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FSX - 3D Helo/Ramp Light Fixture (Read 3588 times)
25th Mar, 2010 at 5:41pm

Fr. Bill   Offline
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Here are a couple of screenshots illustrating how I've set up the 3d lighting for the Helo/Ramp Light:

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The image below shows the 'recipie' I used for the FSX Material:

1. the fresnel ramp is 256x4 pixels, RBG 32,32,32, Specular box checked.
2. the Diffuse Color is white, no Alpha
3. the Specular Color has a RGB 'gradient light splash' image, white Alpha
4. the Specular Color bitmap is also used in the Self-Illumination slot!
5. Blinn Opacity is set to zero, Blinn Ambient, Diffuse, Specular colors are RGB32,32,32
6. Special Functionality: Blend diffuse by inverse of specular map alpha
7. Reflection Scale: 0 Specular Map Power Scale: 256
8. Source Blend: DestColor
9. Destination Blend: InvSrcAlpha
10. Emissive Mode: AdditiveNightOnly
11. Enhanced Parameters: No Shadow box checked

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Fr. Bill
Gauge Programming - 3d Modeling Eaglesoft Development Group Intel Core 2 Quad Q6600-4 GB DDRII Crucial PC6400-500 GB SATA-ATI Radeon HD2400 Pro 256MB
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Reply #1 - 7th Apr, 2010 at 2:22pm

Björn   Offline
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And that's all for an all-illuminating light splash?  Shocked

This is *so* going to be used for tail and runway turnoff lights!
...provided it *really* illuminates stuff.
 

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Reply #2 - 7th Apr, 2010 at 2:27pm

Fr. Bill   Offline
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I used to have a life:
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Quote:
And that's all for an all-illuminating light splash?  Shocked

This is *so* going to be used for tail and runway turnoff lights!
...provided it *really* illuminates stuff.


Since posting the above, I've replaced the "square box" poly with a 1/2 cone, but otherwise it remains the same procedure...
 

Fr. Bill
Gauge Programming - 3d Modeling Eaglesoft Development Group Intel Core 2 Quad Q6600-4 GB DDRII Crucial PC6400-500 GB SATA-ATI Radeon HD2400 Pro 256MB
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