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How to make these light effects?

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14
Country
ireland
Hi everybody my first post,

In gmax how can I create a light shining out on the ground like in the picture? Or what effect is used for the fsx gamepack?

Ive already figured out how to use the attatchpoint tool, and i put on the effect fx_navred at the top of the light post. Is there a way I can make this red light brighter?

Also, what effect would be suitable to make orange lights on top of the post?

Attatched are the examples of what i would like!

Thanks!
Cian
 

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It is accomplished by Attaching a Beacon Light to the top of your pole, then exporting to .mdl file, with the options set to "Keep Files."

You will need to edit the xxx_0.asm and add ; to each of the lines as shown below, and change LIGHT_BEACON to LIGHT_TAXI.
Code:
    [COLOR="Red"]
;  PLACE A ";" IN FRONT OF ALL THE LINES BELOW *EXCEPT* THE "BGL_LIGHT" LINE!
;[/COLOR]IFMSK       nolgt_1, dict_0_g_lightStates, [COLOR="red"]LIGHT_TAXI[/COLOR]_MASK
    [COLOR="Red"];[/COLOR]VAR_BASE_OVERRIDE VAR_BASE_GLOBAL
    [COLOR="red"];[/COLOR]IFMSK       lgt_1, becon4, 0c000h
    [COLOR="red"];[/COLOR]BGL_JUMP_32 nolgt_1
    [COLOR="red"];[/COLOR]lgt_1      label BGLCODE
    BGL_LIGHT [COLOR="red"]LIGHT_TAXI[/COLOR], -0.000, 0.000, 0.000, 20, 0.60, 0.40, 09986866Dh, 0.000000, 0.000000, 1.000000 ; source poly num = 41
    [COLOR="red"];[/COLOR]nolgt_1       label BGLCODE
    [COLOR="red"];[/COLOR]BGL_FTAG "Light_Land_Whit", 0.00               ; Node 5 

    [COLOR="red"];[/COLOR] Node 5 - Light_Land_White transform:

     BGL_SET_MATRIX_INDIRECT	8

;  PLACE A ";" IN FRONT OF ALL THE LINES BELOW *EXCEPT* THE "BGL_LIGHT" LINE!

    [COLOR="red"];[/COLOR]IFMSK       nolgt_2, dict_0_g_lightStates, [COLOR="Red"]LIGHT_TAXI[/COLOR]_MASK
    [COLOR="red"];[/COLOR]VAR_BASE_OVERRIDE VAR_BASE_GLOBAL
    [COLOR="red"];[/COLOR]IFMSK       lgt_2, becon4, 0c000h
    [COLOR="red"];[/COLOR]BGL_JUMP_32 nolgt_2
    [COLOR="red"];[/COLOR]lgt_2      label BGLCODE
    BGL_LIGHT [COLOR="red"]LIGHT_TAXI[/COLOR], -0.000, 0.000, -0.000, 20, 0.60, 0.40, 09986866Dh, 0.000000, 0.000000, 1.000000 ; source poly num = 42
    [COLOR="red"];[/COLOR]nolgt_2       label BGLCODE
    BGL_RETURN

Then, you need to modify the xxx.asm file as shown below:

Code:
[COLOR="red"];   COMMENT OUT THE ENTIRE DICT SECTION!
;[/COLOR]    db  'D','I','C','T'                                                 
[COLOR="red"];[/COLOR]param_extension_dictionary     label dword                              
[COLOR="red"];[/COLOR]    dd  28
[COLOR="red"];[/COLOR]    dict_0_g_lightStates equ 152
[COLOR="red"];[/COLOR]    dd 2,152,4, 057F0E99Dh, 04E9C0523h, 0BB12B6BCh, 0063FE72Fh
[COLOR="red"];[/COLOR]param_extension_dictionary_end  label dword                              

[COLOR="red"];   COMMENT OUT THE ENTIRE SECTION BELOW
;[/COLOR]bounding_box_riff_start	label	word
[COLOR="red"];[/COLOR]    db  'B','B','O','X'   
[COLOR="red"];[/COLOR]    dd  bounding_box_riff_end - $ - 4
[COLOR="red"];[/COLOR]    real4  -0.466, -0.006, -1.059  
[COLOR="red"];[/COLOR]    real4  0.462, 16.467, 0.216  
[COLOR="red"];[/COLOR]bounding_box_riff_end label word       

