Bjoern
worst developer ever
After the primary lights (see link at the bottom of this post), the secondary lights are done now.
Daytime - a weak ground splash and a weakly illuminated lamp (probably invisible due to the white livery):

Dusk - the lights are growing stronger and more visible:

Dusk with rain - in areas with high humidity (rain, clouds) the light beams will become visible:

Nighttime - party on!

Nighttime with rain - beams!

Cabin lighting:

The primary lights. Note: The light beams of the landing and taxi lightsare humiditiy dependant now as well.
http://www.fsdeveloper.com/forum/showpost.php?p=139841&postcount=40
All modeled in Max. What modeled lights are saving in textures (and materials), they're more than making up in the XML department.
Oh well, it was worth it.
P.S:
Did you know that using Windows Vista/7 and/or the Shader 3.0 mod lets you enable aircraft ground shadows again without making portover traffic disppear?
I found that out during my last FSX tweaking session. Pretty cool to have the shadows back.
Daytime - a weak ground splash and a weakly illuminated lamp (probably invisible due to the white livery):

Dusk - the lights are growing stronger and more visible:

Dusk with rain - in areas with high humidity (rain, clouds) the light beams will become visible:

Nighttime - party on!

Nighttime with rain - beams!

Cabin lighting:

The primary lights. Note: The light beams of the landing and taxi lightsare humiditiy dependant now as well.
http://www.fsdeveloper.com/forum/showpost.php?p=139841&postcount=40
All modeled in Max. What modeled lights are saving in textures (and materials), they're more than making up in the XML department.
Oh well, it was worth it.
P.S:
Did you know that using Windows Vista/7 and/or the Shader 3.0 mod lets you enable aircraft ground shadows again without making portover traffic disppear?
I found that out during my last FSX tweaking session. Pretty cool to have the shadows back.
