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A

850
LIGHT_SPECS

# WARNING TO X-PLANE USERS


#
# This is an internal file that contains data for the built-in X-Plane lights. It
is closely tied to the X-Plane code and
# other internal stuff. If you modify this file, your sim may stop working. We do
not recommend modifying this light as an
# add-on. Any modifications to this file that work with the current version of X-
Plane may crash the next version.
# Please consider yourself warned.

# 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.

# This chart shows the values for each light type. * means the light can be
parameterized via a text parameter.
# Name R G B A Size Cell
Dx Dy Dz Width Frq Phase Amp Day Dataref
# BILLBOARD_HW . * * * . *
. * * * * * * . .
# BILLBOARD_SW . * * * * *
. * * * * .
# CONE_HW . * * * * * .
* * * * .
# CONE_SW . * * * * * .
* * * * .
# SPILL_GND . * .
# SPILL_GND_REV . *
.
# SPILL_HW_DIR . * * * * *
* * * * .
# SPILL_HW_FLA . * * * * *
* * . .
# SPILL_SW . * * * * *
* * * * .
#
# BILLBOARD_HW - hardware accelerated billboard. This is the same as the old
LIGHT_DIRECTIONAL and LIGHT_FLASHING except now we can have both.
# BILLBOARD_SW - dataref-driven billboard. Same as the old LIGHT_ANIMATION and
LIGHT_PARAM.
# SPILL_GND, SPILL_GND_REV - old v8-style quads-on-the-ground light spill for
runway lights.
# SPILL_HW_DIR, SPILL_HW_FLA - hardware spill, directional or flashing. We can't
have both due to a lack of light params.
# SPILL_SW - dataref driven spill.

# 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.
# 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.

# NOTE: if a hardware or software billboard has negative size, then it is axial.


In this case: the direction is the axis of rotation (the billboard hangs off in
that
# direction. The axis should be normalized. The 'width' parameter is used as a
scaler, e.g. larger numbers are more focused.

# More notes on frequency:


# 1nd parameter: "frequency" of flashing in Hz ( number of
flashes per second, 0.2 mean a flash every 5 seconds)
# 2st parameter: "Phase offset" in seconds (so you can make
two flashing lights that don't flash at the same time, this value controls how late
the flashing pattern starts from light OFF
# 3rd parameter: "amplitude" of the flash, flash is a
triangle wave, but with amplitude 1.0 the lights pulse (going from 0 to 1 and back
to 0)
# but if you pick a huge amplitude like 10.0 x-
plane will automatically subtract 9 (to keep the light from going crazy) the result
is....a strobe!
# if you set the amplitude to 0.5 then x-plane
will add a bit so even at its DARKEST the light will still be 50% ON, so you can
make some tricks with the amplitude
#
# ALEX SAYS: Flash amplitudes GREATER THAN 1000
now invoke a square-wave flash behaviour. The pulse width ratio is calculated as
(amp - 1000)/1000 %.
# In other words, every integer over 1000
represents one millicycle. E.g. amp = 1500 gives a pulse width of 50%, amp = 1020
gives a pulse width of 2% etc.
# Amplitudes less than 1000 still invoke the
existing "strobe" scheme.
#
# 4th parameter: "daytime vs night-time" ratio. if it is 1
the light will be ON during the day and night, if it is 0 light will be ON only at
night.
#

TEXTURE 1000_lights_close.dds
TEXTURE 1000_lights_distant2.dds
#TEXTURE 1000_lights_precip.dds
#TEXTURE 1000_lights_fog.dds

X_DIVISIONS 16
Y_DIVISIONS 8

#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------
# LIGHT SIZE and DECAY
#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------

# 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!

# Param 4: this is a linear scaling calibration of the glare fade-out..at this


point it is set to 1.0 because it's not really needed.

#LIGHT_PARAMS 0.69 0.08 0.005 1.0

# RGB - this ii the color to use for lights that are not textured. Exception:
animated lights are ALWAYS tinted.
#
# 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.

# Name R G B A Size Cell


Dx Dy Dz Width Frq Phase Amp Day Dataref
#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------

#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------
# CAR AND ROAD LIGHTS
#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------
BILLBOARD_HW taillight 1 1 1 1 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 0.8 3
0 -0.5 0.86 0.7 0

BILLBOARD_HW taillight2 1 1.0 1.0 1 1.5


1 7 2 0 0.5 0.86 -0.4 0 0 0 0
SPILL_HW_DIR taillight2 0.4 0.00 0.03 0.8 3
0 -0.5 0.86 0.7 0

BILLBOARD_HW taillight3 1 0.9 1.0 1 1.3


1 7 6 0 0.5 0.86 -0.4 0 0 0 0
SPILL_HW_DIR taillight3 0.4 0.03 0.00 0.8 3.5
0 -0.5 0.86 0.7 0

BILLBOARD_HW HGV_taillight 1 1.0 1.0 1


1.4 1 7 6 0 0.5 0.86 -0.4 0 0 0 0
SPILL_HW_DIR HGV_taillight 0.4 0.04 0.0 1.0 4
0 -0.5 0.86 0.7 0

BILLBOARD_HW Tug_taillight 1 1.0 1.0 1


1.4 1 7 6 0 0.5 -0.86 -0.4 0 0 0 0
SPILL_HW_DIR Tug_taillight 0.4 0.04 0.0 1.0 4
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 1.0 30
0.087 -0.087 -0.992 0.965 0

BILLBOARD_HW headlight2 1.0 1 1 0.9 0.8


1 1 0 0 0 -0.7 0.3 0 0 0 0
BILLBOARD_HW headlight2 1 1 1 0.8 1.4
2 5 3 0.174 -0.174 -1.984 -1.0 0 0 0 0
SPILL_HW_DIR headlight2 1.0 0.941 0.875 1.0 30
0.087 -0.087 -0.992 0.965 0

BILLBOARD_HW headlight3 1.0 1 0.91 0.9 0.75


1 1 0 0 0 -0.7 0.3 0 0 0 0
BILLBOARD_HW headlight3 0.887 1 0.961 0.85 1.5
2 5 3 0.174 -0.174 -1.984 -1.0 0 0 0 0
SPILL_HW_DIR headlight3 0.9 0.941 0.875 1.0 30
0.087 -0.087 -0.992 0.965 0

