Just a simple, basic little idea for Aces,
It would be a pretty wild effect if you could control/assign lightmaps to various 'relays' or selection points. For instace, if you could wire the back of a biz jet to have 2 lightmaps, one dim, and one bright, and one in the cockpit that was a lightmap that was dim, another bright, and then have dome lights for each, one in front, one in the back cabin, each seperate circuits...
You would then be able to fully control lighting, and with switches.
Also, if you could add 'aux' circuits, like a aux1, aux2, aux3 in the 'aircraft.cfg' file, with coordinates, (just like with Nav lights), and have them optionally tied to the electrical system, so that they would not shut down half or all of the circuit system, that would be utterly awesome and very much used (for those of us Devs that use alot of light creations in our work).
For WWII aircraft, this could be used for a seperate map lightmap, a seperate gauges illumination material (yep, would have to apply to materials as well, as you would have multiple lightmap materials). Thus you could click on a map light, and an area' illumines.
My earlier thoughts on this were that one could have 2 or 3 cabin mesh assemblies, each would show up with a special 'switch' that causes the mesh to appear with its own incorporated mappings/light maps. But the model becomes very huge. With addon, multi-layered light maps with 'light effects', one could then have one mesh, and 3 lighting maps.
Just an idea. Nothing more. I know Gmax and FS planes are already difficult to make as they are, but some ways to enable us to better illumine bits would always help us out.
Bill
It would be a pretty wild effect if you could control/assign lightmaps to various 'relays' or selection points. For instace, if you could wire the back of a biz jet to have 2 lightmaps, one dim, and one bright, and one in the cockpit that was a lightmap that was dim, another bright, and then have dome lights for each, one in front, one in the back cabin, each seperate circuits...
You would then be able to fully control lighting, and with switches.
Also, if you could add 'aux' circuits, like a aux1, aux2, aux3 in the 'aircraft.cfg' file, with coordinates, (just like with Nav lights), and have them optionally tied to the electrical system, so that they would not shut down half or all of the circuit system, that would be utterly awesome and very much used (for those of us Devs that use alot of light creations in our work).
For WWII aircraft, this could be used for a seperate map lightmap, a seperate gauges illumination material (yep, would have to apply to materials as well, as you would have multiple lightmap materials). Thus you could click on a map light, and an area' illumines.
My earlier thoughts on this were that one could have 2 or 3 cabin mesh assemblies, each would show up with a special 'switch' that causes the mesh to appear with its own incorporated mappings/light maps. But the model becomes very huge. With addon, multi-layered light maps with 'light effects', one could then have one mesh, and 3 lighting maps.
Just an idea. Nothing more. I know Gmax and FS planes are already difficult to make as they are, but some ways to enable us to better illumine bits would always help us out.
Bill