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Rick, I've tried countless times during the first decade of FSX's release and never once was successful in using a custom "landing light" .fx file. The very name of "fx_landing.fx" is what triggers the general sim ground splash which is hard coded in the core engine.While the above is essentially true, I do not feel developers are constrained to use only "fx_landing.fx." It is possible to create alternatives, including different hues, that represent a landing light adequately, imo.


Yes, your polygons are excellent, I used them to represent the light splash on a ship model I released as freeware. The contrast was a bit extreme, but it was probably something I could have learned to attenuate.Rick, I've tried countless times during the first decade of FSX's release and never once was successful in using a custom "landing light" .fx file. The very name of "fx_landing.fx" is what triggers the general sim ground splash which is hard coded in the core engine.
What I eventually came up with is a 'floating polygon' based on four bones that could be animated to increase/decrease their size based on altitude, and were locked to just above the ground as the aircraft gained/lost altitude. While it worked mostly adequately, it was very difficult and time consuming to fine-tune, most especially when dealing with multiple light sources such as found on larger aircraft such as the B737-200 Combi. Thus far my attempts to coax the P3D team to create an alternative have been unsuccessful.

Rick, I've tried countless times during the first decade of FSX's release and never once was successful in using a custom "landing light" .fx file. The very name of "fx_landing.fx" is what triggers the general sim ground splash which is hard coded in the core engine. I believe that only controls the light bulb at the source, not the light splash on the ground.