Lights
Lights
850
LIGHT_SPECS
# Note on orientation: a light's "front" face is TO the south - so if you are south
of the light looking north - you see the light.
# Thus the standard direction vector for a directional light is 0,0,1 so it is
pointing along the positive Z axis (south).
# In Sergio's textures, the default ground halo orientation is such that the RIGHT
side of the halo will be aligned with the front/south
# of the light.
# These tables show the meaning of each column for each overload type
# and which can be parameterized (* for yes, x for no)
# The first column - the light name - is not included and is part of every overload
type
# NOTE: hardware billboards must have an alpha of 1.0 if any of the RGB values are
parameterized!
# RGBA: This is the color tint that is applied to the light spill or the billboard.
Since light is additive, alpha is really just a master dimmer.
# Size: Light size. This is the total size in meters for spill, or a 'size
constant' for billboards.
# Intensity: Intensity for V12 lights expressed in Candela (cd).
# Cell: A triplet of ints (size, row, column, 0,0 is lower left) for billboards.
Size is a power-of-two multiplier for cell size.
# Thus a double-size cell in the top right corner is 2 7 3 (because the 1024 x 512
texture can be divided into a 8 x 4 grid of 128x128 pixel cells)
# Dx, Dy, Dz: Direction vector for billboards and spill.
# Width: For billboards: a constant term that makes the billboard more omni. For
spill: cosine of half viewing angle.
# Frq,Phase,Amp,Day: Frequency, phase offset, amplitude and day/night flag for
flashing lights.
# Dataref: For software lights, the dataref that "processes" the light.
X_DIVISIONS 16
Y_DIVISIONS 8
#
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# LIGHT SIZE and DECAY
#
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# Param 1: decay exponent. This is the exponent that the light distance is raised
to to get its size. Remember that the lights are already sized to 1/d because
that's how all
# 3-d geometry works. So...two simple examples:
# decay exponent = 1. Since this multiplies light size by distance (and we already
have 1/d implicitly) this makes all lights the same size in screen space, period.
# decay exponent = 0. d^0 = 1, so this is no scale. So the light billboard is
actually sized in real meters, and scales WITH the fixture.
# Exponents between 0.56 and 0.7 seem to work okay. Larger numbers make the lights
more "persistent" in the distance.
# Param 2: light scale. This is a constant term scale on the light distance. Use
this to scale the overall size of all billboards.
# Param 3: distance calibration for glare fade-out. The glare (e.g. choice of
texture 1 vs. texture 2) is based on an exponential curve y=exp(-x). This scales
the distance,
# so smaller numbers cause the halo on lights to last longer. For example, a
distance scale of 1.0 means the glare will be gone almost instantly, because exp(-
1) is < 0.5 and
# that's only 1 meter away!
# RGB - this is the color to use for lights that are not textured. Exception:
animated lights are ALWAYS tinted.
#
# FROM V12 THERE IS ONLY ONE BILLBOARD X LIGHT, TINTED WITH SAME RBG VALUES OF THE
SPILL, AND SIZE BECOME INTENSITY EXPRESSED IN CANDELA (cd)
#
# Lights are textured if (1) the user has tex'd lights checked or (2) the user has
pixel shaders or (3) the light
# is an animated light and force-tex is true.
#
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# CAR AND ROAD LIGHTS
#
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BILLBOARD_HW taillight 1 1 1 0.5 1.3
1 6 6 0 0.5 0.86 -0.4 0 0 0 0
SPILL_HW_DIR taillight 0.4 0.05 0 0.5 3
0 -0.5 0.86 0.7 0
# TWO billboards per headlight: one blurred and wide, the other sharp, very bright
and narrow.
