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FS2004 Help with landing lights

euroastar350

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As the title suggests...I cannot get them to work, even though I have the axis setup properly and I have read Bill Leaming's mini tutorial on how its done. Funny thing is that I can get them to work properly in FSX, but I can't get them working in FS2004 with the proper set axis. Any help is greatly appreciated.
 
Hey George,

There seems (to me) to be a bug in this, attaching landing lights to polygons. The Attach tool doesnt always place it upon the part. To test this, open the Polygon that has the landing light elements attached to it (effect and visibility) and check the parts 'properties' (under the Edit toolbar section).

Now, there, you should have two attachpoints; visibility and effect.

Typically, if its working, you should have this;


FSXML = <?xml version="1.0" encoding="ISO-8859-1" ?> <FSMakeMdlData version="9.0"> <Attachpoint name="attachpt_fx_landing_76"> <AttachedObject> <Effect effectName="fx_landign" effectParams=""/> </AttachedObject> </Attachpoint> <Visibility name="light_landing_vis"> </Visibility> </FSMakeMdlData>

If you are missing a section, then you know its the attachpoint tool. You can actually 'hand write' it in with the keyboard. But oddly enough, you cannot copy/paste it in. Why (WHY WHY WHY WHY WHY??????), I dont know, but thats the way it is man...


EDIT: Note on mine above, that it is effect number 76. If you have more then that, and you hand write this in, it will conflict with the list and crash the compiler. Change 76 to 200 or 300 so that it will not effect the FX list of the model/scene. The FX list is the number of effects you have attached to parts in the scene. You might have 10, 50, or 200.


After all the issues I have had with this problem with every plane adapted to FSX, I think its almost worth it to just choose a polygon, and then hand write all this into the Properties window. Saves one graying another 20 eyebrow hairs...

Bill
 
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Bill, the "secret" to success is to simply make sure that the attachpoint number in the partname matches exactally the attachpoint number in the "Properties" definition.

I've almost never had a problem with the Attachpoint Tool... :)
 
I've almost never had a problem with the Attachpoint Tool... :)


Yep.... figures.. I really think FSX does not like me, heh heh... Thats alright. When it gets really bad, the attach tool refuses to work, takes me two days to get landing lights working because I have to send them to you to fix and modify, I just turn on FS9 and take a nice flight, calm frame rates, no pink runways flashing me, clouds to maximum...

and...

and......
 
The problem is, he can't get them to work in FS9. Redoing them as per the other book should do it.
 
Its the FS9 landing lights I am working on. I can easily do them in FSX, but not in FS9. I can send the source file to anyone willing to investigate the cause.
 
Probably sufficient if you post a screenie of the mesh, the parts hierachy and material used, cfg settings etc. and state exactly what doesn't work - animation, exterior/interior view, light splash, whatever ...

Because, others might be interested in what went wrong, and what the cure was.
 
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Landing and taxi lights in FS9 are really pretty simple. The key of course is getting the Material name correct, and...

...having two nodes Linked!

Attached to this post is a simple .gmax file with the two landing light polys pre-Linked and with the correct Material names applied to them.
 

Attachments

Well I got them to work properly now. I was including the light within the exterior and interior nodes and not linked. Here is a shot of my results using the method provided by Fr.Bill, thank you sir...always a gentlemen, willing to help those in need....especially if they are new to gmax:D
 

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  • ERSEnstromFS9LL.jpg
    ERSEnstromFS9LL.jpg
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You are most welcome. I have a cache of "pre-done objects" that I keep in a separate GMax_Projects folder that I can Merge into any new project as needed...

I find it saves me a LOT of time and effort. Why have to reinvent the wheel each time, eh? :D
 
Interesting idea Bill, will have to keep that in mind for future FS9/FSX and eventually Flight projects:cool:
 
I find it saves me a LOT of time and effort. Why have to reinvent the wheel each time, eh? :D

I don't trust file merges enough for that, especially if it's materials. I prefer opening another instance of GMax and just carry over material properties from there.

Have computing power, will use it.
(FSX windowed + 2*GMax + big texture in GIMP + Firefox = CPU and Ram melting, but worth it. I didn't overclock this baby for fun! :D)
 
Well, in all the years I've been doing it, not once have I ever had a problem... ;)
 
Well, in all the years I've been doing it, not once have I ever had a problem... ;)

I know, but still I don't feel kind of comfortable with that method.


Oh well, workflow is highly individual anyways.
 
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