[COLOR="red"];   REPLACE THE "bounding_box" ABOVE WITH THIS SECTION!
bounding_box_riff_start	label	word
    db  'B','B','O','X'   
    dd  bounding_box_riff_end - $ - 4
    real4  -100.000, -100.000, -100.000  
    real4  100.000, 100.000, 100.000  
bounding_box_riff_end label word[/COLOR]

Lastly, you will need to recompile the model using BGLC.exe.
 
It is accomplished by Attaching a Beacon Light to the top of your pole, then exporting to .mdl file, with the options set to "Keep Files."

You will need to edit the xxx_0.asm and add ; to each of the lines as shown below, and change LIGHT_BEACON to LIGHT_TAXI.


; PLACE A ";" IN FRONT OF ALL THE LINES BELOW *EXCEPT* THE "BGL_LIGHT" LINE!


Then, you need to modify the xxx.asm file as shown below:


Lastly, you will need to recompile the model using BGLC.exe.


Is there an effect in fsx I can use besides doing this? Like a landing light?
Sorry but im a total noob at this, but where do I find xxx_0.asm and xxx.asm?
Thanks
 
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No, there is not.

Build and export your light pole as an FS9 model, and set the MakeMDL.cfg file to "Keep Files" and "No Compile."

This will leave the xxx.asm and xxx_0.asm files in your export folder.
 
No, there is not.

Build and export your light pole as an FS9 model, and set the MakeMDL.cfg file to "Keep Files" and "No Compile."

This will leave the xxx.asm and xxx_0.asm files in your export folder.

Ok, I was using gmax to export it as a model, ill check out this way. So if I use this way, I will get my orange light and landing light?

Is there a way to copy what fsx did when they made that light shining out in my first picture above?

Thanks.
 
Ok, I was using gmax to export it as a model, ill check out this way. So if I use this way, I will get my orange light and landing light?

Is there a way to copy what fsx did when they made that light shining out in my first picture above?

Thanks.

Yes, however you must set the color and intensity in the GMax Material you use for LIGHT_BEACON before exporting from GMax.

FSX doesn't have any such lights. Those are all added by third-party scenery.
 
Thanks Bill. One final quick question...

Out of this:
BGL_LIGHT LIGHT_TAXI, -0.000, 0.000, 0.000, 20, 0.60, 0.40, 09986866Dh, 0.000000, 0.000000, 1.000000 ; source poly num = 41

Do you know off the top of your head which parameters would affect the aiming of the beam? As an example, I have a portable light generator that I want to put a downward beam on at 110 degrees.
 
Thanks Bill. One final quick question...

Out of this:
BGL_LIGHT LIGHT_TAXI, -0.000, 0.000, 0.000, 20, 0.60, 0.40, 09986866Dh, 0.000000, 0.000000, 1.000000 ; source poly num = 41

Do you know off the top of your head which parameters would affect the aiming of the beam? As an example, I have a portable light generator that I want to put a downward beam on at 110 degrees.

I've always "aimed" the light in GMax (or Max). The "blue arrow" points the opposite direction from the light beam.

I am sure that such "aiming" could be done when editing the xxx_0.asm file, but I have no idea which of them do what... :scratchch

There have been several very long discussions here and at avsim.com several years ago in which "Rhumbaflappy" (Dick Ludowise) contributed greatly, and as I recall did cover more of what may be "edited" in the .asm files directly. Search for threads in which he was a participant to uncover the wealth of knowledge and wisdom he contributed. :teacher:
 
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Yes, however you must set the color and intensity in the GMax Material you use for LIGHT_BEACON before exporting from GMax.

FSX doesn't have any such lights. Those are all added by third-party scenery.

Hi Bill,

Are you sure, because the picture i'm showing is default scenery somewhere near Sydney, and its showing lights beaming out onto the ground around the running track?
 
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