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Hi,
I am putting the finishing touches to my first major scenery release (Belfast city airport for fsx)
Today, i decided to create the PAPI lights for the scenery.
Everything worked well (i think) however the PAPI system is red all the time, no matter how high/low i am etc (see attachted pic)
These are the steps i followed:
1)Created PAPI light using fs2004 gamepack and following the papi tutorial from the wiki
2)Exported the 4 papi boxs and the 8 papi lights with the objects centered at 0,0 in gmax
3)Edited the asm_0 file as neccessary for rwy 22 in Belfast
4)I dropped the asm file onto bglc_9.exe and this created a bgl file of the papi system
5)As per the wiki, i renamed this bgl file to end in .mdl
6)I opened this mdl file using model converter x and then moved it to its correct position and heading. I then exported it in fsx bgl format.
7)Model converter x also generated a single effect file when compiling in fsx bgl format
8)I placed both the new .bgl file and the effect file in the appropriate folders in fsx
Im wondering if anyone could tell me what i am doing wrong?
This is the edited section of my asm_0 file:
I used the papi excel file to find the values to input for the seperation planes (here) runway heading is 219 and glideslope is 3'
I am putting the finishing touches to my first major scenery release (Belfast city airport for fsx)
Today, i decided to create the PAPI lights for the scenery.
Everything worked well (i think) however the PAPI system is red all the time, no matter how high/low i am etc (see attachted pic)
These are the steps i followed:
1)Created PAPI light using fs2004 gamepack and following the papi tutorial from the wiki
2)Exported the 4 papi boxs and the 8 papi lights with the objects centered at 0,0 in gmax
3)Edited the asm_0 file as neccessary for rwy 22 in Belfast
4)I dropped the asm file onto bglc_9.exe and this created a bgl file of the papi system
5)As per the wiki, i renamed this bgl file to end in .mdl
6)I opened this mdl file using model converter x and then moved it to its correct position and heading. I then exported it in fsx bgl format.
7)Model converter x also generated a single effect file when compiling in fsx bgl format
8)I placed both the new .bgl file and the effect file in the appropriate folders in fsx
Im wondering if anyone could tell me what i am doing wrong?
This is the edited section of my asm_0 file:
I used the papi excel file to find the values to input for the seperation planes (here) runway heading is 219 and glideslope is 3'
Code:
EGAC_PAPI22_MasterScale_2 label BGLCODE
BGL_ZBIAS 1
SEPARATION_PLANE WrongSide, 20622, 0, 25466, 32768
SEPARATION_PLANE below1, -900, 32737, -1111, 32768
BGL_LIGHT LIGHT_NAV, 0.232, 0.463, -13.635, 20, 0.60, 0.40, 0FFFF2323h, 0.000000, 0.000000, 1.000000 ; source poly num = 1
BGL_JUMP_32 above1
below1 label BGLCODE
BGL_LIGHT LIGHT_NAV, 0.232, 0.463, -13.353, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 142
above1 label BGLCODE
SEPARATION_PLANE below2, -1019, 32728, -1259, 32768
BGL_LIGHT LIGHT_NAV, 0.232, 0.463, -4.635, 20, 0.60, 0.40, 0FFFF2323h, 0.000000, 0.000000, 1.000000 ; source poly num = 463
BGL_JUMP_32 above2
below2 label BGLCODE
BGL_LIGHT LIGHT_NAV, 0.232, 0.463, -4.353, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 604
above2 label BGLCODE
SEPARATION_PLANE below3, -1139, 32718, -1407, 32768
BGL_LIGHT LIGHT_NAV, 0.232, 0.463, 4.365, 20, 0.60, 0.40, 0FFFF2323h, 0.000000, 0.000000, 1.000000 ; source poly num = 925
BGL_JUMP_32 above3
below3 label BGLCODE
BGL_LIGHT LIGHT_NAV, 0.232, 0.463, 4.647, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 1066
above3 label BGLCODE
SEPARATION_PLANE below4, -1259, 32707, -1555, 32768
BGL_LIGHT LIGHT_NAV, 0.232, 0.463, 13.365, 20, 0.60, 0.40, 0FFFF2323h, 0.000000, 0.000000, 1.000000 ; source poly num = 1387
BGL_JUMP_32 above4
below4 label BGLCODE
BGL_LIGHT LIGHT_NAV, 0.232, 0.463, 13.647, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 1528
above4 label BGLCODE
WrongSide label BGLCODE
BGL_RETURN
bgl_riff_end_EGAC_PAPI22 label BGLCODE