BILLBOARD_HW HGV_headlight 1 1 1 1.0


0.85 1 1 0 0 0 -0.7 0.3 0 0 0 0
BILLBOARD_HW HGV_headlight 1 1 1 1.0
1.6 2 5 3 0.174 -0.174 -1.984 -1.0 0 0 0 0
SPILL_HW_DIR HGV_headlight 1.0 0.95 0.9 1.0 35
0.087 -0.087 -0.992 0.965 0

BILLBOARD_HW Tug_headlight 1 1 1 1.0


0.85 1 1 0 0 0 0.7 0.3 0 0 0 0
BILLBOARD_HW Tug_headlight 1 1 1 1.0
1.6 2 5 3 0.174 -0.174 1.984 -1.0 0 0 0 0
SPILL_HW_DIR Tug_headlight 1.0 0.95 0.9 1.0 35
0.087 -0.087 0.992 0.965 0

BILLBOARD_HW train_headlight 1 0.98 0.9 1


1.0 1 1 0 0 0.0 -1.5 -0.4 0 0 0 0
BILLBOARD_HW train_headlight 1 1 1 1.0
2.0 4 2 0 0 0 -80 -78.9 0 0 0 0
SPILL_HW_DIR train_headlight 0.95 0.95 0.8 1.0 50
0.0 -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

#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------
# AIRPLANE LIGHTS
# Name R G B A Size Cell
Dx Dy Dz Width Frq Phase Amp Day Dataref
#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------

#
# Airplane "main" lights: landing, taxi, spot, and generic.
#
#

# Landing light: v10 - components.


LIGHT_PARAM_DEF airplane_landing_core 5 R G B INDEX
SIZE
BILLBOARD_SW airplane_landing_core R G B INDEX
SIZE 1 6 5 0 0 -0.8 0.2
sim/graphics/animation/lights/airplane_landing_light_flash
LIGHT_PARAM_DEF airplane_landing_glow 5 R G B INDEX
SIZE
BILLBOARD_SW airplane_landing_glow R G B INDEX
SIZE 1 4 6 0 0 -1.206 -0.206
sim/graphics/animation/lights/airplane_landing_light
LIGHT_PARAM_DEF airplane_landing_flare 5 R G B INDEX
SIZE
BILLBOARD_SW airplane_landing_flare R G B INDEX
SIZE 4 2 0 0 0 -28.57 -27.574
sim/graphics/animation/lights/airplane_landing_light
LIGHT_PARAM_DEF airplane_landing_cone 6 R G B INDEX
LENGTH WIDTH
CONE_SW airplane_landing_cone R G B INDEX
LENGTH 2 6 0 0 0 -0.912 WIDTH
sim/graphics/animation/lights/airplane_landing_light_spill
LIGHT_PARAM_DEF airplane_landing_sp 6 R G B INDEX
SIZE W
SPILL_SW airplane_landing_sp R G B INDEX SIZE
0 0 -1 W
sim/graphics/animation/lights/airplane_landing_light_spill
# Landing light: v9 - compatibility.
BILLBOARD_SW airplane_landing 0 0 -0.8 0 0.8
1 6 5 0 0 0 1
sim/graphics/animation/lights/airplane_landing_light_flash
BILLBOARD_SW airplane_landing 0 -0.12 -1.2 0 2
1 4 6 0 0 0 1
sim/graphics/animation/lights/airplane_landing_light
BILLBOARD_SW airplane_landing 0 -1.8 -18 0 3.5
4 2 0 0 0 0 1
sim/graphics/animation/lights/airplane_landing_light
CONE_SW airplane_landing 1.0 0.99 0.95 0 12
2 6 0 0 -0.15 -0.9 5
sim/graphics/animation/lights/airplane_landing_light_spill
BILLBOARD_SW airplane_landing0 0 0 -1 0 5.0
1 1 7 0 0 0 1
sim/graphics/animation/lights/airplane_landing_light
BILLBOARD_SW airplane_landing1 0 0 -1 1 5.0
1 1 7 0 0 0 1
sim/graphics/animation/lights/airplane_landing_light
BILLBOARD_SW airplane_landing2 0 0 -1 2 5.0
1 1 7 0 0 0 1
sim/graphics/animation/lights/airplane_landing_light
BILLBOARD_SW airplane_landing3 0 0 -1 3 5.0
1 1 7 0 0 0 1
sim/graphics/animation/lights/airplane_landing_light
LIGHT_PARAM_DEF airplane_landing_size 3 SIZE FOCUS INDEX
BILLBOARD_SW airplane_landing_size 0 0 FOCUS INDEX
SIZE 1 0 7 0 0 0 1
sim/graphics/animation/lights/airplane_landing_light
LIGHT_PARAM_DEF airplane_landing_flash 3 SIZE FOCUS INDEX
BILLBOARD_SW airplane_landing_flash 0 0 FOCUS INDEX
SIZE 1 0 7 0 0 0 1
sim/graphics/animation/lights/airplane_landing_light_flash

# Taxi light: v10 - components.


LIGHT_PARAM_DEF airplane_taxi_core 5 R G B INDEX
SIZE
BILLBOARD_SW airplane_taxi_core R G B INDEX
SIZE 1 6 5 0 0 -0.8 0.2
sim/graphics/animation/lights/airplane_taxi_light_flash
LIGHT_PARAM_DEF airplane_taxi_glow 5 R G B INDEX
SIZE
BILLBOARD_SW airplane_taxi_glow R G B INDEX
SIZE 1 4 6 0 0 -1.206 -0.206
sim/graphics/animation/lights/airplane_taxi_light
LIGHT_PARAM_DEF airplane_taxi_flare 5 R G B INDEX
SIZE
BILLBOARD_SW airplane_taxi_flare R G B INDEX
SIZE 4 2 0 0 0 -28.57 -27.574
sim/graphics/animation/lights/airplane_taxi_light
LIGHT_PARAM_DEF airplane_taxi_cone 6 R G B INDEX
LENGTH WIDTH
CONE_SW airplane_taxi_cone R G B INDEX
LENGTH 2 6 0 0 0 -0.912 WIDTH
sim/graphics/animation/lights/airplane_taxi_light_spill
LIGHT_PARAM_DEF airplane_taxi_sp 6 R G B INDEX SIZE
W
SPILL_SW airplane_taxi_sp R G B INDEX SIZE
0 0 -1 W
sim/graphics/animation/lights/airplane_taxi_light_spill
# Taxi light: v9 - compatibility
BILLBOARD_SW airplane_taxi 0 0 -1 0
1.0 1 3 7 0 0 0 1
sim/graphics/animation/lights/airplane_taxi_light
BILLBOARD_SW airplane_taxi 0 0 -5 0
2.5 4 2 0 0 0 0 1
sim/graphics/animation/lights/airplane_taxi_light
LIGHT_PARAM_DEF airplane_taxi_size 3 SIZE FOCUS INDEX
BILLBOARD_SW airplane_taxi_size 0 0 FOCUS INDEX
SIZE 1 0 7 0 0 0 1
sim/graphics/animation/lights/airplane_taxi_light
LIGHT_PARAM_DEF airplane_taxi_flash 3 SIZE FOCUS INDEX
BILLBOARD_SW airplane_taxi_flash 0 0 FOCUS INDEX
SIZE 1 0 7 0 0 0 1
sim/graphics/animation/lights/airplane_taxi_light_flash