BILLBOARD_HW headlight 1.0 1.0 0.9 0.9 0.7
1 0 4 0 0 -0.7 0.3 0 0 0 0
BILLBOARD_HW headlight 1 1 1.0 0.8 1.4
2 4 3 0.174 -0.174 -1.984 -1.0 0 0 0 0
SPILL_HW_DIR headlight 0.95 0.95 1.0 1.5 30
0.087 -0.087 -0.992 0.965 0
SPILL_HW_DIR headlight 0.95 0.95 1.0 1.0 30
0.087 -0.087 -0.992 0.965 0
BILLBOARD_HW HGV_roof_fwd 1 1 1 1
0.5 1 5 1 0 0.5 -0.86 -0.5 0 0 0 0
BILLBOARD_HW HGV_roof_fwd_PB 1 1 1 1
0.7 1 4 2 0 0.5 -0.86 -0.5 0 0 0 0
BILLBOARD_HW HGV_roof_aft 1 1 1 1
0.6 1 7 2 0 0.5 0.86 -0.5 0 0 0 0
BILLBOARD_HW HGV_roof_left 1 1 1 1
0.5 1 5 1 -0.86 0 -0.5 -0.5 0 0 0 0
BILLBOARD_HW HGV_roof_right 1 1 1 1
0.5 1 5 1 0.86 0 -0.5 -0.5 0 0 0 0
BILLBOARD_HW HGV_roof_fwd 1 1 1 1
0.5 1 5 1 0 0.5 -0.86 -0.5 0 0 0 0
BILLBOARD_HW HGV_roof_fwd_PB 1 1 1 1
0.7 1 4 2 0 0.5 -0.86 -0.5 0 0 0 0
BILLBOARD_HW HGV_roof_aft 1 1 1 1
0.6 1 7 2 0 0.5 0.86 -0.5 0 0 0 0
BILLBOARD_HW HGV_roof_left 1 1 1 1
0.5 1 5 1 -0.86 0 -0.5 -0.5 0 0 0 0
BILLBOARD_HW HGV_roof_right 1 1 1 1
0.5 1 5 1 0.86 0 -0.5 -0.5 0 0 0 0
#
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# V12 AIRPLANE LIGHTS
# Name R G
B A Size/Int Cell Dx Dy Dz Width Frq Phase Amp
Day Dataref
#
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#
# Airplane "main" lights: landing, taxi, spot, and generic.
# V12 EDITION - all photometric, all clean
LIGHT_PARAM_DEF airplane_landing_bb 9 R G B
INDEX INTENSITY DX DY DZ WIDTH
BILLBOARD_SW airplane_landing_bb R G B
INDEX INTENSITY 1 6 5 DX DY DZ WIDTH
sim/graphics/animation/lights/airplane_landing_light_spill
LIGHT_PARAM_DEF airplane_landing_pm 9 R G B
INDEX INTENSITY DX DY DZ WIDTH
SPILL_SW airplane_landing_pm R G B
INDEX INTENSITY DX DY DZ WIDTH
sim/graphics/animation/lights/airplane_landing_light_spill
LIGHT_PARAM_DEF airplane_taxi_bb 9 R G B INDEX
INTENSITY DX DY DZ WIDTH
BILLBOARD_SW airplane_taxi_bb R G B INDEX
INTENSITY 1 6 5 DX DY DZ WIDTH
sim/graphics/animation/lights/airplane_taxi_light_spill
LIGHT_PARAM_DEF airplane_taxi_pm 9 R G B INDEX
INTENSITY DX DY DZ WIDTH
SPILL_SW airplane_taxi_pm R G B INDEX
INTENSITY DX DY DZ WIDTH
sim/graphics/animation/lights/airplane_taxi_light_spill
LIGHT_PARAM_DEF airplane_spot_bb 9 R G B INDEX
INTENSITY DX DY DZ WIDTH
BILLBOARD_SW airplane_spot_bb R G B INDEX
INTENSITY 1 6 5 DX DY DZ WIDTH
sim/graphics/animation/lights/airplane_spot_light_spill
LIGHT_PARAM_DEF airplane_spot_pm 9 R G B INDEX
INTENSITY DX DY DZ WIDTH
SPILL_SW airplane_spot_pm R G B INDEX
INTENSITY DX DY DZ WIDTH
sim/graphics/animation/lights/airplane_spot_light_spill
LIGHT_PARAM_DEF airplane_generic_bb 9 R G B
INDEX INTENSITY DX DY DZ WIDTH
BILLBOARD_SW airplane_generic_bb R G B
INDEX INTENSITY 1 6 5 DX DY DZ WIDTH
sim/graphics/animation/lights/airplane_generic_light_spill
LIGHT_PARAM_DEF airplane_generic_pm 9 R G B
INDEX INTENSITY DX DY DZ WIDTH
SPILL_SW airplane_generic_pm R G B
INDEX INTENSITY DX DY DZ WIDTH
sim/graphics/animation/lights/airplane_generic_light_spill
LIGHT_PARAM_DEF airplane_nav_bb 9 R G B
INDEX INTENSITY DX DY DZ WIDTH
BILLBOARD_SW airplane_nav_bb R G B
INDEX INTENSITY 1 6 5 DX DY DZ WIDTH
sim/graphics/animation/lights/airplane_navigation_light_spill
LIGHT_PARAM_DEF airplane_nav_pm 9 R G B
INDEX INTENSITY DX DY DZ WIDTH
SPILL_SW airplane_nav_pm R G B
INDEX INTENSITY DX DY DZ WIDTH
sim/graphics/animation/lights/airplane_navigation_light_spill
LIGHT_PARAM_DEF airplane_strobe_bb 9 R G B
INDEX INTENSITY DX DY DZ WIDTH
BILLBOARD_SW airplane_strobe_bb R G B
INDEX INTENSITY 1 6 5 DX DY DZ WIDTH
sim/graphics/animation/lights/airplane_strobe_light_spill
LIGHT_PARAM_DEF airplane_strobe_pm 9 R G B
INDEX INTENSITY DX DY DZ WIDTH
SPILL_SW airplane_strobe_pm R G B
INDEX INTENSITY DX DY DZ WIDTH
sim/graphics/animation/lights/airplane_strobe_light_spill
LIGHT_PARAM_DEF airplane_beacon_bb 9 R G B
INDEX INTENSITY DX DY DZ WIDTH
BILLBOARD_SW airplane_beacon_bb R G B
INDEX INTENSITY 1 6 5 DX DY DZ WIDTH
sim/graphics/animation/lights/airplane_beacon_light_spill
LIGHT_PARAM_DEF airplane_beacon_pm 9 R G B
INDEX INTENSITY DX DY DZ WIDTH
SPILL_SW airplane_beacon_pm R G B
INDEX INTENSITY DX DY DZ WIDTH
sim/graphics/animation/lights/airplane_beacon_light_spill
#
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# V11 AIRPLANE LIGHTS
# Name R G
B A Size Cell Dx Dy Dz
Width Frq Phase Amp Day Dataref
#
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#
# Airplane "main" lights: landing, taxi, spot, and generic.
#
#
#
# Beacons
#
# Fully customizable rotating beacon, with independent phase and frequency control,
as well as sizing params on the spill.
LIGHT_PARAM_DEF airplane_beacon_rotate 2 FREQ PHASE
BILLBOARD_SW airplane_beacon_rotate FREQ 0.5 PHASE 0.6 0.45 1
15 7 0 0 0 1
sim/graphics/animation/lights/airplane_beacon_light_rotate
BILLBOARD_SW airplane_beacon_rotate FREQ 0.75 PHASE 0.6 0.45 1
14 7 0 0 0 1
sim/graphics/animation/lights/airplane_beacon_light_rotate
BILLBOARD_SW airplane_beacon_rotate FREQ 0.0 PHASE 0.6 0.45 1
15 6 0 0 0 1
sim/graphics/animation/lights/airplane_beacon_light_rotate
BILLBOARD_SW airplane_beacon_rotate FREQ 0.25 PHASE 0.6 0.45 1
14 6 0 0 0 1
sim/graphics/animation/lights/airplane_beacon_light_rotate
BILLBOARD_SW airplane_beacon_rotate FREQ 0.0 PHASE 20 1.2 2
6 3 0 0 0 1
sim/graphics/animation/lights/airplane_beacon_light_rotate
LIGHT_PARAM_DEF airplane_beacon_rotate_sp 4 FREQ PHASE SIZE WIDTH
SPILL_SW airplane_beacon_rotate_sp FREQ 0 PHASE 1 SIZE
0 0 1 WIDTH
sim/graphics/animation/lights/airplane_beacon_light_rotate_spill
# Customizable beacon strobe with index support, for planes with plugin-driven
beacons.
