• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Separation Plane - distance problem

Messages
46
Country
yugoslavia
Hi,
I'm trying to make runway lights that are visible from one side and not the other. I have followed the PAPI tutorial and know how to make a vector for a separation plane and it works fine-they are visible only on one side. I used the "Wrong side" part of the code to make them visible only when you're facing them from one side.
My problem is that when I approach them at a certain distance, they just disappear and when I back up again they show up. :eek:
Does anyone know what could be the problem?
Thank you
 
OK I have solved my problem, but only by using FS2002 SDK instead of FS9. I would still like to know what could be causing the mysterious light disappearance, so I have provided the code (*_0.asm) and the files below:

Code:
;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
;
; This file was automatically generated from C:\fssdk\BGL_Compiler_SDK\LYBE\XML\proba
; using the MakeMDL tool.  Do not edit by hand, re-run the
; tool instead.
;
; generated on 04/18/08 22:24:18
;
;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
; BGL model for C:\fssdk\BGL_Compiler_SDK\LYBE\XML\proba
;
; $Header:$
;
;----------------------------------------------------------------------------
;
; Final Status:   0 polys
; Alpha Status:   5 polys
; Light Status:   0 polys
; Library Status: 0 polys
;
; Start Time: 04/18/08 22:24:18
; Stop Time : 04/18/08 22:24:18
;
; Modeling units = 1.0000
; Radius = 22.6221
; Radius in meters = 22.6221
; Radius in modeling units = 23
;
proba_top label BGLCODE
material_riff_start_proba	label	word
    db  'M','A','T','E'   
    dd  material_riff_end_proba - $ - 4  
    MATERIAL_LIST_BEGIN
    MATERIAL_DEF 0.572549,0.525490,0.427451,1.000000,  0.572549,0.525490,0.427451,  0.000000,0.000000,0.000000,  0.000000,0.000000,0.000000,  0.000000 ; 0
    MATERIAL_LIST_END
    BGL_RETURN
material_riff_end_proba label word       


bgl_riff_start_proba	label	BGLCODE
    db	'B','G','L',' '
    dd	bgl_riff_end_proba - $ - 4
LOD_0_proba	label	BGLCODE

; Alpha
proba_Alpha label BGLCODE
    BGL_FTAG "MasterScale", 0.00               ; Node 1 

    ; Node 1 - MasterScale transform:

     BGL_SET_MATRIX_INDIRECT	0
    BGL_CALL_32 proba_MasterScale_1        ; Node 1 - MasterScale
    BGL_END
    BGL_RETURN


proba_MasterScale_1 label BGLCODE
    SEPARATION_PLANE WrongSide, 27789, 0, -17364, 32768
    BGL_FTAG "MasterUnitConve", 0.00               ; Node 2 

    ; Node 2 - MasterUnitConversion transform:

     BGL_SET_MATRIX_INDIRECT	1
    BGL_FTAG "RotateAroundX", 0.00               ; Node 3 

    ; Node 3 - RotateAroundX transform:

     BGL_SET_MATRIX_INDIRECT	2
    BGL_FTAG "svetla_30_x5", 0.00               ; Node 257 

    ; Node 257 - svetla_30_x5 transform:

     BGL_SET_MATRIX_INDIRECT	3
    BGL_FTAG "Box02", 0.00               ; Node 258 

    ; Node 258 - Box02 transform:

     BGL_SET_MATRIX_INDIRECT	4

    ;IFMSK       ;nolgt_1, dict_0_g_lightStates, LIGHT_NAV_MASK
    BGL_LIGHT LIGHT_NAV, -0.167, 0.167, 0.000, 20, 0.60, 0.40, 0FF92866Dh, 0.000000, 0.000000, 1.000000 ; source poly num = 1
    ;nolgt_1       label BGLCODE
    BGL_FTAG "Box03", 0.00               ; Node 259 

    ; Node 259 - Box03 transform:

