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HUD VC poly shows black by night with lights-on (Read 3244 times)
5th May, 2013 at 9:34am

maxtac/FFDS   Offline
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I'm making a military aircraft model for Fs2004 with FSDS3.51. On making the VC to shows with lighted guges by night I used info from the tutorial "Emissive Texture Lightmapping" by Bill Leaming , already used with success with other models , but I've never made a VC with an HUD gauge until now. With this model each gauge shows correctly lighted in the V.C. by night or at sunset with lights on except for the HUD polygon which looks lighted but with a black not transparent background.
By daytime with lights both on and off HUD shows  correct and trasparent as it should be.
I hope that there is somebody who have had my same problem and knows hot to solve it or address me to the right solution of the problem.

As a further info I compile fsds model saving exterior and interior model as x file with makemdl.exe.

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Massimo
 
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Reply #1 - 5th May, 2013 at 3:38pm

Flusirainer   Offline
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I gone another way.
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HUD Part is a polygon, double-sided effect.
simple $texture, no _LM etc.
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config in panel.cfg

[Vcockpit02]
Background_color=0,0,0
size_mm=256,256
visible=0
pixel_size=1024,1024
texture=$HUD

gauge00=HUD!HUD,  3,5,250,195

And now my trick.
I created an effect (fx_MR_MiG-21_HUD_light.fx).


[Library Effect]
Lifetime=5
Version=1.00
Radius=1

[Properties]
Cockpit=0
VirtualCockpit=0
Spot=1
Tower=1
Map=0

[Emitter.0]
Lifetime=0.00, 0.00
Delay=0.500, 0.500
Bounce=0.00
Light=1
No Interpolate=1
Rate=0.01, 0.01
X Emitter Velocity=0.00, 0.00
Y Emitter Velocity=0.00, 0.00
Z Emitter Velocity=0.00, 0.00
Drag=0.00, 0.00
X Particle Velocity=0.00, 0.00
Y Particle Velocity=0.00, 0.00
Z Particle Velocity=0.00, 0.00
X Rotation=0.00, 0.00
Y Rotation=0.00, 0.00
Z Rotation=0.00, 0.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Pitch=0.00, 0.00
Bank=0.00, 0.00
Heading=0.00, 0.00

[Particle.0]
Lifetime=0.00, 0.00
Type=19
X Scale=0.01, 0.01
Y Scale=0.01, 0.01
Z Scale=0.01, 0.01
X Scale Rate=0.001, 0.001
Y Scale Rate=0.001, 0.001
Z Scale Rate=0.001, 0.001
Drag=0.00, 0.00
Color Rate=0.00, 0.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Fade In=0.00, 0.00
Fade Out=0.00, 0.00
Rotation=0.00, 0.00
Static=1
Face=1, 1, 1

[ParticleAttributes.0]
Blend Mode=2
Texture=fx_MR_2.bmp
Bounce=0
Color Start=250, 250, 250, 255
Color End= 100, 100, 100, 255
Jitter Distance=0.00
Jitter Time=0.00
uv1=0.00, 0.00
uv2=0.00, 0.00
X Scale Goal=0.00
Y Scale Goal=0.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00


config in aircraft.cfg

[LIGHTS]


//Types:
1=beacon
, 2=strobe, 3=navigation, 4=cockpit, 5=landing, 6=taxi, 7=recognition, 8=wing, 9=logo, 10=cabin
light.0=3,   -4.18,  -9.12,  -0.34, fx_MR_navred_min
light.1=3,   -4.18,   9.12,  -0.34, fx_MR_navgre_min
light.2=3,  -23.62,  0.00,   7.39, fx_MR_navwhi_min
light.3=9,  -19.00,  0.00,   0.00, fx_MR_MiG21_burner.fx
light.4=9,  -20.00,  0.00,   0.00, fx_MR_MiG21_burner_1.fx
light.5=4,   10.25,  0.00,   2.00, fx_MR_MiG-21_vclight.fx
light.6=4,   10.25,  0.00,   2.00, fx_MR_MiG-21_vclight.fx
light.7=1,   14.00,  0.00,   4.875,      fx_MR_MiG-21_HUD_light.fx

light.8=6,    0.0001,  0.00,    0.00,      fx_MR_MiG-21_Gear_control_light.fx
light.9=2,   -20.10,  0.00,  0.100, fx_MR_MiG-21_smoke_35-80N1.fx
light.10=7,  -20.10, -0.03, -0.075, fx_MR_MiG-21_smoke_45-65N1.fx

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And have written a XML (HUD_light.xml).