# Spot light: new in v10 - components.


LIGHT_PARAM_DEF airplane_spot_core 5 R G B INDEX
SIZE
BILLBOARD_SW airplane_spot_core R G B INDEX
SIZE 1 6 5 0 0 -0.8 0.2
sim/graphics/animation/lights/airplane_spot_light_flash
LIGHT_PARAM_DEF airplane_spot_glow 5 R G B INDEX
SIZE
BILLBOARD_SW airplane_spot_glow R G B INDEX
SIZE 1 4 6 0 0 -1.206 -0.206
sim/graphics/animation/lights/airplane_spot_light
LIGHT_PARAM_DEF airplane_spot_flare 5 R G B INDEX
SIZE
BILLBOARD_SW airplane_spot_flare R G B INDEX
SIZE 4 2 0 0 0 -28.57 -27.574
sim/graphics/animation/lights/airplane_spot_light
LIGHT_PARAM_DEF airplane_spot_cone 6 R G B INDEX
LENGTH WIDTH
CONE_SW airplane_spot_cone R G B INDEX
LENGTH 2 6 0 0 0 -0.912 WIDTH
sim/graphics/animation/lights/airplane_spot_light_spill
LIGHT_PARAM_DEF airplane_spot_sp 6 R G B INDEX SIZE
W
SPILL_SW airplane_spot_sp R G B INDEX SIZE
0 0 -1 W
sim/graphics/animation/lights/airplane_spot_light_spill

# Generic light: v10 - components


LIGHT_PARAM_DEF airplane_generic_core 5 R G B INDEX
SIZE
BILLBOARD_SW airplane_generic_core R G B INDEX
SIZE 1 6 5 0 0 -0.8 0.2
sim/graphics/animation/lights/airplane_generic_light_flash
LIGHT_PARAM_DEF airplane_generic_glow 5 R G B INDEX
SIZE
BILLBOARD_SW airplane_generic_glow R G B INDEX
SIZE 1 4 6 0 0 -1.206 -0.206
sim/graphics/animation/lights/airplane_generic_light
LIGHT_PARAM_DEF airplane_generic_flare 5 R G B INDEX
SIZE
BILLBOARD_SW airplane_generic_flare R G B INDEX
SIZE 4 2 0 0 0 -28.57 -27.574
sim/graphics/animation/lights/airplane_generic_light
LIGHT_PARAM_DEF airplane_generic_cone 6 R G B INDEX
LENGTH WIDTH
CONE_SW airplane_generic_cone R G B INDEX
LENGTH 2 6 0 0 0 -0.912 WIDTH
sim/graphics/animation/lights/airplane_generic_light_spill
LIGHT_PARAM_DEF airplane_generic_sp 6 R G B INDEX
SIZE W
SPILL_SW airplane_generic_sp R G B INDEX SIZE
0 0 -1 W
sim/graphics/animation/lights/airplane_generic_light_spill
# Generic light: v9 - compatibility
LIGHT_PARAM_DEF airplane_generic_size 3 SIZE FOCUS INDEX
BILLBOARD_SW airplane_generic_size 0 0 FOCUS INDEX
SIZE 1 0 7 0 0 0 1
sim/graphics/animation/lights/airplane_generic_light
LIGHT_PARAM_DEF airplane_generic_flash 3 SIZE FOCUS INDEX
BILLBOARD_SW airplane_generic_flash 0 0 FOCUS INDEX
SIZE 1 0 7 0 0 0 1
sim/graphics/animation/lights/airplane_generic_light_flash

#
# 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

# Legacy user-controlled beacon for v9 support.


# Simple beacon. It will rotate or strobe depending on how the airplane is set up.
Set it and forget it!
BILLBOARD_SW airplane_beacon 1 0.5 0 0.6
0.45 1 15 7 0 0 0 1
sim/graphics/animation/lights/airplane_beacon_light_rotate
BILLBOARD_SW airplane_beacon 1 0.75 0 0.6
0.45 1 14 7 0 0 0 1
sim/graphics/animation/lights/airplane_beacon_light_rotate
BILLBOARD_SW airplane_beacon 1 0.0 0 0.6
0.45 1 15 6 0 0 0 1
sim/graphics/animation/lights/airplane_beacon_light_rotate
BILLBOARD_SW airplane_beacon 1 0.25 0 0.6
0.45 1 14 6 0 0 0 1
sim/graphics/animation/lights/airplane_beacon_light_rotate
BILLBOARD_SW airplane_beacon 1 0.0 0 20
1.2 2 6 3 0 0 0 1
sim/graphics/animation/lights/airplane_beacon_light_rotate
SPILL_SW airplane_beacon_sp 1 0.00 0 1 3.0
0 0 1 0.5
sim/graphics/animation/lights/airplane_beacon_light_rotate_spill
LIGHT_PARAM_DEF airplane_beacon_size 3 SIZE FOCUS INDEX
BILLBOARD_SW airplane_beacon_size 0 0 FOCUS INDEX
SIZE 1 15 6 0 0 0 1
sim/graphics/animation/lights/airplane_beacon_light_dir

#
# Strobes
# Note that strobes
#

# V10: components
LIGHT_PARAM_DEF airplane_strobe_omni 5 R G B INDEX
SIZE
BILLBOARD_SW airplane_strobe_omni R G B INDEX
SIZE 2 6 1 0 0 0 1
sim/graphics/animation/lights/airplane_strobe_light
LIGHT_PARAM_DEF airplane_strobe_dir 9 R G B INDEX
SIZE X Y Z W
BILLBOARD_SW airplane_strobe_dir R G B INDEX
SIZE 2 6 1 X Y Z W
sim/graphics/animation/lights/airplane_strobe_light_dir
LIGHT_PARAM_DEF airplane_strobe_sp 9 R G B INDEX
SIZE X Y Z W
SPILL_SW airplane_strobe_sp R G B INDEX SIZE
X Y Z W
sim/graphics/animation/lights/airplane_strobe_light_spill
# V9: Compatibility
LIGHT_PARAM_DEF airplane_strobe_size 3 SIZE FOCUS INDEX
BILLBOARD_SW airplane_strobe_size 0 0 FOCUS 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 FOCUS
BILLBOARD_SW airplane_nav_tail_size 0 0 FOCUS 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 FOCUS
BILLBOARD_SW airplane_nav_left_size FOCUS 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 FOCUS
BILLBOARD_SW airplane_nav_right_size FOCUS 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 X Y Z W
SPILL_SW airplane_nav_sp R G B INDEX SIZE
X Y Z W
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

# STATIC aircraft NAV lights


# heavy

SPILL_HW_DIR airplane_nav_tail_static_h 1 1 0.8 1.0


10 0 0 1 0.2 0 0 0 1
BILLBOARD_HW airplane_nav_tail_static_h 1 1 1 1.0
0.6 1 5 7 0 0 0.83 0.3 0 0 0 1
SPILL_HW_DIR airplane_nav_left_static_h 0.9 0.1 0 1.0
9.5 -0.95 0 -0.31 0.2 0 0 0 1
BILLBOARD_HW airplane_nav_left_static_h 1 1 1 1.0
0.65 1 7 7 -0.8 0 -0.25 0.3 0 0 0 1
SPILL_HW_DIR airplane_nav_right_static_h 0.02 0.74 0.36 1.0
9.5 0.95 0 -0.31 0.2 0 0 0 1
BILLBOARD_HW airplane_nav_right_static_h 1 1 1 1.0
0.65 1 6 7 0.8 0 -0.25 0.3 0 0 0 1

# normal

SPILL_HW_DIR airplane_nav_tail_static 1 1 0.8 1.0


5.5 0 0 1 0.2 0 0 0 1
BILLBOARD_HW airplane_nav_tail_static 1 1 1 1.0
0.5 1 5 7 0 0 0.83 0.3 0 0 0 1
SPILL_HW_DIR airplane_nav_left_static 0.9 0.1 0 1.0
5.5 -0.95 0 -0.31 0.2 0 0 0 1
BILLBOARD_HW airplane_nav_left_static 1 1 1 1.0
0.6 1 7 7 -0.8 0 -0.25 0.3 0 0 0 1
SPILL_HW_DIR airplane_nav_right_static 0.02 0.74 0.36 1.0
5.5 0.95 0 -0.31 0.2 0 0 0 1
BILLBOARD_HW airplane_nav_right_static 1 1 1 1.0
0.6 1 6 7 0.8 0 -0.25 0.3 0 0 0 1

#
# In-Cockpit Spills
#
LIGHT_PARAM_DEF airplane_panel_sp 9 R G B INDEX SIZE
X Y Z W
SPILL_SW airplane_panel_sp R G B INDEX SIZE
X Y Z W
sim/graphics/animation/lights/airplane_panel_spill
LIGHT_PARAM_DEF airplane_inst_sp 9 R G B INDEX SIZE
X Y Z W
SPILL_SW airplane_inst_sp R G B INDEX SIZE
X Y Z W
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

#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------
# 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
#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------
#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: These are currently in ADDITION to Sergio's custom OBJ lights!


BILLBOARD_HW apt_beacon_white_axial 1.0 1.0 0.9 0.7
-35 2 6 0 1.1 0 0 12 0 0 0 1
#BILLBOARD_SW apt_beacon_white_axial 1 0 0 0.5
-35 2 6 0
sim/graphics/animation/lights/airport_beacon
SPILL_HW_DIR apt_beacon_white_axial 1.0 0.95 0.85 1.0
200 1 0 0 0.990 1
BILLBOARD_HW apt_beacon_white_glow 1.0 1.0 1.0 0.7
4 1 4 6 4 0 0 -3 0 0 0 1
# glare:
BILLBOARD_HW apt_beacon_white_glow 1.0 1.0 1.0 1.0
3 2 5 2 30 4 0 -29 0 0 0 1
BILLBOARD_HW apt_beacon_white_glow 1.0 1.0 1.0 1.0
3 2 5 2 30 -4 0 -29 0 0 0 1

BILLBOARD_HW apt_beacon_green_axial 0.3 1.0 0.95 0.7


-35 2 6 0 -1.0 0 0 12 0 0 0 1
#BILLBOARD_SW apt_beacon_green_axial 1.5 -0.1 1.0 0.5
-35 2 6 0
sim/graphics/animation/lights/airport_beacon
SPILL_HW_DIR apt_beacon_green_axial 0.3 0.9 0.9 1.0
200 -1 0 0 0.990 1
BILLBOARD_HW apt_beacon_green_glow 0.3 1.0 0.95 0.7
4 1 4 6 -4 0 0 -3 0 0 0 1
# glare:
BILLBOARD_HW apt_beacon_green_glow 0.3 1.0 0.95 1.0
3 2 5 2 -30 4 0 -29 0 0 0 1
BILLBOARD_HW apt_beacon_green_glow 0.3 1.0 0.95 1.0
3 2 5 2 -30 -4 0 -29 0 0 0 1

BILLBOARD_SW VASI 100 -99 0.0 0.0 0.7


1 4 0 0 0 0 1
sim/graphics/animation/lights/vasi_papi
## for this dataref: R_white G_white B_white
M Size Cell R_red G_red B_red K (M is the rescale multiplier,
K is the rescale constant)
BILLBOARD_SW VASI 0.8 0.75 1.0 1000 2.0
2 7 1 1.0 0.2 0.3 -998.8
sim/graphics/animation/lights/vasi_papi_tint

