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So I was originally developing Brisbane City after MSFS came out but life got in the way and I had reasonably good results exporting Blender lights into MSFS back then.
I seem to remember there was a way to extend the visibility range of the lights , although it wasn't a great distance, it seemed to do okay.
I've finally gotten into a project I've dreamed of for years, and although I'm setting up the lights okay it seems the view distance is shortened from what I remember (maybe 500-1000m is my estimate).
Have we made any progress on understanding the lighting system in MSFS? I know some people have made some addon's re-working the MSFS light ball lights over cities, and those have a much better viewing distance which is what I need, but I need to be able to customize the light colors and make them blink, and I'm not sure if the default street light balls would be capable of that.
I was digging though the BGL files to try and see if the light ball lights were in one of the modellibraries. And while there's light_cold (or is it cool), warm and semi warm they only light the environment and don't have the light ball. Then I started wondering if those are using a similar approach to what I pioneered in conjunction with Allen Kriesman for FSX, of placing a lightpool under the street light ball to make it look like it was lighting the ground.
As I was trying to figure out my gltf blender based lights, and wondering about Asobo's approach and I noticed both green and red light ball street lights, which means that somewhere that those lights may be configurable, but if so, where?
I guess the only other alternative would be to create an animated emissive texture that can be seen for long distances based in LOD's, and then compromise by having the blender lights kick in once close, the only danger with that is the animated emissive blinking may get or be out of sync with the Macro Light. The only other thing is if Asobo hasn't told us there's more codes we can put in to affect viewing distance of lights?
if only there was a "visibility distance" setting we could input.
This is one of the tests earlier tonight, first shot in the video is just 5 lights, 4 at intensity 20 and the 1st at intensity 10000, testing the range, no matter how strong the light is it gets occluded about 1km away from the light. According to real world specs they should be visible for 11km. So I'm looking to find a solution...
I'm wondering if maybe going down the new effects route might be an option...
I seem to remember there was a way to extend the visibility range of the lights , although it wasn't a great distance, it seemed to do okay.
I've finally gotten into a project I've dreamed of for years, and although I'm setting up the lights okay it seems the view distance is shortened from what I remember (maybe 500-1000m is my estimate).
Have we made any progress on understanding the lighting system in MSFS? I know some people have made some addon's re-working the MSFS light ball lights over cities, and those have a much better viewing distance which is what I need, but I need to be able to customize the light colors and make them blink, and I'm not sure if the default street light balls would be capable of that.
I was digging though the BGL files to try and see if the light ball lights were in one of the modellibraries. And while there's light_cold (or is it cool), warm and semi warm they only light the environment and don't have the light ball. Then I started wondering if those are using a similar approach to what I pioneered in conjunction with Allen Kriesman for FSX, of placing a lightpool under the street light ball to make it look like it was lighting the ground.
As I was trying to figure out my gltf blender based lights, and wondering about Asobo's approach and I noticed both green and red light ball street lights, which means that somewhere that those lights may be configurable, but if so, where?
I guess the only other alternative would be to create an animated emissive texture that can be seen for long distances based in LOD's, and then compromise by having the blender lights kick in once close, the only danger with that is the animated emissive blinking may get or be out of sync with the Macro Light. The only other thing is if Asobo hasn't told us there's more codes we can put in to affect viewing distance of lights?
Code:
],
"intensity" : 10000,
"cone_angle" : 360,
"has_symmetry" : true,
"flash_frequency" : 24,
"flash_duration" : 0.5,
"flash_phase" : 0,
"rotation_speed" : 0,
"day_night_cycle" : true
}
if only there was a "visibility distance" setting we could input.
This is one of the tests earlier tonight, first shot in the video is just 5 lights, 4 at intensity 20 and the 1st at intensity 10000, testing the range, no matter how strong the light is it gets occluded about 1km away from the light. According to real world specs they should be visible for 11km. So I'm looking to find a solution...
I'm wondering if maybe going down the new effects route might be an option...
Last edited:



