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MSFS20 MCX adjusted emittive lights - render distance

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norway
Hello.

I am trying to add custom made approachlights to my project. They are run through MCX before import to Msfs2020. Is it possible to adjust the range at which the emittive lights show? Currently the distance from viewpoint to the lights are too short before they stop to show.

Screenshot 2025-06-09 183126.png


Screenshot 2025-06-09 183147.png
 
From what I remember I need to make a surface which is large enough to have its LOD rendered from a distance. So I guess I am actually wondering how to proceed with a solution to that problem?

Immediately I am thinking that I can make a transparent invisible object which emits light during the night? Any other ideas if that one should fail?
 
From what I remember I need to make a surface which is large enough to have its LOD rendered from a distance. So I guess I am actually wondering how to proceed with a solution to that problem?

Immediately I am thinking that I can make a transparent invisible object which emits light during the night? Any other ideas if that one should fail?
Did some testing with making a lightbulb and extend it's face while also making it transparent. Within Sketchup it seems like that approach results in the lights being less visible also when testing it out in MCX. So, a more transparent object is less reflective of light.

It seems the emitting object needs to be large, and solid which only appears at night? 😬
 
Hello.

I am trying to add custom made approach lights to my project. They are run through MCX before import to Msfs2020. Is it possible to adjust the range at which the ( emissive ) lights show? Currently the distance from viewpoint to the lights are too short before they stop to show.

If visibility distance fails after testing, I would keep the invisible / transparent Face / Cube separate from light object geometry.

Since you are working in MSFS 2020, I am not sure if Arno's recent feature added to MCX for glTF output in the context of LODs targeting MSFS 2024, still applies to 2020 output.

IIRC, depending on a MCX Option setting and whether we have supplied LODs for glTF objects, MCX' very helpful feature will fall back to output of a large invisible Face / Cube attached as a ModelPart in MCX' Hierarchy Editor (not sure if it shows in MCX' 3D preview), which effectively allows display at a greater distance.

It may be ideal for what you are currently trying to 3D model, although IIRC, Arno had implemented it to assist with timely porting of MSFS 2020 single LOD 3D objects over to 2024 on a temporary basis, until an easier and affordable solution evolves further for that task in MSFS 2024 SDK development.

Perhaps Arno might explain that relatively new feature a bit more, and clarify whether it applies to output of single LOD glTFs targeting MSFS 2020 as well as 2024 ?

I'm still on the road without access to a 'real' computer so finding the thread that discusses that feature is not feasible until my return tonight.

However, this thread may also have particularly useful info:

https://www.fsdeveloper.com/forum/threads/msfs-scenery-lights.455868/

GaryGB
 
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I would keed the invisible / transparent Face / Cube separate from your light object geometry.

Since you are working in MSFS 2020, I am not sure if Arno's recent feature added to MCX for glTF output in the context of LODs targeting MSFS 2024, still applies to 2020 output.

IIRC, depending on a MCX Option setting and whether we have supplied LODs for glTF objects, MCX' very helpful feature will fall back to output of a large invisible Face / Cube attached as a ModelPart in MCX' Heirarchy Editor (not sure if it shows in MCX' 3D preview), which effectively allows display at a greater distance.

It may be ideal for what you are currently trying to 3D model, although IIRC, Arno had implemented it to assist with timely porting of MSFS 2020 single LOD 3D objects over to 2024 on a temporary basis, until an easier and affordable solution evolves further for that task in MSFS 2024 SDK development.

Perhaps Arno might explain that relatively new feature a bit more, and clarify whether it applies to output of single LOD glTFs targeting MSFS 2020 as well as 2024 ?

I'm still on the road without access to a 'real' computer so finding the thread that discusses that feature is not feasible until my return tonight.

However, this thread may also have particularly useful info:

https://www.fsdeveloper.com/forum/threads/msfs-scenery-lights.455868/

GaryGB
There are some interesting approaches there, indeed. I am however unsure on how to proceed with sketchup to make something from scratch, so I will need to test a bit..