BILLBOARD_SW VASI3 1.8 -0.9 0.5 0.5 1.2


1 6 0 0 0 0 1
sim/graphics/animation/lights/vasi3

# 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).

BILLBOARD_SW appch_rabbit_o 0.0 1.0 2.0 1


2.2 2 6 1 0 0 0 1
sim/graphics/animation/lights/rabbit
BILLBOARD_SW appch_rabbit_u 2.0 0.6 2.0 1
2.2 2 6 1 0 0 0 1
sim/graphics/animation/lights/rabbit

BILLBOARD_SW appch_strobe_o 0.0 1.0 1.05 0.2


1.0 2 6 1 0 0 0 1
sim/graphics/animation/lights/strobe
SPILL_SW appch_strobe_o 0.0 1.0 1.05 0.2 10.0
0 0 0 1
sim/graphics/animation/lights/strobe

BILLBOARD_SW appch_strobe_u 2.0 0.6 1.95 0.3


1.0 2 6 1 0 0 0 1
sim/graphics/animation/lights/strobe
SPILL_SW appch_strobe_u 0.0 1.0 1.95 0.3 10.0
0 0.1 0.995 0.2
sim/graphics/animation/lights/strobe

BILLBOARD_SW inset_appch_rabbit_o 0.0 1.0 2.0 1


1.5 2 6 1 0 0 0 1
sim/graphics/animation/lights/rabbit
SPILL_SW inset_appch_rabbit_o_sp 0.0 1.0 2.0 1 1.3
0 0 0 1
sim/graphics/animation/lights/rabbit

BILLBOARD_SW inset_appch_rabbit_u 2.0 0.6 2.0 1


1.5 2 6 1 0 0 0 1
sim/graphics/animation/lights/rabbit
SPILL_SW inset_appch_rabbit_u_sp 0.0 1.0 2.0 1 1.3
0 0.1 0.995 0.2
sim/graphics/animation/lights/rabbit

BILLBOARD_SW inset_appch_strobe_o 0.0 1.0 1.05 0.2


1.0 2 6 1 0 0 0 1
sim/graphics/animation/lights/strobe
SPILL_SW inset_appch_strobe_o_sp 0.0 1.0 1.05 0.2 1.3
0 0 0 1
sim/graphics/animation/lights/strobe

BILLBOARD_SW inset_appch_strobe_u 2.0 0.6 1.95 0.3


1.0 2 6 1 0 0 0 1
sim/graphics/animation/lights/strobe
SPILL_SW inset_appch_strobe_u_sp 0.0 1.0 1.95 0.3 0.9
0 0.1 0.995 0.2
sim/graphics/animation/lights/strobe

BILLBOARD_HW TDZL 1.0 1.0 1.0 1 0.7


1 5 2 0 0.785 14.979 -13.8 0 0 0 1
SPILL_HW_DIR TDZL_sp 1.0 1.0 1.0 1.0
1.2 0.0 0.12 0.989 0.82 1
SPILL_GND TDZL_halo 1 1 4 4

BILLBOARD_HW appch_w 1.0 1.0 1.0 1


0.9 1 2 6 0 -0.752 2.067 -0.7 0 0 0 1
SPILL_HW_DIR appch_w 1.0 0.949 0.757 0.3
5 0 0 1 0.85 1
BILLBOARD_HW appch_r 1.0 1.0 1.0 1
1.0 1 3 6 0 -0.752 2.067 -0.7 0 0 0 1
SPILL_HW_DIR appch_r 1.0 0.086 0.039 0.3
5 0 0 1 0.85 1
BILLBOARD_HW inset_appch_w 1.0 1.0 1.0 1
0.8 1 5 2 0 -0.752 2.067 -0.7 0 0 0 1
SPILL_HW_DIR inset_appch_w_sp 1.0 0.949 0.757 1.0 1.2
0 -0.118 0.993 0.924 1
SPILL_GND inset_appch_w_halo 1
1 4 4
BILLBOARD_HW inset_appch_r 1.0 1.0 1.0 1
0.8 1 7 2 0 -0.752 2.067 -0.7 0 0 0 1
SPILL_HW_DIR inset_appch_r_sp 1.0 0.086 0.039 1.0 1.2
0 -0.118 0.993 0.924 1
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

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

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
#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------

BILLBOARD_HW RCLS_w 1.0 1.0 1.0 1


0.7 1 5 2 0 0.4188 11.993 -10.8 0 0 0 1
SPILL_HW_DIR RCLS_w_sp 1.0 0.678 0.686 1.0 1.2
0.0 0.12 0.989 0.82 1
BILLBOARD_HW RCLS_w_rev 1.0 1.0 1.0 1 0.7
1 5 2 0 0.4188 -11.993 -10.8 0 0 0 1
SPILL_HW_DIR RCLS_w_rev_sp 1.0 0.678 0.686 1.0
1.2 0.0 0.12 -0.989 0.82 1
BILLBOARD_HW RCLS_r 1.0 0.8 0.8 1
0.7 1 7 2 0 0.4188 11.993 -10.8 0 0 0 1
SPILL_HW_DIR RCLS_r_sp 1.0 0.086 0.039 1.0 1.2
0.0 0.12 0.989 0.82 1
BILLBOARD_HW RCLS_r_rev 1.0 0.8 0.8 1 0.7
1 7 2 0 0.4188 -11.993 -10.8 0 0 0 1
SPILL_HW_DIR RCLS_r_rev_sp 1.0 0.086 0.039 1.0
1.2 0.0 0.12 -0.989 0.82 1

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

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

SPILL_GND taxi_g_halo 0.7 1 5 4


SPILL_GND taxi_y_halo 0.7 1 7 4
SPILL_GND_REV taxi_g_rev_halo
0.7 1 5 4
SPILL_GND_REV taxi_y_rev_halo
0.7 1 7 4

## 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.

BILLBOARD_HW hold_short_y 1.0 1.0 1.0 1


0.8 1 5 1 0 -2.83 2.83 -0.8 0 0 0 1
SPILL_HW_DIR hold_short_y_sp 1.0 0.6 0.1 1.0
0.8 0.0 0.087 0.996 0.866 1
SPILL_GND hold_short_y_halo 1 1 3 4
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

## For wigwag spill, alpha -> phase, dx -> frequency. Other params unchanged by
dataref:

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

BILLBOARD_HW heli_y 1.0 1.0 1.0 1


0.7 1 1 5 0.0 0.0 0.0 1.0 0 0 0 1
SPILL_HW_DIR heli_y 1.0 0.65 0.0 0.6
1.5 0 1 0 1.0 1
SPILL_GND heli_y_halo 1 1 1 3

