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Place lights

Thank you, was wondering if planes similar to vegetation would be a better idea.

I'll get to reading it and it looks as though it's enough information to get it all sorted out.
 
You know I'd be willing to generate a whole bunch of light sets based on vitaly's work that could be made open source for the community. I'm nearing the point of placing lights all over Utah, and the old approach I used killed FPS (had to cull lights in Guam because of that).

In terms of light pools on the road surface, I keep seeing posts like this http://www.avsim.su/forum/topic/131415-освещение-в-fsx/?p=2493821 that I kinda disagree with and agree with this post http://www.avsim.su/forum/topic/131415-освещение-в-fsx/?p=2561887.

Long exposure photography is what makes roads look like the first example, however from up in the air the light pools are actually circular, and while impervious surfaces are more reflective, the second example shows more what it does look like from up in the air. I've flown a lot at night over the last 6 years and have been studying light pools from the air with the naked eye. The light doesn't reflect as much from the grassy areas beside the road but the best approach would be to maybe use vector line rasters from the road data and run a gaussian blur on them and overlay that over the top of the light pools (for the ground). This would emulate the road reflectance vs the vegetation reflectance.

All up though at the end of the day it's up to preference. If anyone wants some street light specification PDF files I can share them, they give light pool distances for the real world etc.

This shot though http://vfl.ru/fotos/15bd29d63826037.html really comes close to reality and is probably the best I've seen so far. I haven't gotten that far with my light pools as yet (still just circles) as for years I was trying to figure out how to do it accurate to life. Part of the reason I couldn't accomplish it before was because my GIS software couldn't let me render out a vector line @ XX meter pixel spacing resolution and I was using the old SCASM lights which totally hurt performance.

Happy New Year everyone too :)
 
You know I'd be willing to generate a whole bunch of light sets based on vitaly's work that could be made open source for the community.

Would definitely appreciate it as long as it's p3d v2 compatible; sure others would too.

I created a model similar to what vitaly set up. Even ligned it up to sit right with the ag_lightpole model. However, I'm getting these white boxes when the moonlight hits em. As well as when flying somewhat low and if they're in the high detail radius I guess you'd call it. The area right beneath the plane.



Anyone have an idea what's wrong? Ambient light scale is set to 0 which is about the only thing I can think of that'd cause it. Other than that, perhaps make the model doubled sided instead of setting it in the materials. Textures are experimental as well, still playing with the size to get the brightness wanted.

EDIT to the EDIT:: Final Alpha Multiply was my problem. Had it set to 1 which was causing the problems, dropped it down a tad below 1 and all is good now.
 
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Hi,

Hi, Arno.
Do you have any ideas about randomization (post #56)?

I have implemented this change now. So from the next development release you need to specify two values for distance and offset. A random value between those two will then be chosen. And if you enter the same value you will get a constant spacing.
 
I have a problem when i place lights with scenproc..I have all the traffic signals and lights oriented to the same direcction, and not perpendicular to the street (as the attached photos). This is the code i used to place it...

PLACEPOINTSALONGLINE|FTYPE=LINE;highway=secondary|250|7|type|signal|hdg
PLACEPOINTSALONGLINE|FTYPE=LINE;highway=primary|250|10|type|signal|hdg
PLACEPOINTSALONGLINE|FTYPE=LINE;highway=residential|150|5|type|signal|hdg
PLACEPOINTSALONGLINE|FTYPE=LINE;highway=secondary|100|7|type|light|hdg
PLACEPOINTSALONGLINE|FTYPE=LINE;highway=primary|125|7|type|light|hdg
PLACEPOINTSALONGLINE|highway=residential|70|7|OBJECT|LIGHT|HDG
#
CREATEAGNLIBOBJ|FTYPE=POINT;type=light|{054a0b9e-b2eb-42cf-8aec-1ea1c5a26850}|HDG|7|6;6
CREATEAGNLIBOBJ|FTYPE=POINT;OBJECT=LIGHT|{112fe685-fb7c-4455-8a47-0a1902fd0c51}|HDG|7|5;5
CREATEAGNLIBOBJ|FTYPE=POINT;type=signal|{d0a1dfc8-4268-3a5e-3e97-a2a93b796fb1}|HDG|7|8;8

Any idea?
 

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Incredible light splash on the ground effect Operator!!! The photos are super!!!! really love it!
 
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hello all.
this is my first post. i downloaded the latest sceneproc.i want to add light to my city and i have shape file.my problem is just this:
PLACEPOINTSALONGLINE|filter|mode|distance|offset|startDistance|attribute|value|headingAttr.
HOW SHOULD I FILL THESE PARAMETERS???? I DONT KNOW WHAT ARE THESE? PLEASE HELP ME.
THANK YOU
 
Did you read the manual that comes with the tool? It explains all the attributes you need to provide in detail and gives examples.

Also if you hover over the name of the step in the GUI you will get a tooltip with help.
 
hello arno. thnx for guiding me. i downloaded the manual and i read it.now i have a new problem.
look at this pic. i want to add light to my roads. i created my light with gmax and mcx and my model has a GUID and i entered it into the sceneproc.
the result shows the sceneproc added 227 agn files to my folders.i moved them into fsx add on scenery textures but fsx doesnt show anything.what is my problem???

http://xum.ir/image/b0a7
 
Hi,

The guid for autogen should be from an autogen class in default.xml. You can't call an object guid directly.
 
arno. thnx for your answer.
but how can i add my object to default.xml to show in fsx with vector? please help me!!!
 
Hi,

You need to add a new class to the default.xml file. Have a look at the file and you'll see how it works. There are different regions and in there different object classes are defined. Each class can then call one or more model GUIDs.
 
arno i found default.xml in fsx autogen and i add new class and i add guid but no change.
can you explain about it step by step?
 
Did you create the AGN files again with the GUID of your new class instead of the old GUID?

I should probably add a section to the library about this.
 
oh arno. finally i created the line light with sceneproc but i could create the default light not my object.now i want to add my light object which created with gmax and mcx to fsx. my model guid is : 5c09e909-ff76-4f88-bfc5-9b23b7c57e1b
how can i add this to default.xml???
 
hello
thnx SprightlyOldMan for answer. but i cant add bgl to autogen editor. can anyone explain how to add class to default.xml manual or easy way???
 
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