     BGL_SET_MATRIX_INDIRECT	5

    ;IFMSK       ;nolgt_2, dict_0_g_lightStates, LIGHT_NAV_MASK
    BGL_LIGHT LIGHT_NAV, -0.167, 0.167, 0.000, 20, 0.60, 0.40, 0FF92866Dh, 0.000000, 0.000000, 1.000000 ; source poly num = 2
    ;nolgt_2       label BGLCODE
    BGL_FTAG "Box04", 0.00               ; Node 260 

    ; Node 260 - Box04 transform:

     BGL_SET_MATRIX_INDIRECT	6

    ;IFMSK       ;nolgt_3, dict_0_g_lightStates, LIGHT_NAV_MASK
    BGL_LIGHT LIGHT_NAV, -0.167, 0.167, 0.000, 20, 0.60, 0.40, 0FF92866Dh, 0.000000, 0.000000, 1.000000 ; source poly num = 3
    ;nolgt_3       label BGLCODE
    BGL_FTAG "Box05", 0.00               ; Node 261 

    ; Node 261 - Box05 transform:

     BGL_SET_MATRIX_INDIRECT	7

    ;IFMSK       ;nolgt_4, dict_0_g_lightStates, LIGHT_NAV_MASK
    BGL_LIGHT LIGHT_NAV, -0.167, 0.167, 0.000, 20, 0.60, 0.40, 0FF92866Dh, 0.000000, 0.000000, 1.000000 ; source poly num = 4
    ;nolgt_4       label BGLCODE
    BGL_FTAG "Box01", 0.00               ; Node 262
    

    ; Node 262 - Box01 transform:

     BGL_SET_MATRIX_INDIRECT	8

    ;IFMSK       ;nolgt_5, dict_0_g_lightStates, LIGHT_NAV_MASK
    BGL_LIGHT LIGHT_NAV, -0.167, 0.167, 0.000, 20, 0.60, 0.40, 0FF92866Dh, 0.000000, 0.000000, 1.000000 ; source poly num = 5
    ;nolgt_5       label BGLCODE
    WrongSide label BGLCODE 
    BGL_RETURN


bgl_riff_end_proba	label	BGLCODE
;
; STATIC ANIMATION BLOCK
;
static_matrix_list_riff_start_proba	label	word
    db  'T','R','A','N'   
    dd  static_matrix_list_riff_end_proba - $ - 4

; Static matrix parameters for transform: 0
    real4      0.000977,     0.000000,     0.000000,     0.000000  
    real4      0.000000,     0.000977,     0.000000,     0.000000  
    real4      0.000000,     0.000000,     0.000977,     0.000000  
    real4      0.000000,     0.000000,     0.000000,     1.000000  

; Static matrix parameters for transform: 1
    real4   1024.000000,     0.000000,     0.000000,     0.000000  
    real4      0.000000,  1024.000000,     0.000000,     0.000000  
    real4      0.000000,     0.000000,  1024.000000,     0.000000  
    real4      0.000000,     0.000000,     0.000000,     1.000000  

; Static matrix parameters for transform: 2
    real4      1.000000,     0.000000,     0.000000,     0.000000  
    real4      0.000000,     0.000000,     1.000000,     0.000000  
    real4      0.000000,    -1.000000,     0.000000,     0.000000  
    real4      0.000000,     0.000000,     0.000000,     1.000000  

; Static matrix parameters for transform: 3
    real4      1.000000,     0.000000,     0.000000,     0.000000  
    real4      0.000000,     1.000000,     0.000000,     0.000000  
    real4      0.000000,     0.000000,     1.000000,     0.000000  
    real4      1.500000,    21.807220,    -1.000000,     1.000000  

; Static matrix parameters for transform: 4
    real4      1.000000,     0.000000,     0.000000,     0.000000  
    real4      0.000000,     1.000000,     0.000000,     0.000000  
    real4      0.000000,     0.000000,     1.000000,     0.000000  
    real4      1.988517,     0.000000,     0.500000,     1.000000  