BILLBOARD_HW inset_heli_g 1.0 1.0 1.0 1


0.7 1 6 2 0.0 0.5 0.0 0.5 0 0 0 0
SPILL_HW_DIR inset_heli_g 0.224 0.90 0.39 1.0
2.0 0 1 0 1.0 0

BILLBOARD_HW heli_g 1.0 1.0 1.0 1


0.7 1 5 5 0.0 0.0 0.0 1.0 0 0 0 0
SPILL_HW_DIR heli_g 0.224 0.90 0.5 0.5
1.5 0 1 0 1.0 0

BILLBOARD_HW inset_heli_y 1.0 1.0 1.0 1


0.7 1 3 0 0.0 0.5 0.0 0.5 0 0 0 0
SPILL_HW_DIR inset_heli_y 1.0 0.66 0.0 1.0
2.0 0 1 0 1.0 0

BILLBOARD_HW hospital_helipad_blue 1.0 1.0 1.0 1.0


0.6 1 3 5 0 0 0 1.0 0 0 0 0
SPILL_HW_DIR hospital_helipad_blue 0.1 0.1 1.0 1.0
0.8 0.0 1.0 0.0 1.0 0

BILLBOARD_HW inset_heli_b 1.0 1.0 1.0 1


0.5 1 3 5 0.0 0.5 0.0 0.5 0 0 0 0
SPILL_HW_DIR inset_heli_b 0.1 0.1 1.0 1.0
1.0 0.0 1.0 0.0 1.0 0

LIGHT_PARAM_DEF helipad_flood_sp 6 BRIGHT THROW X Y


Z FOCUS
SPILL_HW_DIR helipad_flood_sp 0.996 0.945 0.882 BRIGHT
THROW X Y Z FOCUS 0
LIGHT_PARAM_DEF helipad_flood_bb 4 X Y Z WIDTH
BILLBOARD_HW helipad_flood_bb 1 1 1 1 0.5
1 2 6 X Y Z WIDTH 0 0 0 0

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

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

## These are for the wind turbine landing pad:


BILLBOARD_SW pad_SGSI_lo 140 220 -4 2.5 1
1 5 0 0 0 0 1
sim/graphics/animation/lights/fresnel_horizontal
BILLBOARD_SW pad_SGSI_on 140 220 2.5 3.5 1
1 6 0 0 0 0 1
sim/graphics/animation/lights/fresnel_horizontal
BILLBOARD_SW pad_SGSI_hi 140 220 3.5 5 1
1 7 0 0 0 0 1
sim/graphics/animation/lights/fresnel_horizontal
SPILL_HW_DIR pad_flood 1.0 0.95 0.95 0.5 10
0 -0.05 0.99 0.7 0

## Flashing morse "H" white heliport beacon (four flashes at 0.1333 second
intervals, repeating every 2 seconds):

BILLBOARD_HW heli_morse_beacon 1 1 1 1 1.4


2 6 1 0 0 0 1 0.5 0.0 20 1
BILLBOARD_HW heli_morse_beacon 1 1 1 1 1.4
2 6 1 0 0 0 1 0.5 0.133 20 1
BILLBOARD_HW heli_morse_beacon 1 1 1 1 1.4
2 6 1 0 0 0 1 0.5 0.266 20 1
BILLBOARD_HW heli_morse_beacon 1 1 1 1 1.4
2 6 1 0 0 0 1 0.5 0.400 20 1

SPILL_HW_FLA heli_morse_beacon 1 1 1 0.2 1.0


0.5 0.0 20 1
SPILL_HW_FLA heli_morse_beacon 1 1 1 0.2 1.0
0.5 0.133 20 1
SPILL_HW_FLA heli_morse_beacon 1 1 1 0.2 1.0
0.5 0.266 20 1
SPILL_HW_FLA heli_morse_beacon 1 1 1 0.2 1.0
0.5 0.400 20 1

## Three colour, single-lamp heliport beacon (all LED, no moving parts, white -
yellow - green))
LIGHT_PARAM_DEF heli_3_col_beacon 2 THROW SIZE
# 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

SPILL_HW_FLA heli_3_col_beacon 1 1 1 0.3 THROW


0.2 0.0 1240 1
SPILL_HW_FLA heli_3_col_beacon 1.0 0.73 0.0 0.4 THROW
0.2 3.333 1240 1
SPILL_HW_FLA heli_3_col_beacon 0.224 0.90 0.39 0.4 THROW
0.2 1.666 1240 1
#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------
# 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

BILLBOARD_SW frigate_SGSI_lo 140 220 -4 2.5


1.2 1 5 0 0 0 0 1
sim/graphics/animation/lights/fresnel_horizontal
BILLBOARD_SW frigate_SGSI_on 140 220 2.5 3.5
1.2 1 6 0 0 0 0 1
sim/graphics/animation/lights/fresnel_horizontal
BILLBOARD_SW frigate_SGSI_hi 140 220 3.5 5
1.2 1 7 0 0 0 0 1
sim/graphics/animation/lights/fresnel_horizontal
BILLBOARD_HW frigate_deck_green 1 1 1 1
0.8 1 7 1 0 0.05 0.99 0 0 0 0 1

BILLBOARD_HW oilrig_deck_blue 1 1 1 1 0.6


1 4 1 0 0 0 1 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 NULL
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 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
SPILL_HW_DIR apt_light_halo_test 1.0 1.0 0.7 1
0.1 0 -1 0 0.5 1

#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 S
X Y Z F
SPILL_HW_DIR full_custom_halo R G B A S
X Y Z F 1
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 1
LIGHT_PARAM_DEF full_custom_halo_night 9 R G B A
S X Y Z F
SPILL_HW_DIR full_custom_halo_night R G B A
S X Y Z F 0

SPILL_HW_DIR apron_light_N 1.0 0.90 0.8 0.2


110 0.0 -0.766 -0.642 0.60 0
SPILL_HW_DIR apron_light_E 1.0 0.90 0.8 0.2
110 0.642 -0.766 0.00 0.60 0
SPILL_HW_DIR apron_light_S 1.0 0.90 0.8 0.2
110 0.0 -0.766 0.642 0.60 0
SPILL_HW_DIR apron_light_W 1.0 0.90 0.8 0.2
110 -0.642 -0.766 0.00 0.60 0