I may try the lightrow-approach🤔
 
Hi again:

Back to "a real computer", I have now located recent thread posts by Arno regarding MCX' Option to 'Override Bounding Box':

https://www.fsdeveloper.com/forum/t...-models-for-both-msfs20-24.459471/post-933729


IIUC, thus far, Arno has not elaborated further on precisely what is meant by "automatically" in this statement:

Did you know that you can also just enable to override bounding box option and that MCX will then automatically add a box with an invisible material to your object on export?


IMHO, we also need Arno to elaborate on precisely what is meant by "manually based on the node you have selected":

Hi,

If you specify an override bounding box, on export to glTF that will automatically make an box with an invisible material.

The override bounding box can be specified on the object information form or with the batch operator which you already found in the manual.

As you also found in the hierarchy editor you can also add an invisible box manually based on the node you have selected.


Arno also mentioned MCX' Option in Hierarchy Editor to "add an invisible box manually based on the node you have selected".

https://www.fsdeveloper.com/forum/t...-models-for-both-msfs20-24.459471/post-933734


While we await further explanation by Arno, if we extrapolate some of the info in the thread I cited immediately above:

https://www.fsdeveloper.com/forum/threads/msfs-scenery-lights.455868/


...we might consider over-riding "Bounding Box" sizes to make them larger than the actual overall outer perimeter Radius of visible ModelParts for a 3D model object, and use Dick's stated test results to establish an estimated display distance as a function of the size used for an attached invisible / transparent Face or Cube. :idea:


PS: I recommend reviewing this query for example 3D modeled lights with both large Bounding Boxes and transparent Faces: ;)

https://www.google.com/search?client=firefox-b-1-e&channel=entpr&q=site:+www.fsdeveloper.com+Christian+Bahr+Light+distance


With further testing, you may be able to implement IRL visibility distances for the lights ...as cited in the above query threads.

GaryGB
 
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Hi again:

Back to "a real computer", I have now located recent thread posts by Arno regarding MCX' Option to 'Override Bounding Box':

https://www.fsdeveloper.com/forum/t...-models-for-both-msfs20-24.459471/post-933729


IIUC, thus far, Arno has not elaborated further on precisely what is meant by "automatically" in this statement:




IMHO, we also need Arno to elaborate on precisely what is meant by "manually based on the node you have selected":




Arno also mentioned MCX' Option in Hierarchy Editor to "add an invisible box manually based on the node you have selected".

https://www.fsdeveloper.com/forum/t...-models-for-both-msfs20-24.459471/post-933734


While we await further explanation by Arno, if we extrapolate some of the info in the thread I cited immediately above:

https://www.fsdeveloper.com/forum/threads/msfs-scenery-lights.455868/


...we might consider over-riding "Bounding Box" sizes to make them larger than the actual overall outer perimeter Radius of visible ModelParts for a 3D model object, and use Dick's stated test results to establish an estimated display distance as a function of the size used for an attached invisible / transparent Face or Cube. :idea:


PS: I recommend reviewing this query for example 3D modeled lights with both large Bounding Boxes and transparent Faces: ;)

https://www.google.com/search?client=firefox-b-1-e&channel=entpr&q=site:+www.fsdeveloper.com+Christian+Bahr+Light+distance


With further testing, you may be able to implement IRL visibility distances for the lights ...as cited in the above query threads.

GaryGB
Excellent. Crossing my fingers Arno can elaborate :).

Anyways, the links above have given me some ideas on how to approach the issue, so I have some stuff to test out...
 
Excellent. Crossing my fingers Arno can elaborate :).

Anyways, the links above have given me some ideas on how to approach the issue, so I have some stuff to test out...

I also recommend viewing MCX' PDF Manual in a web browser or Adobe Acrobat Reader, and searching for "Bounding Box".

GaryGB
 
The mentioned approach above worked quite nice actually. It is possible to adjust the size of the light down to the size that it is covered by my custom object, but still shows at distance. It is also possible to remove any mesh objects coupled to the light.

Another positive outcome of that approach is to use the light support and lightrow as a precise"measurement tool". Using "place at nodes" function of the lightrow to adjust the horizontal placement, and the light-support adjust the height, then place the actual custom made object to fit the area specified by the lightrow and light support👍👌
 
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