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Questions on emissie textures, excluding AI traffic, Animated people to MSFS, Time of day params to objects.

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norway
Hi. New to the forum but been lurking for a looong time.

I have a few questions that I hope some of you might know the answer to, though they have been asked before, things are changing fast in the SDK, and since most of them are months old im hoping that solutions/fixes have come to light.

Also unsure if I should post each question as a different category or if a collective post is ok?


1. Are there any ways of excluding AI traffic? Have roads in the middle of nowhere with “downtown” traffic. Only now of terraforming or transparent aprons and possible fixes but they seem a bit dodgy and come at a cost.



2. Are there any solutions / workflows yet on successfully bringing animated 3D people to the sim if you are using Blender? I am getting to the same point where I get odd morphing once the animation is imported. All I know is that it is quite possible a MSFStoolkit issue and the addon is getting old, might be abandoned by the devs.



3. Is it possible to somehow in the code to set parameters that would make specific objects disappear/appear based on time of day/month/year or even a day/night cycle.. this is for things like people, cars etc.
Have not really been able to find any viable solutions on this.



4. Are there any ways to increase the distance from which emissive textures are visible? All the custom ones I have disappear withing just a few hundred meters and that is often waaay to short and can cause strange popping of lights and makes emissive textures useless for things like lighthouses and other objects outside of an airport.

Hope to learn and get wiser😊
 
At least for number 2 and 3 the answers are yes with limitations and yes. For animated people, you can use rhumbaflappys workflow: create a character in blender, use a t-pose, export as fbx with textures, upload to mixamo, use their autorig option, choose an animation from their library, download the animated fbx and use fbx2gltf converter to create a gltf file. This limits you to the animations available on mixamo but at least there are a few to choose from. As soon as you try to change or extend the animation in blender you'll get the strange morphing again.
As for visibility, it is possible only for Simobjects, not for scenery objects. The xml can contain a visibility code under the model behavior tag. You can specify time of day, month, weather conditions and many more. Search for "Visibility" in this forum and you'll find a long thread with examples of xml files. If you like you can also download my NFTP scenery where I created several animated people that show up depending on time of day, just check the xml file to get a better idea of what you need to do.
 
1 - The next SDK update will I think allow you to exclude roads and other items that weren't previously possible. I'm not totally sure whether that means traffic too but I would certainly hope so.

4 - Some people have managed this with all sorts of weird hacks with Blender lights, but I'm not aware of being able to get emissive textures to light any further than they already do, which isn't far at all.

Within an airport area you can use the light presets in the airport properties to make lights and use a light support to raise it to the correct level.

There's a revolving lighthouse Blender model with visibility for a long way included in this download - https://flightsim.to/file/17656/a-guide-to-msfs-scenery-creation which might give you some further ideas.
 
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