SPILL_HW_DIR apron_light_uni 1.0 0.90 0.8 0.2


120 0.0 -0.819 -0.3 0.5 0

SPILL_HW_DIR wall_flood_lite_N 1.0 1.0 1.0 1.0 10


0.0 -1 -0.44 0.4 0
SPILL_HW_DIR wall_flood_lite_E 1.0 1.0 1.0 1.0 10
0.44 -1 0.00 0.4 0
SPILL_HW_DIR wall_flood_lite_S 1.0 1.0 1.0 1.0 10
0.0 -1 0.44 0.4 0
SPILL_HW_DIR wall_flood_lite_W 1.0 1.0 1.0 1.0 10
-0.44 -1 0.00 0.4 0

LIGHT_PARAM_DEF apron_light_billboard 5 X Y Z W S
BILLBOARD_HW apron_light_billboard 1 1 1 1
S 4 2 0 X Y Z W 0 0 0 1
#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------
# Alex's scenery lights - various.
# Name R G B A Size 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

SPILL_HW_FLA wind_turbine_obs 1.0 0.1 0.0 1.0 5.0


0.25 0.0 1.0 1
BILLBOARD_HW wind_turbine_obs 1 1 1 1.0 2
1 4 5 0 0 0 1 0.25 0.0 1.0 1

SPILL_HW_FLA smokestack_obs 1.0 0.0 0.0 1


5 0.25 0.0 1.0 1
BILLBOARD_HW smokestack_obs 1 1 1 1
1.5 1 6 6 0 0 0 1 0.25 0 1.0 1

LIGHT_PARAM_DEF radio_obs_flash 3 X Y Z
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 X Y Z 0.5 0.25 0 1.5 1

LIGHT_PARAM_DEF radio_obs_const_sp 3 X Y Z
SPILL_HW_DIR radio_obs_const_sp 1.0 0.1 0.1 1
3 X Y Z 0.5 1
LIGHT_PARAM_DEF radio_obs_const_bb 3 X Y Z
BILLBOARD_HW radio_obs_const_bb 1 0.8 0.8 1
1.2 1 4 5 X Y Z 0.5 0 0 0 1

LIGHT_PARAM_DEF spot_params_sp 9 R G B BRIGHT


THROW X Y Z FOCUS
SPILL_HW_DIR spot_params_sp R G B BRIGHT
THROW X Y Z FOCUS 0
LIGHT_PARAM_DEF spot_params_bb 8 R G B SIZE
X Y Z WIDTH
BILLBOARD_HW spot_params_bb R G B 1.0
SIZE 2 5 2 X Y Z WIDTH 0 0 0 0

SPILL_HW_DIR bldg_uplight_sp1 1.0 0.6 0.2 2 60


-0.15 0.889 0.434 0.5 0
SPILL_HW_DIR bldg_uplight_sp2 1.0 0.6 0.2 2 60
0.15 0.889 0.434 0.5 0
SPILL_HW_DIR bldg_uplight_sp3 1.0 0.6 0.2 2
60 -0.15 0.889 -0.434 0.5 0
SPILL_HW_DIR bldg_uplight_sp4 1.0 0.6 0.2 2
60 0.15 0.889 -0.434 0.5 0
SPILL_HW_DIR bldg_uplight_sp5 1.0 0.6 0.2 2
60 -0.605 0.781 -0.165 0.5 0
SPILL_HW_DIR bldg_uplight_sp6 1.0 0.6 0.2 2
60 -0.605 0.781 0.165 0.5 0
SPILL_HW_DIR bldg_uplight_sp7 1.0 0.6 0.2 2
60 0.605 0.781 0.165 0.5 0
SPILL_HW_DIR bldg_uplight_sp8 1.0 0.6 0.2 2
60 0.605 0.781 -0.165 0.5 0
SPILL_HW_DIR bldg_uplight_sp9 1.0 0.6 0.2 2
60 -0.085 0.973 0.223 0.5 0
SPILL_HW_DIR bldg_uplight_sp10 1.0 0.6 0.2 2
60 0.085 0.973 0.223 0.5 0
SPILL_HW_DIR bldg_uplight_sp11 1.0 0.6 0.2 2
60 0.085 0.973 -0.223 0.5 0
SPILL_HW_DIR bldg_uplight_sp12 1.0 0.6 0.2 2
60 -0.085 0.973 -0.223 0.5 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

LIGHT_PARAM_DEF flood_merc_XYZTSB 6 X Y Z THROW SIZE


BRIGHT
BILLBOARD_HW flood_merc_XYZTSB 1.0 1.0 1.0 1.0 SIZE
1 0 6 X Y Z 0.5 0 0 0 0
SPILL_HW_DIR flood_merc_XYZTSB 0.78 0.83 1.0 BRIGHT
THROW X Y Z 0.35 0

LIGHT_PARAM_DEF flood_LPS_XYZTSB 6 X Y Z THROW SIZE


BRIGHT
BILLBOARD_HW flood_LPS_XYZTSB 0.9 1.0 1.0 1 SIZE
1 2 7 X Y Z 0.5 0.0 0 0 0
SPILL_HW_DIR flood_LPS_XYZTSB 1.0 0.45 0.09 BRIGHT
THROW X Y Z 0.30 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

# Orange residential street light

BILLBOARD_HW LPS_street_light 1.0 1.0 1.0 1 1.3


1 2 7 0 -1.494 -0.131 1.5 0.0 0 0 0
SPILL_HW_DIR LPS_street_light 1.0 0.53 0.09 0.5 47
0 0 0 1 0

BILLBOARD_HW LPS_street_light2 1.0 1.0 1.0 1.0 0.55


116 0 -1.494 -0.131 1.5 0.0 0 0 0
SPILL_HW_DIR LPS_street_light2 1.0 1.0 1.0 0.5 47
0 0 0 1 0

BILLBOARD_HW LPS_street_light3 1.0 0.95 1.0 1.0 1.2


1 2 7 0 -1.494 -0.131 1.5 0.0 0 0 0
SPILL_HW_DIR LPS_street_light3 1.0 0.53 0.09 0.5 47
0 0 0 1 0

# Amber residential street light (version 1 is bright, 2 is dimmer and slightly


less yellow)
BILLBOARD_HW amb_street_light 1.0 1.0 1.0 1.0 1.4
1 1 6 0 -1.494 -0.131 1.5 0.0 0 0 0
SPILL_HW_DIR amb_street_light 1.0 0.541 0.230 0.60 47
0 0.0 0 1.0 0

