The new *.+clight.dds cockpit light function was first implemented in the 25 February 2017 version of AnKor's Shaders. These are for cockpit use and are only active when the cockpit light is switched on. These will actually add the lightmap on top of original texture, so even black surfaces in the original texture can appear as "emitting" the light. The lightmap doesn’t have to match the resolution of the original texture, but I have seen some issues if you did not include MipMaps when the +clight file was created. Keep in mind that only ONE additional texture of this kind (+lrgb, +light, +nlight, +clight) can be used, i.e. you can't specify +light and +nlight for the same original texture.
*** Installation Instructions ***
1. Place the small 1 pixel (white) file called light_uv.DDS in your Effects\fxtextures folder.
2. In the TextureMagic.ini add an entry to define the Cockpit light and you can set that to look like the dim UV black-light sheen by using: light_uv.dds=Spot|130026|2.0||||30|30
3. Install the light files for each gauge texture to designate what you want to glow when the cockpit light turns on. For example, a_gauges_1.dds needs a file called a_gauges_1.+clight.dds. These can all go in your Aircraft\Shared folder.
4. In effects.xml you'll need to add:
5. In the aircraft xpd you'll need something like: (the position will need adjustment for each specific cockpit to illuminate the dash panel as you would like. See examples below)
PosX - Positive is right of center
PosZ - Positive is more forward
PosY - Positive is up
Pitch - Higher values point more downward with 0 straight up, 90 horizontal, and 180 straight down
Bank - Tilt rotation (not really needed for lights as they project a circular spot)
Heading - Positive is yaw (pivoting in the X-Z plane) to the right.
Submitted by MajorMagee
*** Installation Instructions ***
1. Place the small 1 pixel (white) file called light_uv.DDS in your Effects\fxtextures folder.
2. In the TextureMagic.ini add an entry to define the Cockpit light and you can set that to look like the dim UV black-light sheen by using: light_uv.dds=Spot|130026|2.0||||30|30
3. Install the light files for each gauge texture to designate what you want to glow when the cockpit light turns on. For example, a_gauges_1.dds needs a file called a_gauges_1.+clight.dds. These can all go in your Aircraft\Shared folder.
4. In effects.xml you'll need to add:
5. In the aircraft xpd you'll need something like: (the position will need adjustment for each specific cockpit to illuminate the dash panel as you would like. See examples below)
PosX - Positive is right of center
PosZ - Positive is more forward
PosY - Positive is up
Pitch - Higher values point more downward with 0 straight up, 90 horizontal, and 180 straight down
Bank - Tilt rotation (not really needed for lights as they project a circular spot)
Heading - Positive is yaw (pivoting in the X-Z plane) to the right.
Submitted by MajorMagee