; Static matrix parameters for transform: 5
    real4      1.000000,     0.000000,     0.000000,     0.000000  
    real4      0.000000,     1.000000,     0.000000,     0.000000  
    real4      0.000000,     0.000000,     1.000000,     0.000000  
    real4      0.000000,     0.000000,     0.500000,     1.000000  

; Static matrix parameters for transform: 6
    real4      1.000000,     0.000000,     0.000000,     0.000000  
    real4      0.000000,     1.000000,     0.000000,     0.000000  
    real4      0.000000,     0.000000,     1.000000,     0.000000  
    real4     -1.988517,     0.000000,     0.500000,     1.000000  

; Static matrix parameters for transform: 7
    real4      1.000000,     0.000000,     0.000000,     0.000000  
    real4      0.000000,     1.000000,     0.000000,     0.000000  
    real4      0.000000,     0.000000,     1.000000,     0.000000  
    real4     -3.977034,     0.000000,     0.500000,     1.000000  

; Static matrix parameters for transform: 8
    real4      1.000000,     0.000000,     0.000000,     0.000000  
    real4      0.000000,     1.000000,     0.000000,     0.000000  
    real4      0.000000,     0.000000,     1.000000,     0.000000  
    real4      3.977034,     0.000000,     0.500000,     1.000000  
static_matrix_list_riff_end_proba label word       

;
; ANIMATION PARAMETER BLOCK
;
animation_parameters_riff_start_proba	label	word
    db  'A','N','I','P'   
    dd  animation_parameters_riff_end_proba - $ - 4
animation_parameters_riff_end_proba label word       

;
; ANIMATION COMMAND BLOCK
;
animation_commands_riff_start_proba	label	word
    db  'A','N','I','C'   
    dd  animation_commands_riff_end_proba - $ - 4

; Animation command for transform: 0  output index: 0
bgl_animation_command_start_proba_0	label	BGLCODE

     BGL_TRANSFORM_INDIRECT  0, 0
 bgl_animation_command_end_proba_0	label	BGLCODE

; Animation command for transform: 1  output index: 1
bgl_animation_command_start_proba_1	label	BGLCODE

     BGL_TRANSFORM_INDIRECT  1, 1
 bgl_animation_command_end_proba_1	label	BGLCODE

; Animation command for transform: 2  output index: 2
bgl_animation_command_start_proba_2	label	BGLCODE

     BGL_TRANSFORM_INDIRECT  2, 2
 bgl_animation_command_end_proba_2	label	BGLCODE

; Animation command for transform: 3  output index: 3
bgl_animation_command_start_proba_3	label	BGLCODE

     BGL_TRANSFORM_INDIRECT  3, 3
 bgl_animation_command_end_proba_3	label	BGLCODE

; Animation command for transform: 4  output index: 4
bgl_animation_command_start_proba_4	label	BGLCODE

     BGL_TRANSFORM_INDIRECT  4, 4
 bgl_animation_command_end_proba_4	label	BGLCODE

; Animation command for transform: 5  output index: 5
bgl_animation_command_start_proba_5	label	BGLCODE

     BGL_TRANSFORM_INDIRECT  5, 5
 bgl_animation_command_end_proba_5	label	BGLCODE

; Animation command for transform: 6  output index: 6
bgl_animation_command_start_proba_6	label	BGLCODE

     BGL_TRANSFORM_INDIRECT  6, 6
 bgl_animation_command_end_proba_6	label	BGLCODE

; Animation command for transform: 7  output index: 7
bgl_animation_command_start_proba_7	label	BGLCODE

     BGL_TRANSFORM_INDIRECT  7, 7
 bgl_animation_command_end_proba_7	label	BGLCODE

; Animation command for transform: 8  output index: 8
bgl_animation_command_start_proba_8	label	BGLCODE

     BGL_TRANSFORM_INDIRECT  8, 8
 bgl_animation_command_end_proba_8	label	BGLCODE
animation_commands_riff_end_proba label word       

