert to FX for FSX....
 
The effects files I've used to illuminate the leading edges work pretty well and without much hassle, so it's fairly safe to use them. Problems with "bleed through" only occur, as far as I know, if the effect is located within geometry or if the surrounding geometry is not manifold.

For purely texture based lighting, you can also check out my Dornier 328. The method only works efficiently on exterior models though because you can simply put the lighted polygons near doors and windows. In the VC, you'd basically have to create a light "coat" for every button, knob and switch which simply adds much too much complexity.

The cabin lighting and landing light splash on the fuselage of the 732 are cloned fuselage polygons with custom visibility tags and transparent textures.
 
Detaching chunks of fuselage will result in shading defects... I may as well stck to FX lighting since FSX allows for more of them to be applied than FS9, where instead lightmap textures may be the better option...
 
You're supposed to "detach as clone" and not turn the fuselage into swiss cheese. ;)
 
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