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Hi all,
I have searched some in the web but I have not found anything about, so I post here.
My objective is to create a landing light poly, to be settled on the ground, in order to simulate the shining of an apron ramp light. I have seen on the web there exists a ramp light library by Bill Leaming, whose lights show this effect, but it is not clear how the light cone on the ground is created.
I do this by FSDS, add poly, set material to LIGHT_LAND_WHITE, after having chosen the white color for the material itself, set the z axis opposite to the direction of the beam, then export the .x file.
I then process the .x output by makeMDL2002, and tried both to make a ground poly and a static scenery object.
In both cases the result is a white lithe cone, well extended on the apron, BUT it is not a fixed light: it resembles a flash, and it is not visible in the top view.
The same happens if I create a LIGHT_TAXI material.
Is there any hint to solve this trouble?
I have searched some in the web but I have not found anything about, so I post here.
My objective is to create a landing light poly, to be settled on the ground, in order to simulate the shining of an apron ramp light. I have seen on the web there exists a ramp light library by Bill Leaming, whose lights show this effect, but it is not clear how the light cone on the ground is created.
I do this by FSDS, add poly, set material to LIGHT_LAND_WHITE, after having chosen the white color for the material itself, set the z axis opposite to the direction of the beam, then export the .x file.
I then process the .x output by makeMDL2002, and tried both to make a ground poly and a static scenery object.
In both cases the result is a white lithe cone, well extended on the apron, BUT it is not a fixed light: it resembles a flash, and it is not visible in the top view.
The same happens if I create a LIGHT_TAXI material.
Is there any hint to solve this trouble?




