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Nav lights bleeding through structure

Messages
65
Country
us-washington
Is there any way to prevent the light from nav lights from bleeding through aircraft structures? I have winglets, and the light from my nav lights, which are definitely positioned further outboard than the winglets, shows through the winglets, when viewed from the VC. It bugs me. :(

Muchas gracias,
Bigglesworth
 

hairyspin

Resource contributor
Messages
3,248
Country
unitedkingdom
Have you removed the unseen polys on the far side of the winglets for the VC model? You might have done that because they're not seen from the cockpit.
 
Messages
65
Country
us-washington
No, Tom, those polys are all still there. I did attempt positioning an outward-facing "shielding" poly inside the winglets to see if that would help, but it doesn't. Maybe I need 50 of them, LOL.
 

Paul Domingue

Resource contributor
Messages
1,525
Country
us-california
I've noticed the same problem and with TrackIR I noticed that at different head positions the lights may or may not bleed through. I think this is a problem in FS that can't be corrected. I remember there being a discussion about this but I can't remember where I saw it.
 
Messages
1,748
Country
unitedstates
The lights are only created in the exterior models but can be viewed from the interior model so the developer can just make 1 set. There is an alignment issue when using DX9 or DX10. DX9 lights move position as the camera moves. So one side might be worse than the other side. DX10 has better results but has some downsides since the landing or taxi lights must be on for beacon and strobes to be seen. If the lights are beyond the winglets they should not be seen and i wonder if the developer made the lights in the interior model!!!:yikes:

For a solution you can design smaller effects for those lights.
 
Messages
65
Country
us-washington
Hi, delivery guy. No, fortunately I did not make the lights in the interior model. Whew! I made a slight adjustment that might have helped (seems to have). I adjusted the "x" position of the lights so that they do not touch the physical light polys I created. In other words, the light is just barely (very barely, like .001) farther outbound than the physical light. They still look good, and the bleed through doesn't seem to be as bad. I hope it's not just my imagination. It's probably not a "real" solution, but I thought I'd share what I did, and what I noticed.
 
Messages
10,014
Country
us-arizona
There is a bug in the coding of FSX and P3D that causes / allows the light from 'beacon' to come into the plane (VC). Nothing you can do about it. I hear a couple of teams or companies have found a way around it by using some other method, but I havent heard exactly how.

With NAV lights though, you go into the FX coding with Notepad and turn off the visible-in-vc section(s). You will see in the 'effects' code where the 'visible in' section is and the SDK will show you options for 'visible's.



Bill
 

Heretic

Resource contributor
Messages
6,828
Country
germany
Edit the .fx file and try this:

Code:
[Emitter.0]
...
Light=0
 
Messages
1,748
Country
unitedstates
I never have any issues with any of the lights showing in the VC including the beacon which is located under the fuselage. I think the trick is to make sure you have a solid plane between the light and the VC in the exterior model.
 
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