LIGHT_PARAM_DEF airplane_beacon_strobe 2 SIZE INDEX
BILLBOARD_SW airplane_beacon_strobe 0 0 0 INDEX SIZE 2
6 3 0 0 0 1
sim/graphics/animation/lights/airplane_beacon_light
LIGHT_PARAM_DEF airplane_beacon_strobe_sp 2 SIZE INDEX
SPILL_SW airplane_beacon_strobe_sp 1 0 0 INDEX SIZE
0 0 0 1
sim/graphics/animation/lights/airplane_beacon_light_spill
#
# Strobes
# Note that strobes
#
# V10: components
LIGHT_PARAM_DEF airplane_strobe_omni 5 ZERO ZERO_ ZERO__ INDEX
SIZE
BILLBOARD_SW airplane_strobe_omni ZERO ZERO_ ZERO__ INDEX SIZE
2 6 1 0 0 0 1
sim/graphics/animation/lights/airplane_strobe_light
LIGHT_PARAM_DEF airplane_strobe_dir 9 ZERO ZERO_ ZERO__ INDEX
SIZE DX DY DZ WIDTH
BILLBOARD_SW airplane_strobe_dir ZERO ZERO_ ZERO__ INDEX SIZE
2 6 1 DX DY DZ WIDTH
sim/graphics/animation/lights/airplane_strobe_light_dir
LIGHT_PARAM_DEF airplane_strobe_sp 9 R G B INDEX SIZE
DX DY DZ WIDTH
SPILL_SW airplane_strobe_sp R G B INDEX SIZE DX DY
DZ WIDTH sim/graphics/animation/lights/airplane_strobe_light_spill
# V9: Compatibility
LIGHT_PARAM_DEF airplane_strobe_size 3 SIZE WIDTH INDEX
BILLBOARD_SW airplane_strobe_size 0 0 WIDTH INDEX SIZE 2
6 1 0 0 0 1
sim/graphics/animation/lights/airplane_strobe_light_dir
BILLBOARD_SW airplane_strobe 1 1 1 1 1.0 2 6
1 0 0 0 1
sim/graphics/animation/lights/airplane_strobe_light
#
# Navigation Lights
#
# V10: components
LIGHT_PARAM_DEF airplane_nav_tail_size 2 SIZE DIR_MAG
BILLBOARD_SW airplane_nav_tail_size 0 0 DIR_MAG 1 SIZE
1 5 7 0 0 0 1
sim/graphics/animation/lights/airplane_navigation_light_dir
LIGHT_PARAM_DEF airplane_nav_left_size 2 SIZE DIR_MAG
BILLBOARD_SW airplane_nav_left_size DIR_MAG 0 0 1 SIZE
1 7 7 0 0 0 1
sim/graphics/animation/lights/airplane_navigation_light_dir
LIGHT_PARAM_DEF airplane_nav_right_size 2 SIZE DIR_MAG
BILLBOARD_SW airplane_nav_right_size DIR_MAG 0 0 1 SIZE
1 6 7 0 0 0 1
sim/graphics/animation/lights/airplane_navigation_light_dir
LIGHT_PARAM_DEF airplane_nav_sp 9 R G B INDEX SIZE DX
DY DZ WIDTH
SPILL_SW airplane_nav_sp R G B INDEX SIZE DX DY DZ
WIDTH sim/graphics/animation/lights/airplane_navigation_light_spill
#v9: compatibility
BILLBOARD_SW airplane_nav_tail 1 1 1 1 0.7 1 5
7 0 0 0 1
sim/graphics/animation/lights/airplane_navigation_light
BILLBOARD_SW airplane_nav_left 1 1 1 1 0.7 1 7
7 0 0 0 1
sim/graphics/animation/lights/airplane_navigation_light
BILLBOARD_SW airplane_nav_right 1 1 1 1 0.7 1
6 7 0 0 0 1
sim/graphics/animation/lights/airplane_navigation_light
#v9: compatibility
BILLBOARD_SW airplane_nav_tail 1 1 1 1 0.7
1 5 7 0 0 0 1
sim/graphics/animation/lights/airplane_navigation_light
BILLBOARD_SW airplane_nav_left 1 1 1 1 0.7
1 7 7 0 0 0 1
sim/graphics/animation/lights/airplane_navigation_light
BILLBOARD_SW airplane_nav_right 1 1 1 1
0.7 1 6 7 0 0 0 1
sim/graphics/animation/lights/airplane_navigation_light
# normal
#
# In-Cockpit Spills
#
LIGHT_PARAM_DEF airplane_panel_sp 9 R G B INDEX SIZE DX
DY DZ WIDTH
SPILL_SW airplane_panel_sp R G B INDEX SIZE DX DY DZ
WIDTH sim/graphics/animation/lights/airplane_panel_spill
LIGHT_PARAM_DEF airplane_inst_sp 9 R G B INDEX SIZE DX
DY DZ WIDTH
SPILL_SW airplane_inst_sp R G B INDEX SIZE DX DY DZ
WIDTH sim/graphics/animation/lights/airplane_inst_spill
#
# These are "preview" versions of the lights for Plane-Maker. Don't use them in X-
Plane! Plane-Maker doesn't have the full
# plugin system -- if it tries to draw the very complex lights above, it won't
work. So Plane-Maker users these instead.
#
BILLBOARD_SW PLN_airplane_landing 1 1 1 1 2.5 1
1 7 0 0 0 1
sim/graphics/animation/lights/airplane_landing_light
BILLBOARD_SW PLN_airplane_taxi 1 1 1 1 2 1 0
7 0 0 0 1
sim/graphics/animation/lights/airplane_taxi_light
BILLBOARD_SW PLN_airplane_beacon 1 0 0 1 1.0 1
7 7 0 0 0 1
sim/graphics/animation/lights/airplane_beacon_light
BILLBOARD_SW PLN_airplane_strobe 1 1 1 1 1 1
3 7 0 0 0 1
sim/graphics/animation/lights/airplane_strobe_light
BILLBOARD_SW PLN_airplane_nav_tail 1 1 1 1 1 1
5 7 0 0 0 1
sim/graphics/animation/lights/airplane_navigation_light
BILLBOARD_SW PLN_airplane_nav_left 1 0 0 1 1.0 1
7 7 0 0 0 1
sim/graphics/animation/lights/airplane_navigation_light
BILLBOARD_SW PLN_airplane_nav_right 0 1 0 1 1.0 1
6 7 0 0 0 1
sim/graphics/animation/lights/airplane_navigation_light
#
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# Sergio's REAL airport lights --------- parameters: cos(angle per side) = 1 -
( 1 / N )
# Name R G B A Size Cell
Dx Dy Dz Width Frq Phase Amp Day Dataref
#
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BILLBOARD_SW beacon_green 1.5 -0.1 1.0 1
8 1 2 1
sim/graphics/animation/lights/airport_beacon
BILLBOARD_SW beacon_white 1.5 -0.4 1.0 1
8 1 0 1
sim/graphics/animation/lights/airport_beacon
# Ben - a good colour for strobe spill is RGBA=0.745, 0.725, 1.0, 0.1. size = 5.0,
width = 0. (big area, low level).
