• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FSX Light effects question

Messages
308
Country
faroeislands
How would I go about making a light effect and placing such an effect wthout attaching to an object?

Am thinking of adding lights on the apron using instant scenery if possible, for FSX.
 
If placing with instant Scenery it is probably best to make your fx file (using the fx tool in FSX) then attached to a holder object in a MDL.

You will need to have 'some' geometry in the model (I use a single triangle under the ground level). If not the model and its associated Fx will not show.

Also, gMax may crash calculating a crash box for the very small object. If so, attach a 'NoCrash' tag to the polygon.

I typically use a 'little used' material from a nearby object to texture the polygon, and make sure drawcall batching is enabled via ModelconverterX. This minimizes any performance impact.
 
Back
Top