Next to ALS shadows I added a "dust effect" on the MDF screens that is shown depending on ambient illumination level and relative sun angle.
How? This could be added to the glass or the display shader to be more widely available.
Next to ALS shadows I added a "dust effect" on the MDF screens that is shown depending on ambient illumination level and relative sun angle.
thus the ALS effects cannot be applied to them, as far as I understand it. So it's kind of "handcrafted" as a semi-transparent layer in the 2D panel, switched by a sun-angle condition.
I am happy to share the texture file if you can make good use it.
Talkless wrote in Sat Aug 25, 2018 11:51 am:Please add note how to lower/raise winch man in "Airfcarft Help". I see in ec145-set.xml that it's "m" and "M", but it would be nice to figure it out in Aircraft Help menu, instead of scanning xml .
<!-- interior shadows on glareshield and interior fuselage-->
<effect>
<inherits-from>Aircraft/ec145/Models/Effects/bk117interior-shadows</inherits-from>
<object-name>seat1</object-name>
<object-name>seat2</object-name>
<object-name>floor</object-name>
<object-name>intFrontdoorL</object-name>
<object-name>intFrontdoorR</object-name>
<object-name>stickleather</object-name>
<object-name>stickleather.001</object-name>
<object-name>interior</object-name>
<object-name>fuselage.004</object-name>
<object-name>fuselage.005</object-name>
</effect>
<!--glareshield-->
<effect>
<inherits-from>Aircraft/ec145/Models/Effects/bk117glaresh-shadows</inherits-from>
<object-name>444</object-name>
</effect>
<!-- interior shadows on main instrument panel -->
<effect>
<inherits-from>Aircraft/ec145/Models/Effects/bk117panel-shadows</inherits-from>
<object-name>panel</object-name>
</effect>
<!-- ALS implicit lightmap for MFD bezel -->
<effect>
<inherits-from>Aircraft/ec145/Models/Effects/mfd0-lightmap</inherits-from>
<object-name>xmfdbezel</object-name>
</effect>
<instrument include="../XML/dust-effect.xml"/>
var sun = {
init: func () {
me.sun = "sim/model/sun-on-panel";
me.sun_angle = "sim/time/sun-angle-rad";
me.timeh = "sim/time/local-day-seconds";
me.head = "orientation/heading-deg";
setprop(me.sun, 0);
me.r = "rendering/scene/ambient/red";
me.g = "rendering/scene/ambient/green";
me.b = "rendering/scene/ambient/blue";
settimer(func me.update(),0.2);
},
update: func () {
var x = getprop(me.sun_angle);
var heading = getprop(me.head);
var pitch = 0; #todo: include pitch in calc.
# very simple sun direction estimation
var time = getprop(me.timeh)/3600;
var sundir = time / 24 * 360;
var sunang = x / math.pi*180;
var relsundir = math.abs(heading - sundir);
var relsunang = math.abs(pitch - sunang);
var illum = ( getprop(me.r)+getprop(me.g)+getprop(me.b) )/3;
var out = ((illum > 0.3) and (relsundir > 90) and (relsunang > 10 and relsunang < 70));
setprop( me.sun, out);
settimer(func me.update(),0.2);
}
};
sun.init();
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