SPILL_GND TDZL_halo 1 1 4 4
SPILL_GND inset_appch_w_halo 1 1 4 4
SPILL_GND inset_appch_r_halo 1 1 6 4
BILLBOARD_HW edge_w 1.0 1.0 1.0 1
0.8 1 0 5 0 0 0.5 0.5 0 0 0 1
SPILL_HW_DIR edge_w 1.0 0.678 0.686 0.36
1.75 0.0 -0.071 0.991 0.278 1
BILLBOARD_HW edge_w_rev 1.0 1.0 1.0 1 0.8
1 0 5 0 0 -0.5 0.5 0 0 0 1
SPILL_HW_DIR edge_w_rev 1.0 0.678 0.686 0.36 1.75
0.0 -0.071 -0.991 0.278 1
BILLBOARD_HW edge_y 1.0 1.0 1.0 1
0.8 1 1 5 0 0 0.5 0.5 0 0 0 1
SPILL_HW_DIR edge_y 1.0 0.56 0.0 0.36
1.75 0.0 -0.071 0.991 0.278 1
BILLBOARD_HW edge_y_rev 1.0 1.0 1.0 1 0.8
1 1 5 0 0 -0.5 0.5 0 0 0 1
SPILL_HW_DIR edge_y_rev 1.0 0.56 0.0 0.36 1.75
0.0 -0.071 -0.991 0.278 1
BILLBOARD_HW edge_r 1.0 0.8 0.8 1
0.8 1 2 5 0 0 0.5 0.5 0 0 0 1
SPILL_HW_DIR edge_r 1.0 0.0 0.051 0.384
1.75 0.0 -0.071 0.991 0.278 1
BILLBOARD_HW edge_r_rev 1.0 0.8 0.8 1 0.8
1 2 5 0 0 -0.5 0.5 0 0 0 1
SPILL_HW_DIR edge_r_rev 1.0 0.0 0.051 0.384 1.75
0.0 -0.071 -0.991 0.278 1
# Name R G B A
Size Cell Dx Dy Dz Width Frq Phase
Amp Day Dataref
#
SPILL_GND edge_ww_halo 1 1 0 3
SPILL_GND edge_yy_halo 1 1 1 3
SPILL_GND_REV edge_rw_halo 1 1 0 2
SPILL_GND_REV edge_ry_halo 1 1 2 2
SPILL_GND edge_yw_halo 1 1 3 2
SPILL_GND edge_r_halo 1 1 2 4
# Name R G B
A Size Cell Dx Dy Dz Width Frq
Phase Amp Day Dataref
BILLBOARD_HW inset_edge_w 1.0 1.0 1.0 1
0.9 1 5 2 0 -0.314 8.995 -7.8 0 0 0 1
SPILL_HW_DIR inset_edge_w_sp 1.0 0.949 0.757 1.0
1.2 0.0 0.12 0.989 0.82 1
BILLBOARD_HW inset_edge_w_rev 1.0 1.0 1.0 1 0.9
1 5 2 0 -0.314 -8.995 -7.8 0 0 0 1
SPILL_HW_DIR inset_edge_w_rev_sp 1.0 0.949 0.757 1.0
1.2 0.0 0.12 -0.989 0.82 1
BILLBOARD_HW inset_edge_y 1.0 1.0 1.0 1
0.9 1 5 1 0 -0.314 8.995 -7.8 0 0 0 1
SPILL_HW_DIR inset_edge_y_sp 1.0 0.56 0.0 1.0
1.2 0.0 0.12 0.989 0.82 1
BILLBOARD_HW inset_edge_y_rev 1.0 1.0 1.0 1 0.9
1 5 1 0 -0.314 -8.995 -7.8 0 0 0 1
SPILL_HW_DIR inset_edge_y_rev_sp 1.0 0.56 0.0 1.0
1.2 0.0 0.12 -0.989 0.82 1
BILLBOARD_HW inset_edge_r 1.0 0.8 0.8 1
0.9 1 7 2 0 -0.314 8.995 -7.8 0 0 0 1
SPILL_HW_DIR inset_edge_r_sp 1.0 0.086 0.039 1.0
1.2 0.0 0.12 0.989 0.82 1
BILLBOARD_HW inset_edge_r_rev 1.0 0.8 0.8 1 0.9
1 7 2 0 -0.314 -8.995 -7.8 0 0 0 1
SPILL_HW_DIR inset_edge_r_rev_sp 1.0 0.086 0.0391
1.0 1.2 0.0 0.12 -0.989 0.82 1
SPILL_GND inset_edge_w_halo 1 1 4 4
SPILL_GND_REV inset_edge_w_rev_halo 1 1 4 4
SPILL_GND inset_edge_y_halo 1 1 7 4
SPILL_GND_REV inset_edge_y_rev_halo 1 1 7 4
SPILL_GND inset_edge_r_halo 1 1 6 4
SPILL_GND_REV inset_edge_r_rev_halo 1 1 6 4
# Name R G B A
Size Cell Dx Dy Dz Width Frq Phase
Amp Day Dataref
#
-----------------------------------------------------------------------------------
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-------------------
SPILL_GND RCLS_w_halo 1 1 4 4
SPILL_GND_REV RCLS_w_rev_halo 1 1 4 4
SPILL_GND RCLS_r_halo 1 1 6 4
SPILL_GND_REV RCLS_r_rev_halo 1 1 6 4
# Name R G B A
Size Cell Dx Dy Dz Width Frq Phase
Amp Day Dataref
BILLBOARD_HW taxi_b 0.8 0.8 1.0 1.0
0.6 1 3 5 0.0 -0.65 0.0 0.75 0 0 0 1
SPILL_HW_DIR taxi_b 0.1 0.1 1.0 0.6
1.2 0.0 -1.0 0.0 1.0 1
BILLBOARD_HW taxi_r 1.0 0.8 0.8 1.0
0.6 1 2 5 0.0 -0.65 0.0 0.75 0 0 0 1
SPILL_HW_DIR taxi_r 1.0 0.086 0.039 0.7
1.2 0.0 -1.0 0.0 1.0 1
SPILL_GND taxi_b_halo 1 1 3 3
SPILL_GND taxi_r_halo 1 1 2 3
BILLBOARD_HW taxi_g 1.0 1.0 1.0 1.0
0.7 1 7 1 0 -4.95 4.95 -3.5 0 0 0 1
SPILL_HW_DIR taxi_g_sp 0.0 1.0 1.0 0.6 1.0
0.0 0.087 0.996 0.866 1
BILLBOARD_HW taxi_y 1.0 1.0 1.0 1.0
0.7 1 5 1 0 -4.95 4.95 -3.5 0 0 0 1
SPILL_HW_DIR taxi_y_sp 1.0 0.6 0.0 0.7 1.0
0.0 0.087 0.996 0.866 1
BILLBOARD_HW taxi_g_rev 1.0 1.0 1.0 1.0 0.7
1 7 1 0 -4.95 -4.95 -3.5 0 0 0 1
SPILL_HW_DIR taxi_g_rev_sp 0.0 1.0 1.0 0.6
1.0 0.0 0.087 -0.996 0.866 1
BILLBOARD_HW taxi_y_rev 1.0 1.0 1.0 1.0 0.7
1 5 1 0 -4.95 -4.95 -3.5 0 0 0 1
SPILL_HW_DIR taxi_y_rev_sp 1.0 0.6 0.0 0.7
1.0 0.0 0.087 -0.996 0.866 1
## The slightly weird arguments for the wigwags and hold-shorts are in order to
create a light with a fairly wide but very _low_ beam.
