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FSXA New way to make light splash.

jtanabodee

Resource contributor
That is a brilliant way to work around the limit of FSX ground poly. Let SODE display it instead. Thanks for the tip.
 

jtanabodee

Resource contributor
I think both BGL or MDL are the same if the same material are applied. The benefit of MDL under SODE is: condition visibility.
I have tried bump and precipitation and compile as normal BGL, the properties are still there.
So i joined my ground poly, taxilight models, and light halos into one sim object model for use in the night. Then created another model stripped of the halos and ground splashes for use in the day. Then I used the conditional visibility options of SODE to control when each one appears
Could you show me the XML file for SODE how to set that up to be seen during the day and night?
 
Last edited:

MOUSY

Resource contributor
Code:
<SODE>
 
   <!---GP--->
   <SimObject Name="TVSA_Ground_Polygon">
       <Placement Lat="13.16199793" Lon="-61.1531079422" Alt="83.5" Hdg="0"/>
       <Model SimTitle="RS_TVSA_GP">
            <ConditionalVisibility Variable="TimeOfDay" Value="DAY"/>
            <GroundPolygonShift ThresholdAltitudeAGL="1000" ShiftAltitude="1"/>           
       </Model>
   </SimObject>
  
    <!---GP_LM--->
   <SimObject Name="TVSA_Ground_Polygon_LM">
       <Placement Lat="13.16199793" Lon="-61.1531079422" Alt="83.5" Hdg="0"/>
       <Model SimTitle="RS_TVSA_GP_LM">
            <ConditionalVisibility Variable="TimeOfDay" Value="DAWN;DUSK;NIGHT"/>
            <GroundPolygonShift ThresholdAltitudeAGL="1000" ShiftAltitude="1"/>           
       </Model>
   </SimObject>

</SODE>
 

jtanabodee

Resource contributor
Do any others properties help with that problem, Mousy?
Such as alow bloom, bloom floor... etc.
I have found that nothing works....
Except....
The color of the texture. I did another black layer in Photoshop and make it 60%-75% opaque (0%= transparent 100%=full opaque black). I think it works the most.
I did try on Bloom setting, final alpha blend, even fresnel ramp. All did not have the significant effect at all.

Before the black layer.

before.jpg


After adding the black layer to make the light texture less bright.

after.jpg


The texture
Halo_lm-horz.jpg
 

MOUSY

Resource contributor
Yes indeed. The only fix is to make the halo darker and sometimes smaller.
The next issue to tackle is how to make the polygons stop showing up in fog when using One/DestColor. I find that Source Blend = Destination Color gives a very nice blending effect for light splashes over Ground Polygons. But it shows up in fog. :(
 

jtanabodee

Resource contributor
So, I think I have a conclusion about P3D light texture:
1. Make a darker texture than the one using for FSX
2. One-one blend is the best for P3d and FSX.
3. Other settings do not work at all. Do not bother playing around.
 
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