X-Plane 11
huge spotlight needed?
Does anyone know where I can get a huge spot to light up a mountain. Table mountain in Cape Town is lit up at night by huge lights. I want to place them in WED if I can find a strong enough light
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Показані коментарі 17 із 7
Can be done by editing an object file. If you can place an object (such as a light) on the ground, you can use the data in other object files with lights attached and Laminar Research's obj8 file format documentation to do whatever you want with it.

I turned the X-Plane world into one massive disco using this method, with multicoloured, flashing and spinning lights everywhere. Now I need fmod for scenery so I can add music!
ooh, when I lived in RSA it wasn't lit up! ensure you share if possible!
I dont understand. Do I edit the object in WED after placing it or do I make an object (I use sketchup and export to x-plane obj file) and then edit the file?
Цитата допису bc007:
I dont understand. Do I edit the object in WED after placing it or do I make an object (I use sketchup and export to x-plane obj file) and then edit the file?
Edit whatever object you want to be the light. You can do it by opening the obj8 file with Notepad ++ or similar. It's tedious to make a HDR light this way, but it works.
I have tried it all and nothing is working. All I need is a simple flood/spotlight that shines up at 45 degrees for about 200m with a nice wide cone (45 degrees)
Цитата допису bc007:
I have tried it all and nothing is working. All I need is a simple flood/spotlight that shines up at 45 degrees for about 200m with a nice wide cone (45 degrees)
I can help you make a light, but not right now. Can you wait until Friday? If you bump this thread it'll remind me to do it.

If you have Discord, DM me: Draco#1646
Автор останньої редакції: 🐉 Ðŗąçø 🐉; 21 листоп. 2018 о 14:32
OK, there's two things you need for a basic light: a billboard and the spill. The billboard is a low-res texture that can be seen at specified angles. It includes just about every light in X-Plane, except those in the cockpit. The spill is the HDR component of the light, and this is the main component of your spotlight.

First off, the billboard:
LIGHT_PARAM spot_params_bb X.XXXXX Y.YYYYY Z.ZZZZZ R.RR G.GG B.BB S.SS DX.XXXXX DY.YYYYY DZ.ZZZZZZ A.NGLE
where:
  • spot_params_bb defines the type of billboard light used. This will be good for a spotlight
  • X.XXXXX is the x-coordinate of the billboard light
  • Y.YYYYY is the y-coordinate of the billboard light
  • Z.ZZZZZ is the z-coordinate of the billboard light
  • R.RR is the red component of the light
  • G.GG is the green component of the light
  • B.BB is the blue component of the light
  • S.SS is the size of the billboard light
  • DX.XXXXX is the directional component the light is visible with respect to x
  • DY.YYYYY is the directional component the light is visible with respect to y
  • DZ.ZZZZZ is the directional component the light is visible with respect to z
  • A.NGLE is the cone angle the component of the light is vsisble, relating to the cosine of the angle. 1.0 would be an omnidirectional light viewable in all directions, whereas a cosine of 90 degrees would be 0.7. A cone with 0.1 would have a very narrow viewing angle
Then the light spill:
LIGHT_SPILL_CUSTOM X.XXXXX Y.YYYYYY Z.ZZZZZ R.RR G.GG B.BB A.AA S.SS DX.XXXXX DY.YYYYY DZ.ZZZZZZ A.NGLE sim/graphics/animation/lights/normal
where:
  • X.XXXXX is the x-coordinate of the HDR light
  • Y.YYYYY is the y-coordinate of the HDR light
  • Z.ZZZZZ is the z-coordinate of the HDR light
  • R.RR is the red component of the light
  • G.GG is the green component of the light
  • B.BB is the blue component of the light
  • A.AA is the alpha channel of the light
  • S.SS is the size of the light
  • DX.XXXXX is the directional component the light points towards with respect to x
  • DY.YYYYY is the directional component the light points towards with respect to y
  • DZ.ZZZZZ is the directional component the light points towards with respect to z
  • A.NGLE is the cone angle the component of the light points towards, relating to the cosine of the angle. 1.0 would be an omnidirectional light shining in all directions, whereas a cosine of 90 degrees would be 0.7. A cone with 0.1 would have a very narrow beam of light
Enter these two lines of code at the bottom of your obj8 file, reload the scenery and they should be good to go. Then it's just a matter of tweaking and finding out what does what.
Автор останньої редакції: 🐉 Ðŗąçø 🐉; 22 листоп. 2018 о 9:55
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Показані коментарі 17 із 7
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Опубліковано: 20 листоп. 2018 о 13:05
Дописів: 7