------
# Name R G B A
Size Cell Dx Dy Dz Width Frq Phase
Amp Day Dataref
## For wigwag spill, alpha -> phase, dx -> frequency. Other params unchanged by
dataref:
BILLBOARD_SW wigwag_y1 0 1 2.0 0.0 1.0
1 4 2 0 -2.29 3.27 -1
sim/graphics/animation/lights/wigwag
BILLBOARD_SW wigwag_y2 0 1 2.0 1.0 1.0
1 4 2 0 -2.29 3.27 -1
sim/graphics/animation/lights/wigwag
SPILL_SW wigwag_y1 1.0 0.5 0.1 0.0 2.0
2.0 -0.259 0.966 0.80
sim/graphics/animation/lights/wigwag_sp
SPILL_SW wigwag_y2 1.0 0.5 0.1 1.0 2.0
2.0 -0.259 0.966 0.8
sim/graphics/animation/lights/wigwag_sp
BILLBOARD_SW hold_short_y1 0 1 2.0 0.0
0.8 1 5 1 0 -2.29 3.27 -0.8
sim/graphics/animation/lights/wigwag
BILLBOARD_SW hold_short_y2 0 1 2.0 1.0
0.8 1 5 1 0 -2.29 3.27 -0.8
sim/graphics/animation/lights/wigwag
SPILL_SW hold_short_y1 1.0 0.5 0.1 0.0 2.0
2.0 -0.174 0.985 0.45
sim/graphics/animation/lights/wigwag_sp
SPILL_SW hold_short_y2 1.0 0.5 0.1 1.0 2.0
2.0 -0.174 0.985 0.45
sim/graphics/animation/lights/wigwag_sp
------
# Name R G B A
Size Cell Dx Dy Dz Width Frq Phase
Amp Day Dataref
BILLBOARD_HW thresh_r 1.0 1.0 1.0 1 0.7
1 3 6 0 -0.192 2.192 -1 0 0 0 1
SPILL_HW_DIR thresh_r 1.0 0.086 0.039 0.15 5
0 0 1 0.9 1
BILLBOARD_HW thresh_r_rev 1.0 1.0 1.0 1
0.7 1 3 6 0 -0.192 -2.192 -1 0 0 0 1
SPILL_HW_DIR thresh_r_rev 1.0 0.086 0.039 0.15
5 0 0 -1 0.9 1
BILLBOARD_HW thresh_g 1.0 1.0 1.0 1 0.7
1 5 6 0 -0.192 2.192 -1 0 0 0 1
SPILL_HW_DIR thresh_g 0.06 0.9 1.0 0.15 5
0 0 1 0.9 1
BILLBOARD_HW thresh_g_rev 1.0 1.0 1.0 1
0.7 1 5 6 0 -0.192 -2.192 -1 0 0 0 1
SPILL_HW_DIR thresh_g_rev 0.06 0.9 1.0 0.15
5 0 0 -1 0.9 1
SPILL_GND thresh_g_halo 1 1 1 4
SPILL_GND_REV thresh_g_rev_halo 1 1 1 4
SPILL_GND thresh_r_halo 0.7 1 2 4
SPILL_GND_REV thresh_r_rev_halo 0.7 1 2 4
SPILL_GND thresh_gr_halo 1 1 1 2
SPILL_GND thresh_rr_halo 1 1 2 3
# Name R G B
A Size Cell Dx Dy Dz Width Frq
Phase Amp Day Dataref
BILLBOARD_HW inset_thresh_r 1.0 1.0 1.0 1
0.7 1 7 2 0 0.523 9.99 -8.85 0 0 0 1
SPILL_HW_DIR inset_thresh_r_sp 1.0 0.0 0.051 0.18 2.5
0 -0.0127 0.993 0.831 1
BILLBOARD_HW inset_thresh_r_rev 1.0 1.0 1.0 1
0.7 1 7 2 0 0.523 -9.99 -8.85 0 0 0 1
SPILL_HW_DIR inset_thresh_r_rev_sp 1.0 0.0 0.051 0.18
2.5 0 -0.0127 -0.993 0.831 1
BILLBOARD_HW inset_thresh_g 1.0 1.0 1.0 1
0.7 1 7 1 0 0.523 9.99 -8.85 0 0 0 1
SPILL_HW_DIR inset_thresh_g_sp 0.0 1.0 1.0 0.18 2.5
0 -0.0127 0.993 0.831 1
BILLBOARD_HW inset_thresh_g_rev 1.0 1.0 1.0 1
0.7 1 7 1 0 0.523 -9.99 -8.85 0 0 0 1
SPILL_HW_DIR inset_thresh_g_rev_sp 0.0 1.0 1.0 0.18
2.5 0 -0.0127 -0.993 0.831 1
SPILL_GND inset_thresh_g_halo 1 1 5 4
SPILL_GND_REV inset_thresh_g_rev_halo 1 1 5 4
SPILL_GND inset_thresh_r_halo 1 1 6 4
SPILL_GND_REV inset_thresh_r_rev_halo 1 1 6 4
## Flashing morse "H" white heliport beacon (four flashes at 0.1333 second
intervals, repeating every 2 seconds):
## Three colour, single-lamp heliport beacon (all LED, no moving parts, white -
yellow - green))
LIGHT_PARAM_DEF heli_3_col_beacon 2 SIZE UNUSED
# core:
BILLBOARD_HW heli_3_col_beacon 1 1 1 1 0.7 1 4
0 0 0 0 1 0.2 0.0 1240 1
BILLBOARD_HW heli_3_col_beacon 1.0 1 1 1 0.7 1 7
0 0 0 0 1 0.2 3.333 1240 1
BILLBOARD_HW heli_3_col_beacon 1 1 1 1 0.7 1 6
0 0 0 0 1 0.2 1.666 1240 1
## Airport Beacon Lights, white, green, and yellow. The combination of lights is
managed in object.