Code:
<Gauge Name="HUD_light" Version="1.0">
<Element>
	<Select>
  	<Value>
    	    (P:ACTIVE VIEW MODE,number) 2 ==   
    	if{
      	(A:LIGHT PANEL,number) 1 ==  (A:LIGHT BEACON,number) 0 == and    
      	 if{ (&gt;K:TOGGLE_BEACON_LIGHTS) }
               els{ (A:LIGHT PANEL,number) 0 ==  (A:LIGHT BEACON,number) 1 == and
                     if{ (&gt;K:TOGGLE_BEACON_LIGHTS) }
                  }
        } 
     els{
      	(A:LIGHT BEACON,number) 1 ==   
      	 if{ (&gt;K:TOGGLE_BEACON_LIGHTS) }
         }
       
  	</Value>
	</Select>
  </Element>
</Gauge>
 



config in panel.cfg

[Vcockpit01]
Background_color=0,0,0
size_mm=1024,1024
visible=0
pixel_size=1024,1024
texture=$VC_1

gauge00=MiG-21!Volt_Ampere,  424,649,150,150
gauge01=MiG-21!ADI,  -3,-3,250,250
gauge02=MiG-21!Airspeed,  260,0,200,200
gauge03=MiG-21!Machspeed,  469,0,200,200
gauge04=MiG-21!VOR1,  707,0,200,200
gauge05=MiG-21!FuelQuantity,  823,240,200,200
gauge06=MiG-21!Throttle_position,  871,448,150,150
gauge07=MiG-21!ITT,  623,240,200,200
gauge08=MiG-21!RALT,  424,240,200,200
gauge09=MiG-21!VS200,  224,240,200,200
gauge10=fsd_mig29.clock,  25,281,200,200
gauge11=MiG-21!N1 N2,  25,481,200,200
gauge12=MiG-21!OIL_pressure,  224,440,100,100
gauge13=MiG-21!ALT,  23,  678 ,201,201
gauge14=MiG-21!VS_30,  721,448,150,150
gauge15=MiG-21!RADAR_NAVmod,  795,795,208,208
gauge16=MiG-21!Trim_indicator,  1000,3,18,80
gauge17=BCK.Radio_Multi_white,  324,441,170,46
gauge18=MiG-21!DME1,  225,539,100,100
gauge19=MiG-21!DME2,  324,539,100,100
gauge20=F16!Radar,  823,613,200,144
gauge21=MiG-21!Knop_HEADING,  329,494,30,30
gauge22=MiG-21!AOA_warning,  435,501,73,148
gauge23=MiG-21!GForce_warning,  510,501,73,148
gauge24=MiG-21!Burner_control,  507,448,31,31
gauge25=MiG-21!Gmeter,  227,683,194,194
gauge26=MiG-21!Hydraulic_pressure,  592,449,121,121
gauge27=F16!Radar Range,  583,569,60,20
gauge28=MiG-21!AOA indicator,  421,799,195,195
gauge29=MiG-21!HUD_light,  596,603,20,20

gauge30=MiG-21!Correct Payload,  10,10,10,10
gauge31=MiG-21!Gear_control_light,  20,10,10,10


the result
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Reply #2 - 6th May, 2013 at 5:09am

maxtac/FFDS   Offline
Inspecteur des Polygonnes
I love aircrafts!
Rome, Italy

Gender: male
Posts: 597
*****
 
Hi Flusirainer,
Many thanks for your quick reply.

Seems that you have brilliantly solved the same problem I'having with HUD.

I'll study now your clear explanation of the way to solve the problem with the HUD by night, but I need to know some more info about it.

Does $texture, no _LM , is the texture tagged as Night  you applied to the VC poly for the HUD?

Does the effect should be placed in a specific position with respect to the windscreen?

In the effect you point to a texture "Texture=fx_MR_2.bmp", this is not a default trexture, I think that you made it specifically for your effect. May I have the file?


