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Nav lights and emitters problem

Pat Pattle

SOH-CM-2025
I'm putting emitters into the Tigermoth for the Nav lights. The emitter is in the correct place in the gmax model and pivot centred etc. but in cfs3 the light is a couple of foot out of place.

Any ideas anyone please?

I have a cunning plan for being able to turn the lights on and off via a keyboard command.

Thanks,

Clive
 
How big are the emitter dummies? If they look like Clive's next Christmas pressie all wrapped up, that might affect where the effect shows in the sim. And does the XDP reference the emitter names or PosX, PosY, PosZ positions?
 
Most people do it like this so emmiters are not required and on/off can be regulated by speed. Maybe not ideal but works great for the most part!

EffectName="ac_Light_nav_green_reflected" PosX="5.63" PosY="-0.055" PosZ="-0.20" MinVel=".0001" MaxVel="80"></Effect>
<Effect Type="Track" EffectName="ac_Light_nav_red_reflected" PosX="-5.63" PosY="-0.055" PosZ="-0.20" MinVel=".0001" MaxVel="80"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_nav_green" PosX="5.65" PosY="-0.095" PosZ="-0.18" MinVel=".0001" MaxVel="80"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_nav_red" PosX="-5.65" PosY="-0.095" PosZ="-0.18" MinVel=".0001" MaxVel="80"></Effect>
 
Speed-regulated effects can be tied to emitters as easily as position-defined ones. Emitters also allow you to accurately place the effects for orientation as well as position. "Most models" use the PosX, PosY, PosZ method because they didn't have emitters built in originally....
 
Speed-regulated effects can be tied to emitters as easily as position-defined ones. Emitters also allow you to accurately place the effects for orientation as well as position. "Most models" use the PosX, PosY, PosZ method because they didn't have emitters built in originally....​

Yes that's right Tom, I wanted to use emitters in the model to save the faff of placing them manually! What I have in mind requires the accurate positioning of the emitter...

I found a while back whilst working on some runway lights with Steve that you can place the light under an object, which if that object has holes in it (either alpha or modelled) then the light shines only though the holes.

With this in mind I've modelled a small cover over the nav light emitter which is animated and named bomb_bay. So (hopefully) when you hit the bomb bay key the cover slides back and reveals the light, thus switching it on.
 
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