#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------
# SHIPS AND SAILBOATS
# Name R G B A Size Cell
Dx Dy Dz Width Frq Phase Amp Day Dataref
#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------
# LANDING LIGHTS AND TAXI LIGHTS - BIG BRIGHT AND DIRECTIONAL!
# http://www.boat-ed.com/pa/course/p3-5_navigationlights.htm
BILLBOARD_HW ship_nav_left 1 1 1 1 1.5 1 5
3 -0.86 0 -0.5 0 0 0 0 1
BILLBOARD_HW ship_nav_right 1 1 1 1 1.5 1 6
1 0.86 0 -0.5 0 0 0 0 1
BILLBOARD_HW ship_mast_obs 1 1 1 1 1.1 1 7
3 0 0 0 1 0 0 0 1
BILLBOARD_HW ship_mast_grn 1 1 1 1 1.4 1 6
3 0 0 0 1 0 0 0 1
BILLBOARD_HW ship_nav_tail 1 1 1 1 1.0 1 0
5 0 0.05 0.99 0 0 0 0 1
BILLBOARD_HW ship_mast_powered 1 1 1 1 1.7 1 0
5 0 0 -0.5 0.5 0 0 0 1
BILLBOARD_SW carrier_datum 140 210 -10 10 0.5 1 6
0 0 0 0 1 sim/graphics/animation/lights/fresnel_vertical
BILLBOARD_SW carrier_waveoff 1 1 1 1 1.0 1 5
0 0 0 0 1 sim/graphics/animation/lights/carrier_waveoff
BILLBOARD_SW carrier_meatball1 140 210 0.0 3.25 1.1 1 5
0 0 0 0 1 sim/graphics/animation/lights/fresnel_vertical
BILLBOARD_SW carrier_meatball2 140 210 3.25 3.75 1.1 1 7
0 0 0 0 1 sim/graphics/animation/lights/fresnel_vertical
BILLBOARD_SW carrier_meatball3 140 210 3.75 4.25 1.1 1 7
0 0 0 0 1 sim/graphics/animation/lights/fresnel_vertical
BILLBOARD_SW carrier_meatball4 140 210 4.25 4.75 1.1 1 7
0 0 0 0 1 sim/graphics/animation/lights/fresnel_vertical
BILLBOARD_SW carrier_meatball5 140 210 4.75 10 1.1 1 7
0 0 0 0 1 sim/graphics/animation/lights/fresnel_vertical
BILLBOARD_HW carrier_mast_strobe 1 1 0.5 1 1.5 2
6 1 0 0 0 1 1 0 10 1
BILLBOARD_HW carrier_deck_blue_s 1 1 1 1 0.5 1
4 1 0 0 -0.9 0.1 0 0 0 1
BILLBOARD_HW carrier_deck_blue_w 1 1 1 1 0.5 1
4 1 0.9 0 0 0.1 0 0 0 1
BILLBOARD_HW carrier_deck_blue_n 1 1 1 1 0.5 1
4 1 0 0 0.9 0.1 0 0 0 1
BILLBOARD_HW carrier_deck_blue_e 1 1 1 1 0.5 1
4 1 -0.9 0 0 0.1 0 0 0 1
BILLBOARD_HW carrier_pitch_lights 1 1 1 1 2 1
7 7 0 0 50 -49 0 0 0 1
BILLBOARD_HW carrier_foul_line_red 1.0 1.0 1.0 1 0.8 1
7 2 0 0.5 9.9 -9 0 0 0 1
BILLBOARD_HW carrier_foul_line_white 1.0 1.0 1.0 1 0.8 1
5 2 0 0.5 9.9 -9 0 0 0 1
BILLBOARD_HW carrier_center_white 1.0 1.0 1.0 1 0.8 1
5 2 0 0.5 9.9 -9 0 0 0 1
BILLBOARD_HW carrier_edge_white 1.0 1.0 1.0 1 0.8 1
5 2 0 0.5 9.9 -9 0 0 0 1
BILLBOARD_HW carrier_thresh_white 1.0 1.0 1.0 1 0.8 1
5 2 0 0.5 9.9 -9 0 0 0 1
#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------
# OLD OBJECTS
# These lights are used by the OBJ code for old objects and Austin's code for one-
off tasks. Do not change the type of light...the code checks the light type and
then
# further customizes its params on the fly. Really only the cell can be sanely
edited here.
# Name R G B A Size Cell
Dx Dy Dz Width Frq Phase Amp Day Dataref
#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------
BILLBOARD_SW object_v7 1 1 1 1 2 1 0 0
0 0 0 1 NOOP
BILLBOARD_HW oz_lite 1 1 1 1 1 1 3
7 0 0 0 1 0 0 0 1
SPILL_HW_DIR oz_spill 1 1 1 1 50 0 0 -1
0.85 1
BILLBOARD_SW object_v7 1 1 1 1 2 1 0 0
0 0 0 1 NOOP
BILLBOARD_HW oz_lite 1 1 1 1 1 1 3 7
0 0 0 1 0 0 0 1
SPILL_HW_DIR oz_spill 1 1 1 1 50 0 0 -1
0.85 1
#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------
# Sergio's Street Lights, 2 different size and blurring, these lights are white,
aimed down to the ground and have different cutoff widths (light cone ) from narrow
cone up to omnidirectional, in according with the type of lamp you like to use.
