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P3D v5 P3Dv5 Stock road/street lights

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unitedstates
I am trying to find a way to delete the stock roadway/street lights that are on airport property within P3Dv5. These appear as "bright white orbs", along both on-airport and off, streets. They cast ZERO light and I wish to delete them for "on airport" streets only.
Attached shows streetlight objs that I have crafted and enabled dynamic lighting to light the roadway, while the "stock lights" are marked with RED.
Thanks in advance for any and all help/suggestions.
 

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  • Stock_streetlight_night_on airport.PNG
    Stock_streetlight_night_on airport.PNG
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That is different from the exclude vector using ADE, correct? Is FSX_KML for P3D and if so, where would I find it. Are there any details/documentation in the P3Dv5 SDK to guide me?
Sorry for so many ?'s.
Many thanks.
 

mendiola_loyola

Resource contributor
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peru
That is different from the exclude vector using ADE, correct? Is FSX_KML for P3D and if so, where would I find it. Are there any details/documentation in the P3Dv5 SDK to guide me?
Sorry for so many ?'s.
Many thanks.
Here is the SDK documentation and installer:

If you can exclude Vectors with ADE I think you could exclude street lights. I think you can exclude "Utilities".

Regards
Alfredo Mendiola
 
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unitedstates
Thank you for your insight. However, I suspect my question needs clarification. Yes, I can exclude Vectors with ADE, no, there is no such "Utilities" option. That said, and referencing back to the screen shot I included, this "white orbs" that are representing street lights are NOT contained in the the stock airport BGL. Therefore, expanding the stock BGL with ADE to add any such "exclusions rectangles" at the long/lat coordinates of these white orbs or to simply "exclude all", does not solve the problem. These white orbs are from some sort of scenery overlay in P3Dv5 (they do not exist in P3Dv4.5). Its unclear to me how I go about finding what files are overlayed over the base airport bgl. It would be those overlays, that I would need to modify. Any thoughts as to where within the massive set of scenery files I might look OR how can I find, based on a single stock airport, all those files that are used?
Again, MANY THANKS!!
 
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unitedstates
Alfredo, I have experimented a little and found that even with just the "stock airport", these white orbs appear when the Autogen Vegetation and Autogen Buildings are set to "normal". If both are set to "Sparse" this white orbs no longer appear. The problem does not exist in P3Dv4.5, only in P3Dv5 to the best of my knowledge. I have zero insight / knowledge as to what file or files are being loaded by P3D based on the setting of the Autogen sliders.
Best regards
 

mendiola_loyola

Resource contributor
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peru
So try generating a vector exclude using FSX_KML along with the SDK.
Use the exclude_all tag as a test.

Regards
Alfredo Mendiola Loyola
 
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Correct me if I am wrong, but in order to generate an "exclude" with either of these, one has to know where this object is physically located (bgl) such that it can be excluded. As this is "autogenerated" from probably a set of bgl's in the /World directory, excluding an area in which these objects are presented in the airport bgl wont do what we think it should as that I have already tried and it did not resolve. When it comes to airport properties, I have found that "autogenerated" buildings and vegetation is nothing more than a cycle eater as it very often does not resemble reality, such as in the case of the airport I have reworked (KAUS).
Thus, I think that unless I can uncover the actual BGL that contains this white orbs (and then its a simple task of decompiling it to XML, make the changes and then recompile), that would hold until LM decided to change the scenery BGLs. I would very much like to experiment, but I need to narrow down the number of possible BGLs that "may" contain these useless street lights. Might you have any insight as to where or what set of BGLs provide the "autogenerated" buildings and vegetation?
Thanks you very much.
 

mendiola_loyola

Resource contributor
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520
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peru
Correct me if I am wrong, but in order to generate an "exclude" with either of these, one has to know where this object is physically located (bgl) such that it can be excluded. As this is "autogenerated" from probably a set of bgl's in the /World directory, excluding an area in which these objects are presented in the airport bgl wont do what we think it should as that I have already tried and it did not resolve. When it comes to airport properties, I have found that "autogenerated" buildings and vegetation is nothing more than a cycle eater as it very often does not resemble reality, such as in the case of the airport I have reworked (KAUS).
Thus, I think that unless I can uncover the actual BGL that contains this white orbs (and then its a simple task of decompiling it to XML, make the changes and then recompile), that would hold until LM decided to change the scenery BGLs. I would very much like to experiment, but I need to narrow down the number of possible BGLs that "may" contain these useless street lights. Might you have any insight as to where or what set of BGLs provide the "autogenerated" buildings and vegetation?
Thanks you very much.

You don't have to know the bgl that includes the object(s) to exclude.
You have to create a Polygon using google earth covering the area where are located the "Lights" and write the Exclude__all text on the polygon Description using Google Earth.
Fsx_Kml will create a bgl including your exclude, place it on the Addon Scenery.

Regards
Alfredo Mendiola Loyola
 
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I have done such, I have even built an exclusion rectangle around the entire airport with Exclude=all, works great for buildings and other objects, does nothing for the white orbs.
 

mendiola_loyola

Resource contributor
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peru
I have done such, I have even built an exclusion rectangle around the entire airport with Exclude=all, works great for buildings and other objects, does nothing for the white orbs.
Did you use FSX_KML or shp2vec to generate the exclusion polygon?
You have to exclude the default vector scenery.
The exclude = all is for airport objects.

http://www.prepar3d.com/SDKv5/sdk/world/terrain/terrain_overview.html#The Shp2Vec Tool
https://www.fsdeveloper.com/forum/resources/fsx-kml.85/

Regards
Alfredo Mendiola Loyola
 
Last edited:
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Thank you very much for this expert info. I will certainly look into it.
Appreciate all of your help, very much.
 
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