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(→apt.dat 810 vs. 850 vs. 1000 formats: Answering reply here and moving it from http://wiki.flightgear.org/User_talk:Johan_G#Re:_apt.dat_810_vs._850_vs._1000_formats) |
(A property rule to regulate lightmaps with the sun) |
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::—[[User:Johan G|Johan G]] ([[User_talk:Johan_G|Talk]] | [[Special:Contributions/Johan_G|contribs]]) 13:24, 3 May 2014 (UTC) | ::—[[User:Johan G|Johan G]] ([[User_talk:Johan_G|Talk]] | [[Special:Contributions/Johan_G|contribs]]) 13:24, 3 May 2014 (UTC) | ||
== A property rule to regulate lightmaps with the sun == | |||
First, I'm not sure if using a shader lightmap is the best way to lighten up scenery buildings. | |||
It only works with the right shader settings, and poeple with older computers can't/ won't use them. | |||
Then every buidling need a .xml file with the nasal-script --> perfomance issues raises up! | |||
I still prefer the old way to lighten up buildings. (Described somewhere here in the wiki) | |||
Nethertheless, I do understand your problem. I'm using lightmaps on the EC130 B4. (and Dornier 328 but not yet in my repo) | |||
Especially the EC130 B4 shows how to deal with it, | |||
The magic property is sim/time/sun-angle-rad. You have to multiply the lightfactor with the sim/time/sun-angle-rad. | |||
How exactly you will find in the lightmap.nas of the current EC130 B4 in FGData. | |||
Cheers | |||
--[[User:HHS|HHS]] ([[User talk:HHS|talk]]) 10:47, 4 May 2014 (UTC) |
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