# Plus Kriss' lights for EU-buildings
# Name R G B
A Size/Int Cell Dx Dy Dz Width Frq
Phase Amp Day Dataref
#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------
BILLBOARD_HW town_light_60 1 1 1
1 2 1 0 0 0 -7.5 0 -6.5 0
0 0 1
BILLBOARD_HW town_light_90 1 1 1
1 2 1 0 0 0 -3.41 0 -2.41 0
0 0 1
BILLBOARD_HW town_light_150 1 1 1
1 2 1 0 0 0 -1.35 0 -0.35 0
0 0 1
BILLBOARD_HW town_light_180 1 1 1
1 2 1 0 0 0 -1 0 0
0 0 0 1
BILLBOARD_HW town_light_220 1 1 1
1 2 1 0 0 0 -0.75 0 0.25 0
0 0 1
BILLBOARD_HW town_light_280 1 1 1
1 2 1 0 0 0 -0.57 0 0.43 0
0 0 1
BILLBOARD_HW town_light_330 1 1 1
1 2 1 0 0 0 -0.51 0 0.49 0
0 0 1
BILLBOARD_HW town_light_350 1 1 1
1 2 1 0 0 0 -0.5 0 0.5
0 0 0 1
BILLBOARD_HW town_light_omni 1 1 1
1 2 1 0 0 0 0 0 1
0 0 0 1
BILLBOARD_HW town_tiny_light_60 1 1 1
1 1 1 0 0 0 -7.5 0 -6.5 0
0 0 1
BILLBOARD_HW town_tiny_light_90 1 1 1
1 1 1 0 0 0 -3.41 0 -2.41 0
0 0 1
BILLBOARD_HW town_tiny_light_150 1 1 1
1 1 1 0 0 0 -1.35 0 -0.35 0
0 0 1
BILLBOARD_HW town_tiny_light_180 1 1 1
1 1 1 0 0 0 -1 0 0
0 0 0 1
BILLBOARD_HW town_tiny_light_220 1 1 1
1 1 1 0 0 0 -0.75 0 0.25 0
0 0 1
BILLBOARD_HW town_tiny_light_280 1 1 1
1 1 1 0 0 0 -0.57 0 0.43 0
0 0 1
BILLBOARD_HW town_tiny_light_330 1 1 1
1 1 1 0 0 0 -0.51 0 0.49 0
0 0 1
BILLBOARD_HW town_tiny_light_350 1 1 1
1 1 1 0 0 0 -0.5 0 0.5
0 0 0 1
BILLBOARD_HW town_tiny_light_omni 1 1 1 1
1 1 0 0 0 0 0 1 0
0 0 1
BILLBOARD_HW obs_strobe_day 1 1 1
1 3 1 3 7 0 0 0 1
1 0 10 1
BILLBOARD_HW obs_strobe_night 1 1 1 1
3 1 3 7 0 0 0 1 1
0 10 0
BILLBOARD_HW obs_red_day 1 1 1
1 0.7 1 4 3 0 0 0 1
0.6 0 1 1
BILLBOARD_HW obs_red_night 1 1 1
1 0.7 1 4 3 0 0 0 1
0.6 0 1 0
SPILL_HW_FLA obs_red_night 1.0 0.086 0.039 0.7
2 0.6 0 1
0
BILLBOARD_HW obs_red_night_sml 1 1 1 1
0.7 1 4 5 0 0 0 1 0.7
0 1 0
SPILL_HW_FLA obs_red_night_sml 1.0 0.086 0.039 0.4 1
0.7 0 1
0
LIGHT_PARAM_DEF full_custom_halo 9 R G B A
S X Y Z F
SPILL_HW_DIR full_custom_halo R G B A
S X Y Z F
SPILL_HW_DIR full_custom_halo 1.0 0.0 0.0 1
50 0.241 -0.939 0.2408 0.5
SPILL_HW_DIR full_custom_halo 0.0 1.0 0.0 1
30 0.241 -0.939 0.2408 1.0
1
LIGHT_PARAM_DEF full_custom_halo 9 R G B A
SIZE DX DY DZ WIDTH
SPILL_HW_DIR full_custom_halo R G B A
SIZE DX DY DZ WIDTH
1
LIGHT_PARAM_DEF full_custom_halo_ 9 R G B A
SIZE DX DY DZ WIDTH
SPILL_HW_DIR full_custom_halo_ R G B A
SIZE DX DY DZ WIDTH
1
LIGHT_PARAM_DEF full_custom_halo_night 9 R G B A
SIZE DX DY DZ WIDTH
SPILL_HW_DIR full_custom_halo_night R G B A
SIZE DX DY DZ WIDTH
0
###### APRON LIGHTS UPDATED TO V12 USING INTENSITY ### (just one obj located in
Resources/default scenery/sim objects/landscape) ######
#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------
# Alex's scenery lights - various.
# Name R G B
A Size/Int Cell Dx Dy Dz Width Frq
Phase Amp Day Dataref
#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------
BILLBOARD_HW PD_ltbar_1w 1 1 1
1 1 1 0 1 0 0 0
1 3 0 4 1
BILLBOARD_HW PD_ltbar_1a 1 1 1
1 1 1 3 1 0 0 0
1 3 0.33 4 1
BILLBOARD_HW PD_ltbar_1r 1 1 1
1 1 1 2 1 0 0 0
1 3 0.66 4 1
BILLBOARD_HW PD_ltbar_2w 1 1 1
1 1 1 0 1 0 0 0
1 3 0.1 3 1
BILLBOARD_HW PD_ltbar_2r 1 1 1
1 1 1 2 1 0 0 0
1 3.7 0.15 3 1
BILLBOARD_HW PD_ltbar_2b 1 1 1
1 1 1 1 1 0 0 0
1 4.1 0.23 3 1
BILLBOARD_HW PD_ltbar_3w 1 1 1
1 1 1 0 1 0 0 0
1 2.7 0 4 1
BILLBOARD_HW PD_ltbar_3a 1 1 1
1 1 1 3 1 0 0 0
1 2.7 0.33 4 1
BILLBOARD_HW PD_ltbar_3r 1 1 1
1 1 1 2 1 0 0 0
1 2.7 0.66 4 1
BILLBOARD_HW PD_ltbar_4w 1 1 1
1 1 1 0 1 0 0 0
1 3.93 0.1 3 1
BILLBOARD_HW PD_ltbar_4r 1 1 1
1 1 1 2 1 0 0 0
1 4.22 0.15 3 1
BILLBOARD_HW PD_ltbar_4b 1 1 1
1 1 1 1 1 0 0 0
1 3.55 0.23 3 1
BILLBOARD_HW PD_grille_1L 1 1 1
1 0.75 1 1 1 0 0 0 1
1.7 0.0 1.0 1
BILLBOARD_HW PD_grille_1R 1 1 1
1 0.75 1 1 1 0 0 0 1
1.7 0.5 1.0 1
BILLBOARD_HW PD_grille_2L 1 1 1
1 0.75 1 1 1 0 0 0 1
1.8 0.0 1.0 1
BILLBOARD_HW PD_grille_2R 1 1 1
1 0.75 1 1 1 0 0 0 1
1.8 0.5 1.0 1
BILLBOARD_HW PD_grille_3L 1 1 1
1 0.75 1 1 1 0 0 0 1
1.9 0.0 1.0 1
BILLBOARD_HW PD_grille_3R 1 1 1
1 0.75 1 1 1 0 0 0 1
1.9 0.5 1.0 1
BILLBOARD_HW PD_grille_4L 1 1 1
1 0.75 1 1 1 0 0 0 1
2.1 0.0 1.0 1
BILLBOARD_HW PD_grille_4R 1 1 1
1 0.75 1 1 1 0 0 0 1
2.1 0.5 1.0 1
BILLBOARD_HW camera_flash 1 1 1
1 3 1 3 7 0 0 -1
0 0 0 0 1
SPILL_HW_DIR camera_flash 1 1 1
1 50 0 0 -1
0.8 1
LIGHT_PARAM_DEF radio_obs_flash 3
DX DY DZ
SPILL_HW_FLA radio_obs_flash 1.0 0.1 0.1
1 5 0.25 0.0 1.5
1
BILLBOARD_HW radio_obs_flash 1 0.8 0.8
1 1.5 1 4 5 DX DY DZ
0.5 0.25 0 1.5 1
LIGHT_PARAM_DEF radio_obs_const_sp 3
DX DY DZ
SPILL_HW_DIR radio_obs_const_sp 1.0 0.1 0.1
1 3 DX DY DZ
0.5 1
LIGHT_PARAM_DEF radio_obs_const_bb 3
DX DY DZ
BILLBOARD_HW radio_obs_const_bb 1 0.8 0.8
1 1.2 1 4 5 DX DY DZ
0.5 0 0 0 1
LIGHT_PARAM_DEF spot_params_sp 9 R G B
A SIZE DX DY DZ WIDTH
SPILL_HW_DIR spot_params_sp R G B
A SIZE DX DY DZ WIDTH
0
LIGHT_PARAM_DEF spot_params_bb 8 R G B
SIZE DX DY DZ WIDTH
BILLBOARD_HW spot_params_bb R G B
1.0 SIZE 2 5 2 DX DY DZ WIDTH
0 0 0 0
BILLBOARD_HW flood_N_45dn 1 1 1
1 2 1 0 0 0 -1.414 -1.414
-1.0 0 0 0 0
SPILL_HW_DIR flood_N_45dn 1.0 1.0 0.7
0.5 20 0 -0.707 -0.707
0.6 0
BILLBOARD_HW flood_dn_wide 1 1 1
1 1.5 1 0 0 0 -0.7 0 0.43
0 0 0 0
SPILL_HW_DIR flood_dn_wide 0.95 0.95 1.0 0.5
10 0 -1.0 0.0 0.6
0
BILLBOARD_HW sodium_street_light_1 1 1 1 1
3 1 1 5 0 -0.45 0 0.55 0
0 0 0
BILLBOARD_HW sodium_street_light_2 1 1 1 1
3 1 1 5 0 -0.45 0 0.55 0
0 0 0
# Amber primary street light (bigger and brighter than the previous one)
# Area lights
LIGHT_PARAM_DEF area_lt_param_bb 3
DX DY DZ
BILLBOARD_HW area_lt_param_bb 1.0 0.76 0.97 1.0 2.2
2 5 2 DX DY DZ 0.7 0
0 0 0
LIGHT_PARAM_DEF area_lt_param_sp 4 DX DY DZ SIZE # <--- params
order inside the obj
SPILL_HW_DIR area_lt_param_sp 0.85 0.75 1.0 0.6 SIZE
DX DY DZ 0.3
0
###################################################################################
###################################################################################
