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Airbase lights

mongoose

SOH-CM-2025
I've been looking at airbaselights which were not in the correct position or didn't exist at all, for instance ones with the main runway being 3000 which applies to a couple of Bomber Command ones but a lot of USAAF ones would use that layout with the three runways and the runway 3000 being the main length I'm not sure whether somebody like Steve or perhaps Clive are only good at doing runway lights since we definitely lost the abilities of Ted unfortunately whose birthday was actually yesterday very sad. In addition there are some bases where the runways rather the lights are on completely the wrong runway. I have been trying to use chat GPT with this but it's actually quite a difficult job for it, it never seems to get it quite right and I've spent several hours or more than several hours trying to work on this with the AI already.
 
I've been looking at airbaselights which were not in the correct position or didn't exist at all, for instance ones with the main runway being 3000 which applies to a couple of Bomber Command ones but a lot of USAAF ones would use that layout with the three runways and the runway 3000 being the main length I'm not sure whether somebody like Steve or perhaps Clive are only good at doing runway lights since we definitely lost the abilities of Ted unfortunately whose birthday was actually yesterday very sad. In addition there are some bases where the runways rather the lights are on completely the wrong runway. I have been trying to use chat GPT with this but it's actually quite a difficult job for it, it never seems to get it quite right and I've spent several hours or more than several hours trying to work on this with the AI already.
I'm going to be looking into this again soon James. The lights are modelled as a complete runway in single model form which is added via the facility. I think Ted had completed all the stock airfields. He was also doing some work with Ankors shaders to enhance them.

I'll have to look back through our messages.
 
Previously I've mucked about with effects to get the lights to work, this uses the xxxxx.+nlight.dds texture applied to a small rendition of a runway light.

It's ok close up but diminishes with altitude which is the next thing to look at, I may see if adding some lods helps - bigger lights/further away.

This model is for an 1800 x 50 runway and is placed at the same co-ords in the facility as the main runway.

gmax.png

day.png

night.png
 
These +nlights were visible from 15,000 ft, if the sky was clear.

 

Attachments

  • City Lights.zip
    28.9 KB · Views: 3
If it's a question of what lights to use I can tell you that because the already vehicle lights uh for runways and approach lights. I can also give an example from Ted's runway and approach lights as well if you want
 
Here's a thought with those light models. If you put all the lights for a runway into a single model, and made the parts with the lighting only visible in the more distant LODs, you could place them at enemy airfields and they would automatically turn off as you approached.
 
Well I have separated the lights on some bases and made them friendly spawns so that they only go ON when you approach your field. You would have to show me how your idea works.
 
It is just as described above. Nothing fancy with spawns or effects. It works like the dropping deck aircraft carriers work, only instead of having the carrier deck drop to sea level as you approach, the lights disappear since they aren't included in the closer LODs. All the lights for a base need to be in the same model so that they will all turn out at the same time. Obviously they can't be used for friendly airfields since they will always turn off as you approach.
 
Well I'm useless with LODs so you will have to tell me how to set them amd I assume I will needs 2 sets depending on friend or foe.
 
That would be Clive's department with his gmax model. Not being a modeler, I don't know either, just that this concept has been used successfully for other things in CFS3.
 
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