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runway lighting

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unitedkingdom
Been waiting for a program like this for ages, thank you very much for taking the time to create this. I am just getting my head round this and have created an approach lighting set . Can I ask a couple of questions, for runway lighting does the program create a 3d model and secondly how do you create and place the finish lights. Do I have to position them like the approach lights with a def file or do they have to be placed with a separate program like ade?
 
Hi, Paul. AFLT creates 3D models for every light unless to tell it not to (by checking the Light Only checkbox).

how do you create and place the finish lights.
As described in the manual, all lights must first be saved in an object library. Individual lights can be placed with any object placement tool - including ADE. Light Arrays are placed directly by AFLT. (Perhaps I need to make the manual clearer ion this regard.)

Don
 
Sorry Don I did read the manual over and over again and to the layman I did not completely understand. While we are on the subject, VASI creation, could you please elaborate on their creation too.
Thanks
 
and to the layman I did not completely understand
While you may not think of them as such, AFLT generates scenery objects. They are handled like any other scenery objects.

VASI creation, could you please elaborate on their creation too.
No different from any other object. However, their placement is a bit more troublesome since VASI siting is airport dependent. (See user manual "Special Circumstances"). If you are not worried about being exactly like the real world, you can use default siting by programming a VASI for the runway in ADE and place the two VASI units at the positions shown on the ADE display.

Since you've characterised yourself as a layman, I want you to be aware that satisfying use of AFLT requires at least a fundamental understanding of scenery design and airport design concepts. While a knowledgeable person could easily replace the stock lighting at an airport he/she didn't design with AFLT lights, it's not just a matter of "plopping down" a few models. You've also got to prepare the airport - which means you've got to "un-design" some of what's already there. Without this prior knowledge, use of AFLT is likely to be a frustrating experience. That being said, I will review the manual.

Don
 
Thanks Don for clearing that up, I have created VASI before using code and found that to be a long labour intensive experience. I certainly do have a fundamental understanding of airport and scenery design that spans the years from fs95 but I maybe stumble a little when good new programs like this come along. Please do not take this as a negative as I will get my head round this and then wonder what the fuss was. If you are reviewing the manual could I be cheeky and request some screenshots of the various models, sorry

Paul
 
I certainly do have a fundamental understanding of airport and scenery design that spans the years from fs95
Then AFLT should be a "breeze" for you. Just remember you are dealing with simple FS9 scenery models. And don't look for a hard way to do things.

As for screenshots, not sure how that helps since the models are all supplied. But, I'll add a few once I finish converting all my own airports.

Don
 
I will give this program a try tonight. So basically, can use this to create runway edge lights that will not dissapear when I am two miles away? I have been using the very old Airport software up until now.
Can I create gloom effects for lights?

Thanks!
David
 
David, For FS9, you have a choice of BGL_LIGHTs or effects. For FSX, Flightsim automatically substitutes a stock effect for BGL_LIGHT; however, AFLT supplies a set of custom effects that you are able to adjust to suit your own purposes . Re their range, that's up to FlightSim.

As for "gloom" effects, I assume you mean "bloom". The simple answer is yes. You can control the amount of bloom by the adjusting the texture Flightsim uses to generate the lights (not a function of AFLT). For BGL_LIGHTs, that's "halo.bmp" in the main Texture folder. For effects, the texture is specified in the effect definition.

Don
 
So Don, can Imake runway lights in FSX that I can see from a realistic ditance (8 miles away?)

Thanks, cant wait to get home to try it.
 
As I said, the range of the lights is controlled by FSX. 8 miles seems a bit far. 3-5 miles is, I think, more realistic for effects.

AFLT doesn't introduce any new technology. Its role is to make it easy for you to create custom lights and custom light configurations. Any performance limitations of Flightsim still apply.

Don
 
BTW Don, just curious....on FS9 I could always create a nice bloom effect by using transparencies and the rotate to user command. Has anyone been able to break that code to make it happen on FSX? hadd ben told sometime ago that rotate to user could not work on FSX.
Thanks!
 
I could always create a nice bloom effect by using transparencies and the rotate to user command.
Not necessary with AFLT. BGL_LIGHTs are omni-directional and their bloom characteristics is controlled by "halo.bmp". The effects use a variety of textures.

I'm unaware of the rotate to user "command" to which you refer. Someone else will have to answer your query. It seems to me such a command would not be necessary with effects.

Don
 
You are correct Don, the rotate to user was another option to using effects back in the day. It is a model conversion that would allow a texture to remain perpendicular to the user eye point. I think this is exactly how effects are created.
2D Trees work like that also. Imagine halo.bmp as a transparency, always perpendicular to you, that's basically what it is.
 
It is a model conversion that would allow a texture to remain perpendicular to the user eye point
I'm familiar with the concept and with the .asm tweak"; I'd just never heard of a "command" to accomplish it. In any case, it's not necessary with AFLT. As I said earlier, BGL_LIGHTs are omni-directional and, it would seem, using "Face=1,1,1" in each effect (which is how all AFLT effects are specified), does the same thing.

Don
 
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