#
# UPDATED TO V12 PHOTOMETRIC
# Pinkish-white highway streetlights, various intensities:
# Hwy versions have cantilever arm and wide spill cone, Rmp versions have the light
fixed to the top of the pole, and a narrower beam width to light a single lane
# (note: the degree value in the names are legacy and ignored).
###################################################################################
###################################################################################
#
#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------
# Name R G B
A Size/Int Cell Dx Dy Dz Width Frq
Phase Amp Day Dataref
#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------
# Traffic lights:
# Four sets of traffic lights, pointing respectively north, south, east and west in
OBJ space. Opposing sets are in phase with each other. N & S are out of phase with
E & W.
# Note: two amber bilboards are needed per pair in order to get the timing right.
Only one per pair needs to be added to the OBJ.
# Railway Signals:
# CPL sequence:
# 0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9
# G * * * * * *
# Y * *
# R * *
# TL * *
# TC * * * *
# TR * *
# BC * *
## CPL (color position lights)
BILLBOARD_HW CPL_r 1.0 1.0 1.0
1 0.8 1 3 6 0 0.0 2.5 -1.5
0.004 0.0 1200 1
BILLBOARD_HW CPL_y 1.0 0.8 0.2
1 0.8 1 2 6 0 0.0 2.5 -1.5
0.004 0.2 1200 1
BILLBOARD_HW CPL_g 1.0 1.0 1.0
1 0.8 1 5 6 0 0.0 2.0 -1
0.004 0.4 1600 1
## CL (color lights)
BILLBOARD_HW CL_g_1 1.0 1.0 1.0
1 0.8 1 5 6 0 0.0 3.5 -2.5
0.004 0.5 1500 1
BILLBOARD_HW CL_y_1 1.0 0.8 0.2
1 0.8 1 2 6 0 0.0 3.5 -2.5
0.004 0.25 1250 1
BILLBOARD_HW CL_r_1 1.0 1.0 1.0
1 0.8 1 3 6 0 0.0 3.5 -2.5
0.004 0.0 1250 1
BILLBOARD_HW CL_g_2 1.0 1.0 1.0
1 0.8 1 5 6 0 0.0 3.5 -2.5
0.006 0.5 1500 1
BILLBOARD_HW CL_y_2 1.0 0.8 0.2
1 0.8 1 2 6 0 0.0 3.5 -2.5
0.006 0.25 1250 1
BILLBOARD_HW CL_r_2 1.0 1.0 1.0
1 0.8 1 3 6 0 0.0 3.5 -2.5
0.006 0.0 1250 1
BILLBOARD_HW CL_g_3 1.0 1.0 1.0
1 0.8 1 5 6 0 0.0 3.5 -2.5
0.008 0.0 1250 1
BILLBOARD_HW CL_r_3 1.0 1.0 1.0
1 0.8 1 3 6 0 0.0 3.5 -2.5
0.008 0.25 1750 1
LIGHT_PARAM_DEF lights_fx1_sp 1
INDEX
SPILL_SW lights_fx1_sp 0 0 0
INDEX 50.0 0.0 0.0 1.0 0.7
sim/graphics/animation/lights_fx_1_spill
BILLBOARD_SW test_lamp0 1 1 1
1.0 1.2 1 1 0 0 0 0 1
NOOP
BILLBOARD_SW test_lamp1 1 1 1
1.0 1.6 1 1 0 0 0 0 1
NOOP
BILLBOARD_SW test_lamp2 1 1 1
1.0 3.0 1 0 0 0 0 0 1
NOOP
BILLBOARD_SW test_lamp3 1 0.85 0.6 1.0
3.0 1 0 0 0 0 0 1 NOOP
BILLBOARD_SW SW_bb 1.0 1.0 1.0
1 1.4 1 2 7 0 -1.494 -0.131 1.5
NOOP
SPILL_SW SW_sp 0.0 1.0 2.0
1.0 2.0 0 0 0 1
NOOP
BILLBOARD_HW srgb_test0 1.0 1.0 1.0
1 1.0 2 4 3 0 0.0 0 1
0 0 0 1
BILLBOARD_HW srgb_test1 1.0 1.0 1.0
1 1.0 2 5 3 0 0.0 0 1
0 0 0 1
BILLBOARD_HW srgb_test2 1.0 1.0 1.0
1 1.0 2 6 3 0 0.0 0 1
0 0 0 1
BILLBOARD_HW srgb_test3 1.0 1.0 1.0
1 1.0 2 6 1 0 0.0 0 1
0 0 0 1
#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------
# Tom Kyler's Lights for scenery - Updated to V12 using INTENSITY (they are in
Resources/default scenery/airport scenery/Common_Elements/Lighting)
# Name R G B
A Size Cell Dx Dy Dz Width Frq
Phase Amp Day Dataref
#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------
# V12 PHOTOMETRIC
LIGHT_PARAM_DEF sodium_flood_XYZBTSS_pm 7 DX DY DZ
A INTENSITY WIDTH
UNUSED
SPILL_HW_DIR sodium_flood_XYZBTSS_pm 1.0 0.463 0.176 A
INTENSITY DX DY DZ WIDTH
0
BILLBOARD_HW sodium_flood_XYZBTSS_pm 1.0 0.463 0.176 1.0
INTENSITY 4 2 0 DX DY DZ WIDTH 0
0 0 0
LIGHT_PARAM_DEF sodium_flood_BB_pm 4 DX DY DZ
INTENSITY
BILLBOARD_HW sodium_flood_BB_pm 1.0 0.463 0.176
1.0 INTENSITY 4 2 0 DX DY DZ 0
0 0 0 0
# LEGACY
LIGHT_PARAM_DEF sodium_flood_XYZBTSS 7 DX DY DZ
A SIZE WIDTH UNUSED
SPILL_HW_DIR sodium_flood_XYZBTSS 1.0 0.463 0.176 A
SIZE DX DY DZ WIDTH 0
BILLBOARD_HW sodium_flood_XYZBTSS 1.0 0.6 0.2
1.0 4 4 2 0 DX DY DZ 0
0 0 0 0
LIGHT_PARAM_DEF sodium_flood_BB 4 DX DY
DZ SIZE
BILLBOARD_HW sodium_flood_BB 1.0 0.6
0.2 1.0 4 4 2 0 DX DY DZ 0
0 0 0 0