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Hello, colleagues!
Could someone make a test:
1. Place a big amount of 3D-lights to any area. Check FPS.
2. Delete 3D-lights, place the same amount of FX-lights. Check FPS.
3. Share the values here.
I would like to make DX10 (FSX) and DX11 (P3Dv2) compatible lights, and I need to choose a technology for a point of start, but don't have enough time for tests. Hope for your help. Thank you.
C'est mon plaisir JpP
@JpP
As you know, FX may not put in the air. It must be attached to a piece of geometry: polygon or triangle.
In the current version it looks like this (I make the triangle visible to better understanding):
And now is a little of magic:
But at the moment, it is a theory only. I will keep trying when I have enough time.
Hi
Everyone may use my light library without any restrictions.
I'm happy contributing and looking forward seeing my work in your sceneries. it's pleasure, when a scenery becomes truly international.
Did you test my FX library? What about FPS? Yesterday I found a way, when lights do not use any geometries at all! No triangles, no texture vertexes, only FX.
Ok, Gropied, it's time to save your euros.
I made energy saving lights using FX and custom texture.
User's manual.
1. Download and unpack the archive: http://rusfolder.com/37875113
2. Put *.fx files into ..\Microsoft Flight Simulator X\Effects folder
3. Put KVM_StreetLights_A.bmp into ..\Microsoft Flight Simulator X\Effects\texture folder
4. Put KVM_ESL.bgl into your ..\Scenery folder
5. Put KVM_StreetLights.dds into your ..\Texture folder (if it already exist, overwrite or ignore)
6. Use GUIDs.txt for placing lights by ScenProc
I see.
It is possible to make FX-based lights with conditions, but I have never played around FX.
UPD. But I will try to make 3D light with the same conditions.
Hi, Gropied!
It is possible to make 2 type of lamps:
1. Day -- off, dawn, dusk, night -- on;
2. Day, dawn, dusk -- off, night -- on.
Is that what you meant?
Hi, JpP.
Sure it is possible. That splash texture was drawn by Chris, I only made models and materials.
Gropied, pay attention: next to an every single lamp you can see another little one. This little lamp is a part of the model with ground splash (post #67).
Single lamp use 3 planes and 1 drawcall.
Lamp with splash use 3 planes and 2 drawcalls.
You put the both model in each point, so now your light is using 6 planes and 3 DC! That is why your fps are low.
That is why I don't want to use ground splashes as models!
Vogel gave a good idea about converting SHP to Raster. I recommend to focus on this way, Chris.
UPD. I made a simple brush and spent 5 minutes in Photoshop to make a simple photoground night texture:
And here we go!
As you can see, light splashes are not aligned to models of lamps. But who cares? FSX is a flight simulator, nobody will use tape measure...
Good job, Gropied!
I would not recommend to use models of splashes. It increases amount of vertexes and drawcalls.
My opinion: splashes must be drawn on a night texture of photoground:
http://www.avsim.su/forum/topic/131415-%D0%BE%D1%81%D0%B2%D0%B5%D1%89%D0%B5%D0%BD%D0%B8%D0%B5-%D0%B2-fsx/#entry2493821
I think, it is possible to make a new algorithm for FSET, but I don't use it. I always use Photoshop to draw textures manually.
Cheers
Vitaly
Probably you are using an old version of the texture. I had changed them many times since first version.
I will send my current version of this texture to you for tests and suggestions. PM me your e-mail or skype.
Cheers
Vitaly
@Operator,
Thank you for your advice. I will follow it in tests that i am just doing.
Now i have left DDS DXT5 for Day texture and DDS DXT1 only for Night texture.The fog around lights on my picture come from a Day texture DXT1 without alpha channel. After that, i have created an alpha channel to make texture invisible during day and night lights are now displayed during night without fog.
Gropied
You are welcome!
Actually, you don't need alpha channels at all.
Day texture -- pure white.
Night texture -- pure black with light splashes.
Material settings:
Sorry for this offtop, it's hard to find right topic here, because the forum is French . We can use PM if you need any help with the lights.
And now Ladies and Gentlemen Bordeaux by night !
Many Thanks for you CBell for your explainations about the designing of lights from scenproc =W=W=W=W
Many Thanks for you Operator/Vitaly for your Streetlights library. I have only change picture's format from DDS DXT5 to DDS DXT1.=W=W=W=W=W
Hi, Gropied!
As far as I can see on the small screenshot, your lights became foggy planes, after you convert textures. Don't do it, please. The day texture MUST be in DXT5 format!
Night textures may be DDS or BMP-32 bit. I prefer BMPs, since they have more MIP-maps, than DDS. It allows to make distance dimming more smooth.
I made some changes in the library, playing around MIP-maps in the night textures. Now the lights have little halos:
Cheers
Vitaly
Thank you, Vogel, your recent version of the tool works perfectly! All my tiles were Poly-Rect converted correctly and they look good in the game.
Much appreciated for your consideration and help.
Thank you, guys!
I would like to ask another question.
- Ajout option d'export sous forme d'une grille KML d'un dossier Scenery (BGL FsearthTile et France VFR)
Does it mean that I can use my photoground BGL-file as a background in the tool?
Regards
Vitaly
Bonjour tout le monde!
Je ne parle pas français, je suis désolé (je suis de la Russie), mais je vais essayer de traduire mes messages à l'aide de Google.
J'ai une question à propos d'une nouvelle fonctionnalité Vogel69 PolyVeget par RectVeget.
J'ai déjà un autogènes arbres polygonaux faites avec ScenProc. Tout ce que je besoin - de les convertir dans le carré.
J'ai créé un dossier dans le dossier URKG Tuiles et remets mes AGN-files.
Lancez l'utilitaire et dit onglet "URKG" Convert & Optimiser, puis sélectionner tous les fichiers.
Après cela, je mets une coche PolyVeg par RectVeg et par la fenêtre de prévisualisation, tous les visages ont été transformées en places.
Puis j'ai cliqué Convert, le programme a fait la conversion et placer les nouveaux fichiers dans le dossier Convertir \ URKG.
Puis j'ai copié les fichiers dans un dossier texture de son scénario et ouvert la BGL dans le Annotator de Autogen. Tous les arbres étaient polygonal!
Que fais-je tort?...
Vitaly
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Hello everyone!
I do not speak French, sorry (I am from Russia), but I will try to translate my posts using Google.
I have a question to Vogel69 about new feature PolyVeget by RectVeget.
I have autogen polygonal trees maiden using ScenProc. All I need now is convert them to rectangular ones.
I created a folder URKG in 'Tiles' folder and put my AGN-files into.
Opened the tool and checked 'URKG' on Convert & Optimize, then checked all agn-files.
Then I checked 'PolyVeg by RectVeg' and in 'Out Preview' window all my polys became squares.
Then I pressed buton 'Convert', AMT converted all tiles and put them into Convert\URKG folder
Copied all AGN-files into my Texture folder, open my photoground BGL in Anotator -- all the trees still polygonal!
Am I doing something wrong?
Vitaly
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