;
; SCENE GRAPH RIFF BLOCK
;
scene_graph_riff_start_proba	label	word
    db  'S','C','E','N'   
    dd  scene_graph_riff_end_proba - $ - 4

    dw 9
bgl_scene_graph_entry_proba_0	label	byte
BGL_SCENEGRAPH_ENTRY	0, 1, -1, bgl_animation_command_end_proba_0 - bgl_animation_command_start_proba_0, bgl_animation_command_start_proba_0 - bgl_scene_graph_entry_proba_0
bgl_scene_graph_entry_proba_1	label	byte
BGL_SCENEGRAPH_ENTRY	1, 2, -1, bgl_animation_command_end_proba_1 - bgl_animation_command_start_proba_1, bgl_animation_command_start_proba_1 - bgl_scene_graph_entry_proba_1
bgl_scene_graph_entry_proba_2	label	byte
BGL_SCENEGRAPH_ENTRY	2, 3, -1, bgl_animation_command_end_proba_2 - bgl_animation_command_start_proba_2, bgl_animation_command_start_proba_2 - bgl_scene_graph_entry_proba_2
bgl_scene_graph_entry_proba_3	label	byte
BGL_SCENEGRAPH_ENTRY	3, 4, -1, bgl_animation_command_end_proba_3 - bgl_animation_command_start_proba_3, bgl_animation_command_start_proba_3 - bgl_scene_graph_entry_proba_3
bgl_scene_graph_entry_proba_4	label	byte
BGL_SCENEGRAPH_ENTRY	4, -1, 5, bgl_animation_command_end_proba_4 - bgl_animation_command_start_proba_4, bgl_animation_command_start_proba_4 - bgl_scene_graph_entry_proba_4
bgl_scene_graph_entry_proba_5	label	byte
BGL_SCENEGRAPH_ENTRY	5, -1, 6, bgl_animation_command_end_proba_5 - bgl_animation_command_start_proba_5, bgl_animation_command_start_proba_5 - bgl_scene_graph_entry_proba_5
bgl_scene_graph_entry_proba_6	label	byte
BGL_SCENEGRAPH_ENTRY	6, -1, 7, bgl_animation_command_end_proba_6 - bgl_animation_command_start_proba_6, bgl_animation_command_start_proba_6 - bgl_scene_graph_entry_proba_6
bgl_scene_graph_entry_proba_7	label	byte
BGL_SCENEGRAPH_ENTRY	7, -1, 8, bgl_animation_command_end_proba_7 - bgl_animation_command_start_proba_7, bgl_animation_command_start_proba_7 - bgl_scene_graph_entry_proba_7
bgl_scene_graph_entry_proba_8	label	byte
BGL_SCENEGRAPH_ENTRY	8, -1, -1, bgl_animation_command_end_proba_8 - bgl_animation_command_start_proba_8, bgl_animation_command_start_proba_8 - bgl_scene_graph_entry_proba_8
scene_graph_riff_end_proba label word       


;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
;
; This file was automatically generated from C:\fssdk\BGL_Compiler_SDK\LYBE\XML\proba
; using the MakeMDL tool.  Do not edit by hand, re-run the
; tool instead.
;
; generated on 04/18/08 22:24:18
;
;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
 

Attachments

OK this is really getting frustrating, my lights just disappear if I get close to them (about 5-10 meters) even if I am on the right side of the separation plane :( .And my plane seems to be all f*cked up, but the coordinates are good.
 
I have learned some new things:
1. if you're using the FS2002 gamepack to make the lights with a separation plane, it does matter which heading you put in your MAKE MDL compiler. So the separation plane can be left pointing to a heading of 000(360) deg, because it rotates with the object
2. in the FS2004 gamepack it doesn't matter in which direction the object is headed i.e. the separation plane remains constant

What a hard way to learn this :tongue-ti

Hope this helps someone.
Does anyone know how to offset a separation plane?
 
Back
Top