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Increasing effect visibility distance

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france
Hi all, a new problem I encounter.
It's about effect visibility, but also attaching it to MDL.
I found stg in the wiki... but stay confused by "the resolution".
Could someone please elaborate on this?


Effects spawn problem

This is a common question, and one that is easily answered. This is the same method employed in the FS aircraft beacons that are included with Flight Simulator 9. The problem is that the further away from the effect, the effect size decreases and because of the alpha, you loose pixel resolution fast.

The resolution
Create a set of effects, each getting brighter and brighter. Then, create a bunch of LOD models (with these different effects) and make them grow as the LODs get smaller.

OK so the effect I've created can't be seen from a (far too small) distance. In fact it's a LOD100 MDL with a light effect attached to it, with MCX.

I understand I could make brighter effects. And associate them with different LODs of my model.
But if I try doing that in MCX, it doesn't work: if I create a LOD40 avatar of my model and associate an effect to it, it will replace the effect attached to LOD100. So, one MDL, many LODs, but only one effect attached whatever the LOD.

So how to do what is "easily answered" in the wiki but obscure to me? Could someone help?
 
Hi,

The way I understand that sentence from the wiki the problem they address is that the effect is less visible, not that it disappears at all. They suggest to have an effect which is brighter shown from further away. So the different LODs indeed should replace each other.
 
Indeed Arno, we understand the same. The big question is "how to make an effect looking brighter the further away"! ;)
And I don't understand what they say about LODs. Which LODs? I can of course add LODs to y MDL but then what about the effect attached? It will remain the same since I don't know how/is it even possible to attach an effect per LOD in a single MDL.
Or are they LODs in an effect!?!
I'm lost, I must say... :)
 
The procedure would be to make a low LOD model with a bright effect attached, an intermediary LOD model with a medium brightness effect and a high LOD model with a dim effect; then use the LOD editor to add the medium LOD model and low LOD model to to the high LOD model.
I actually used a similar procedure to compensate for "the other side" of the issue. I had created a fire retardant foam spray and the problem was that while in tower view, the effect was visible but not the model emitting it. I simply added a lower LOD model to solve the distance issue. It is noteworthy that the effect was visible beyond the normal LOD ranges, which implies the trick of using different effects for various LODs of the same model may not work as intended.
 
True. But as long as the effects get bigger with distance, hopefully the smaller effects would be swamped out.
 
But you would want the exact opposite "effect" (wonder why they call them that); as you approach the model, you would want the dimmer effect to obscure or trump the brighter effect...and in my modeling, the only time I ever had a pixel resolution issue was when I tried to create a flashing "follow me" sign using sub models to represent the words that became almost invisible from the distance of the following cockpit. I believe that FSX adequately adjusts effect resolution as a function of distance, does FS9 not, or the OP have an example of an effect that does not resolve properly for distance?
 
Thank you all, with your help many new perspectives open to my novice eyes. ;)

I never had figured that one could attach models to a model (oh stupid me, it's in the roll-down list of MCX!) and I just quickly tried.
Doesn't work like I would, but it's a matter of learning by trial and error.

But it seems to be far more easy to understandi than tweaking translucid light-emitting textures (I'm getting mas at finding the right settings to apply to a texture for my light beam to mimic my "realistic" lighthouse). :)
 
For a light house effect I would use one of the three default airport beacon effects. One could easily change the green beam to white, which should be adequate and you could also experiment with other adjustments to get a specific frequency of rotation or other unique characteristics.
 
Thanks Rick but beacon effects as they are in the sim are not convenient for many reasons (tweaking too complex and impossibility to model sectorized lights, occultations etc.).

For this reason I use rotating models which are far more (easily) customizable to nearly whatever one could need.
Except for this: I can't find a way to tell the secenery engine "this object must be displayed at dusk, night and dawn but not during daytime". This is possible for effects, but I do not know how to do the same with objects.

For instance, a lighthouse group of 3 flashes is made of 3 "solid beams" rotating around the lantern, and these beams are painted with a convenient bitmap which is additive (all time long or night only).

The problem is that during daytime these beams are still displayed, nearly translucid but not completely: I always have these beams slightly visible and that sucks.

If someone could explain how to add/remove MDLs along with day time, that would be great!
 
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