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{{obsolete|Howto:Lightmap}} | |||
Imagine you see a skyline with a countless amount of lights. Somewhere in front of you there's a stretched row of lights. That's the runway you will land on. That's how you will experience a flight in the dark of the night. In reality. But in [[FlightGear]] there aren't much illuminated buildings. So here's a [[:Category:Howto|howto]] that teaches you how to make lights and illuminated buildings. Enjoy! | Imagine you see a skyline with a countless amount of lights. Somewhere in front of you there's a stretched row of lights. That's the runway you will land on. That's how you will experience a flight in the dark of the night. In reality. But in [[FlightGear]] there aren't much illuminated buildings. So here's a [[:Category:Howto|howto]] that teaches you how to make lights and illuminated buildings. Enjoy! | ||
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</emission> | </emission> | ||
</animation> | </animation> | ||
===Changing illumination color directly via parameters=== | |||
It is possible to perform the change of color through the use of properties through the tag '''<red-prop>, <green-prop> or <blue-prop>''' to be associated with a parameter defined in the property tree. | |||
For example: | |||
<source> | |||
<emission> | |||
<red>0.12</red> | |||
<green>0.0</green> | |||
<blue-prop>sim/G91/Test/V0_1B</blue-prop> | |||
<factor-prop>sim/G91/re_emit/gauge_red_light</factor-prop> | |||
</emission> | |||
</source> | |||
<factor-pro> always works on the three colors, so any color mixing should be managed using a NASAL or JSBSim function so that the colors are harmonized together. | |||
In this example we mix two colors on a surface (for example the cockpit). The two colors correspond to the red used to illuminate the cockpit and the blue emitted by a wood lamp to illuminate the instrument quadrants. The mixing between the two colors has been assumed as 20% for Wood's light (a value quite close to reality for metallic surfaces), therefore two variables are prepared, one for red and the other for Wood's luve (UV ): | |||
<source> | |||
setprop("sim/G91/re_emit/gauge_phosphorescent_light",pl_phosphorescent_emission * light_by_tension_bus); | |||
setprop("sim/G91/re_emit/gauge_UV_light_on_red_light",pl_phosphorescent_emission * light_by_tension_bus * 0.2); | |||
</source> | |||
The <factor-prop> at this point becomes constant and indicates the reflection factor of the material (high for a glossy or light and lower material for an opaque or dark material). In the example we use the value 0.12. The <factor-prop> tag cannot handle constant values and therefore the <factor> tag should be used, so it is possible to use the same function for different types of materials in different lighting contexts. | |||
<source> | |||
<emission> | |||
<red-prop>sim/G91/re_emit/gauge_red_light</red-prop> | |||
<green>0.0</green> | |||
<blue-prop>sim/G91/re_emit/gauge_UV_light_on_red_light</blue-prop> | |||
<factor>0.12</factor> | |||
</emission> | |||
</source> | |||
=== Changing texture if illuminated === | === Changing texture if illuminated === | ||
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For v1.9 or later, the way to change textures is the textranslate animation, which lets you "slide" across a texture map. This animation is applied to a single image which has the daytime and nighttime textures placed next to each other. | For v1.9 or later, the way to change textures is the textranslate animation, which lets you "slide" across a texture map. This animation is applied to a single image which has the daytime and nighttime textures placed next to each other. | ||
The width in pixels of texture map (if it is being moved sideways) should be an integral power of two (eg. 2<sup>0</sup>=1, 2<sup>1</sup>=2, 2<sup>2</sup>=4, 2<sup>3</sup>=8, 2<sup>4</sup>=16 and so on). For this example, this texture map has two sides that are each 256 pixels wide. The '''left side''' is for day-time textures, the '''right side''' is for night-time textures. Each night-time texture is positioned exactly 256 pixels to the right of the day-time texture. Here is an example taken from the shared model [ | The width in pixels of texture map (if it is being moved sideways) should be an integral power of two (eg. 2<sup>0</sup>=1, 2<sup>1</sup>=2, 2<sup>2</sup>=4, 2<sup>3</sup>=8, 2<sup>4</sup>=16 and so on). For this example, this texture map has two sides that are each 256 pixels wide. The '''left side''' is for day-time textures, the '''right side''' is for night-time textures. Each night-time texture is positioned exactly 256 pixels to the right of the day-time texture. Here is an example taken from the shared model [https://scenery.flightgear.org/app.php?c=Models&a=view&id=1570 German village house - grey roof]: | ||
[[File:Germanvillagehouse1_day.png|thumb|day-time textures]] | [[File:Germanvillagehouse1_day.png|thumb|day-time textures]] | ||
[[File:Germanvillagehouse1_night.png|thumb|night-time textures]] | [[File:Germanvillagehouse1_night.png|thumb|night-time textures]] |
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