jtanabodee
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I am glad you like it. It is easy to make. But in P3D you need a new set of darker texture. It is always too bright in P3D, even it looks perfect in FSX.
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I am glad you like it. It is easy to make. But in P3D you need a new set of darker texture. It is always too bright in P3D, even it looks perfect in FSX.
Hi Thomas,Hello there
I think I have found a convenient way to solve all the bugs with light splash.
First of all, here are a few screens of the result:
As you can see, no "see-through" clouds:
Working fine with foggy weather:
It switches off during the day:
You first need to create an effect with FSXeditor. I'll save you the work and give you the effect parameters I used in this example.
I created the effect from the default white nav. Then I modified the settings and created a new .bmp file for the effect:
To get this
I modified the .FX settings in order to get the effect to turn on the user's position.
The above effect is just an example. You can do whatever you want of course. Be sure to read the SDK help about effects. It is quite simple to create an effect, the SDK is very helpful.
Then you can use Tic's solution to add a light splash on the ground (but only on the ground):
I did not see any FPS drop when using effects for light splash (but I admit this was only tested on a small airport). I'm sure we can make the light splash look better than in my example.
Please see attached my effect settings.
If needed I can create a new topic about this solution with more details.
Hope this helps,
Best regards,
Really? I don't think I have alpha channel in the texture. I will try that.Try InvSrcAlpha with SrcAlpha
I will try that. I think it might help with my problem.I think you should have an alpha channel to use the one,one optiosn or whatever else.
Is there anyway at all to get bump/detail mapping on a ground polygon/object in FSX without making halos disappear?
That is a very good news. I will try that. I think it is the best way to do. By the way, FSX does not support native ground poly like this, does it? Since there is no Z bias in FSX, only in P3Dv3 or above.Because I'm stubborn and refuse to use effects, I just spent the last 3 days thinking about this and I finally cracked it!
I figured out how to get any One/One light/ground splash to appear over a native FSX material "ground polygon" in FSX with full bump and detail mapping included.
View attachment 47874
The trick is to have your lights and your ground polygon as part of the same object.
Then place it using SODE as a simobject.
I found that when the lights were separate from everything else, they disappeared behind other objects. This happened even when the lights were separate simobjects themselves. But I discovered that if a simobject model had a One/One halo inside of itself, it did not disappear behind any other part of that same model.
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. Using this method you can also add a condition for low met visibility. And guess what! No annoying white models in fog either!
View attachment 47875
No more choosing between working lights or working bump/detail mapped ground polys in FSX!
Not strictly as FSX Ground Polygon BGL, no; the detail/bump maps will be lost I think; but as a normal FSX MDL, yes.That is a very good news. I will try that. I think it is the best way to do. By the way, FSX does not support native ground poly like this, does it? Since there is no Z bias in FSX, only in P3Dv3 or above.