Massimo
 
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Reply #3 - 6th May, 2013 at 12:31pm

Flusirainer   Offline
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Posts: 27
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Quote:
In the effect you point to a texture "Texture=fx_MR_2.bmp", this is not a default trexture, I think that you made it specifically for your effect. May I have the file?


It may also be assigned to a different texture.
The effect produces only a reflection, as for example VC_light.fx.

Quote:
Does the effect should be placed in a specific position with respect to the windscreen?


I have placed it so that it works and the cockpit is not too much illuminated from the outside. The optimum position you have to test.


Essential is the effect of the delay value.

[Library Effect]
Lifetime=5
Version=1.00
Radius=1

[Properties]
Cockpit=0
VirtualCockpit=0
Spot=1
Tower=1
Map=0

[Emitter.0]
Lifetime=0.00, 0.00
Delay=0.500, 0.500

Bounce=0.00

This prevents flickering when replaying with FS Recorder.
 
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Reply #4 - 7th May, 2013 at 3:37am

maxtac/FFDS   Offline
Inspecteur des Polygonnes
I love aircrafts!
Rome, Italy

Gender: male
Posts: 597
*****
 
Thanks for further info.
You have not answered to my last answer about the:

Quote:
HUD Part is a polygon, double-sided effect.
simple $texture, no _LM etc.


Should the texture for the HUD gauge be tagged with _LM or left without any tag ?

Massimo
 
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Reply #5 - 7th May, 2013 at 7:47am

Luka   Offline
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Posts: 92
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Very interesting fx trick Smiley
But I think it can be done simpler. As each HUD is normally illuminated during the day and at night, it is enough to use the "bright" material. Not sure about FSDS2, but with FSDS3/3.5 combined with makemdl material name should be prefixed with "BRIGHT_" (for example BRIGHT_HUD), and that's all. $texture should be normal (not emissive, without light/night-maps).
 
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Reply #6 - 7th May, 2013 at 11:54am

Flusirainer   Offline
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Tried everything, does not work.
With FSDFS2 one can define the material with Emissive Color. With FSDS3 sadly does not work.
Material name BRIGHT_ or emissive Color only works in conjunction with _LM texture.
 
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Reply #7 - 7th May, 2013 at 12:00pm

Flusirainer   Offline
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maxtac/FFDS wrote on 7th May, 2013 at 3:37am:
Should the texture for the HUD gauge be tagged with _LM or left without any tag ?

Massimo


Without _LM.
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The $_HUD texture is only virtual. In the FS it does not exist.
 
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Reply #8 - 8th May, 2013 at 8:04am

maxtac/FFDS   Offline
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I love aircrafts!
Rome, Italy

Gender: male
Posts: 597
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I managed to make the model exactly as you made yours, but my model doesn't work as yours.

I double checked if everything is made as per your description. At this point I  can only think of a difference with you about the design program and the compiler or a misunderstanding of your description. I use fsds3.51 and compile with makemdl for FS9.

What material do you use for the $HUD VC poly? I mean for VC poly the polygons to which I apply the virtual $HUD textures that allow to shows gauges in the Virtual cockpit.

In your description you speak of a DS_HUD_dummy part to which you apply the following material :
diffuse color 0,255,0,255 (green)
Ambient color 0,255,0,255 (green)
etc.
Is this the material for the glass part of the HUD screen or is the material for the HUD poly?

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The above are pictures of what I see on FS9.
 
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Reply #9 - 8th May, 2013 at 11:55am

Flusirainer   Offline
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FSDS3.5.1 -> Makemdel.exe -> FS9
 
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Reply #10 - 10th May, 2013 at 6:19am

maxtac/FFDS   Offline
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I love aircrafts!
Rome, Italy

Gender: male
Posts: 597
*****
 
Hi Flusirainer,
many thanks for your help.

Looking at your last video I understood what was missing in the tutorial ,the HUD vc poly should be flipped with vector pointing toward the front of the model after having applied the DS_HUD_Dummy material and the $HUD virtual texture.

Massimo

 
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Reply #11 - 10th May, 2013 at 10:28am

Flusirainer   Offline
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Only assign the $texture (Back: Position), then flip the polygon!
Because if the polygon facing forward, and will textured from behind, then the texture (HUD gauge) is not visible.

The DS_ material name makes it visible from the rear.
The effect illuminated the polygon from the front, without excessively illuminate the cockpit.
 
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