Quoted from Arno's post on Page-1 of this same thread:
https://www.fsdeveloper.com/forum/threads/msfs-2020-runway-approach-lights.459915/post-933215
Arno: Assuming MCX is actually able to properly read MSFS 2020 and 2024 Scenery Library Object BGLs...
* Are there MSFS Effects "Attached" to glTF 3D models that are not shown in MCX dialogs (yet) ?
MCX can read MSFS BGL files correctly. But attached effects are stored in the model XML file and MCX does not support all options there yet. So it is likely that you can miss certain attached effects. If anybody has more pointers in common types that are used I can try to add support for them as well.
In other words, can MSFS Effect attachment be done via placement BGLs and...
Also quoted from Arno's post on Page-1 of this same thread:
https://www.fsdeveloper.com/forum/threads/msfs-2020-runway-approach-lights.459915/post-933266
Hi Gary,
That warning is about an animation, so that has nothing to do with the attached objects that are shown. It means that MCX does not have a definition for the animation that is used and that can give issues if you export the model again. In the animation editor you will see this animation highlighted in pink.
I need to double check, but I don't think MCX can read all information from the model XML yet. I still need to implement a good mapping for that.
Hi Arno:
I would like to look further into how the MSFS default VHHX sequential Approach Lights that use a number of features ...actually work.
How might we best derive info regarding the way those specific lights are coded ?
I see via MCX Attached Objects Editor that MSFS SDK Visual Effect "Lights" appear to be used.
I also see via MCX Animation Editor that Animation is used as well.
IIUC, you inferred that the Animation may not be the mechanism which controls the VHHX sequenced Approach Light itself.
I am not certain where else one may look to see how those VHHX lights are controlled for sequencing, and triggering (if any).
As to: "
MCX does not have a definition for the animation that is used and that can give issues if you export the model again.":
I would not propose re-exporting or re-packaging the MSFS default VHHX Approach Light Animation and compiling it.
My goal is to see how the MSFS default VHHX Approach Lights are coded / implemented so we can
all make such Light arrays.
I anticipate that MCX would have a way to derive the code from the scenery library and other contents of the scenery package.
Why does MCX restrict Animation Export of a MSFS default scenery object that sequences Visual Effect Lights via a Animated glTF ?
The object in question is
not an aircraft or other object containing even remotely proprietary code by a subcontractor with 'secrets to keep'.
AFAIK, most of the FS Development Community attaches Effects via 3D ModelParts rather than via scenery placement code (which I happen to prefer).
If MCX is
not allowed to "go there" to derive code for Visual Effect Lights sequenced via a Animated glTF,
IMHO MCX is unnecessarily limited.
IIRC, MS / Asobo pledged to maintain code in an
accessible format for default objects, so all can learn how to develop for MSFS equitably.
We need to access this code so we can develop for MSFS and work around the current limitations of MSFS SDK
Lightrow /
LightSupport methods.
It is apparent this specific MSFS VHHX "meta-object" is by necessity '
custom', and thus not a prepared / fixed Approach Light / Lead-In Strobe Array.
And, it does
not, IIUC, utilize the MSFS SDK
Lightrow /
LightSupport methods, which reportedly would be too 'feature limited'.
FYI: MCX Attached Object Editor reports use of a Visual Effect
*.Fx format object:
General Name:
light00
AutoGeneratedFileName:
fx_lightFFFFFF_0.2
Use AutoGeneratedName:
True
Did MCX correctly identify this Effect Light ?
I can not find a path from which the Visual Effect "Lights" object is sourced, as MSFS shows no listing for that object name in a Search with the "Everything" utility.
https://www.voidtools.com/
Is it possible the object is an "aliased" Visual Effect used by MSFS to implement the MSFS default VHHX Approach Lights ?
Does MSFS source Visual Effect objects from a DLL and allow use of 'Friendly Names' as an "alias" for coding purposes ?
AutoGeneratedFileName (for P3D ?) and
CustomFileName are not documented in MSFS SDK Docs, or MCX' PDF Manual as of June 09, 2025.
IIRC, the MSFS SDK uses a GUID for Visual Effects; does MCX derive that from the project source (
ex: ModelLib object), or would we manually enter the GUID into the above cited
CustomFileName field in MCX ?
Studying this MSFS default
VHHX_ApproachLight meta-object, I can confirm its source, as seen at the bottom of this image:
I can also confirm the Light is a Visual Effect attached to the scenery library object "
ApproachBlink" as seen in this image:
...as well as in the images posted earlier above on Page-1 in this same thread:
https://www.fsdeveloper.com/forum/threads/msfs-2020-runway-approach-lights.459915/post-933263
I am not yet certain how we would access code that provides the
"effectParams" MSFS equivalent to trigger / control Visual Effect files by glTF.
I see no way in June 09, 2025 MCX to extract code to provide the
"effectParams" MSFS equivalent to trigger / control Visual Effect files by glTF.
As you may have noted in this directly related thread (elsewhere):
https://www.fsdeveloper.com/forum/t...-and-day-night-activation.460036/#post-934084
...there are limits to what can be achieved using MSFS default Approach Lights via
LightRow /
LightSupport methods.
IIUC, if one wishes to have a local light flash reflecting off nearby object surfaces, one can instead use a sequenced Visual Effect.
Must we do some further de-compilation of code in glTF and/or other files, to see how MSFS coded these VHHX lights ?
Can we make sufficient headway with this inquiry by using the current build of MCX and/or other MSFS file de-compilers?
Thanks in advance for clarifying how we might gain better understanding of methods used at VHHX, that 'we' can also use to achieve our own goals.
GaryGB