BILLBOARD_HW amb_street_light2 1.0 1.0 1.0 0.9 1.3


1 0 6 0 -1.494 -0.131 1.5 0.0 0 0 0
SPILL_HW_DIR amb_street_light2 1.0 1.0 1.0 0.15 47
0 0.0 0 1.0 0

# Amber primary street light (bigger and brighter than the previous one)
BILLBOARD_HW amb_street_light3 1.0 1.0 1.0 1 1.5
106 0 -1.6 -0.18 1.5 0.0 0 0 0
SPILL_HW_DIR amb_street_light3 1.0 1.0 1.0 0.57 47
0 0 0 1 0

BILLBOARD_HW amb_street_light4 1.0 1.0 1.0 1.0 1.45


116 0 -1.6 -0.18 1.5 0.0 0 0 0
SPILL_HW_DIR amb_street_light4 1.0 0.541 0.22 0.57 47
0 0 0 1 0

# Lantern-style residential street light

BILLBOARD_HW lantern_street_light 1.0 1.0 1.0 1


1.25 1 1 6 0 -3 0 2.0 0.0 0 0 0
SPILL_HW_DIR lantern_street_light 1.0 1.0 1.0 0.57
47 0 0 0 1 0

# Bluish White residential street light (metal halide).

BILLBOARD_HW white_street_light 1.0 1.0 1.0 1


1.4 1 0 6 0 -1.494 -0.131 1.4 0 0 0 0
SPILL_HW_DIR white_street_light 0.949 0.988 1.0 0.57
47 0 0.0 0 1.0 0

BILLBOARD_HW MH_street_light1 1.0 1.0 1.0 1 1.50


1 0 6 0 -1.494 -0.131 1.4 0 0 0 0
SPILL_HW_DIR MH_street_light1 0.95 0.988 1.0 0.6 46
0 0.0 0 1.0 0
BILLBOARD_HW MH_street_light2 1.0 1.0 1.0 1.0 1.0
1 0 6 0 -1.494 -0.131 1.4 0 0 0 0
SPILL_HW_DIR MH_street_light2 0.95 0.988 1.0 2 24
0 0.0 0 1.0 0

# Area lights

BILLBOARD_HW Hg_area_lt_sml_bb 1 1 1.0 1.0 1.6


1 0 6 0 -0.866 -0.5 0.7 0 0 0 0
SPILL_HW_DIR Hg_area_lt_sml_sp 0.78 0.83 1.0 0.4 40
0 -0.866 -0.5 0.40 0

BILLBOARD_HW area_lt_sml_bb 1 0.91 0.86 1.0


1.6 2 4 2 0 -0.866 -0.5 0.7 0 0 0 0
SPILL_HW_DIR area_lt_sml_sp 1.0 0.8 0.8 1
40 0 -0.866 -0.5 0.40 0

BILLBOARD_HW area_lt_med_bb 1 0.91 0.86 1.0


1.8 2 4 2 0 -0.866 -0.5 0.7 0 0 0 0
SPILL_HW_DIR area_lt_med_sp 1.0 0.8 0.9 1
60 0 -0.866 -0.5 0.40 0

BILLBOARD_HW area_lt_lrg_bb 1 0.76 0.97 1.0


2.2 2 5 2 0 -0.766 -0.642 0.80 0 0 0 0
SPILL_HW_DIR area_lt_lrg_sp 0.85 0.75 1.0 1
85 0.0 -0.707 -0.707 0.5 0

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 THROW
SPILL_HW_DIR area_lt_param_sp 0.85 0.75 1.0 1 THROW
DX DY DZ 0.3 0

# 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).

BILLBOARD_HW Hwy10Deg1_var1 1.0 1 0.95 1.1


4.5 2 6 2 0 -0.49 0 0.51 0 0 0 0
BILLBOARD_HW Hwy10Deg1_var2 1.0 0.95 1.0 1.1
4.8 2 6 2 0 -0.49 0 0.51 0 0 0 0
BILLBOARD_HW Hwy10Deg1_var3 1.0 1.0 1.0 1.0
5.2 2 6 2 0 -0.49 0 0.51 0 0 0 0

SPILL_HW_DIR Hwy10Deg1_var1 1.0 0.541 0.230 2


27 0 -0.968 -0.25 0.01 0
SPILL_HW_DIR Hwy10Deg1_var2 1.0 0.541 0.230 2
26.5 0 -0.968 -0.25 0.01 0
SPILL_HW_DIR Hwy10Deg1_var3 1.0 0.541 0.230 2
26 0 -0.968 -0.25 0.01 0

BILLBOARD_HW Rmp10Deg1_var1 1.0 1.0 1.0 1


3.0 1 0 6 0 -0.49 0 0.51 0 0 0 0
BILLBOARD_HW Rmp10Deg1_var2 1.0 1.0 1.0 1.0
2.6 1 0 6 0 -0.49 0 0.51 0 0 0 0
SPILL_HW_DIR Rmp10Deg1_var1 1.0 1.0 1.0 0.27
67 0 -0.9848 -0.1736 0.26 0
SPILL_HW_DIR Rmp10Deg1_var2 1.0 1.0 1.0 1
0.27 21 0 -0.9848 -0.1736 0.26 0

# LPS (yellow-orange) 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

BILLBOARD_HW Hwy20Deg1_var1 1.0 0.98 0.96 1


4.8 2 7 2 0 -0.49 0 0.51 0 0 0 0
BILLBOARD_HW Hwy20Deg1_var2 1.0 0.95 0.90 1.0
5.1 2 7 2 0 -0.488 0 0.512 0 0 0 0
BILLBOARD_HW Hwy20Deg1_var3 1.0 1.0 1.0 1.0
5.3 2 7 2 0 -0.486 0 0.514 0 0 0 0

SPILL_HW_DIR Hwy20Deg1_var1 1 0.385 0.015 2


28 0 -0.968 -0.25 0.01 0
SPILL_HW_DIR Hwy20Deg1_var2 0.947 0.373 0.015 2
27 0 -0.968 -0.25 0.01 0
SPILL_HW_DIR Hwy20Deg1_var3 0.947 0.363 0.015 0.6
26 0 -0.968 -0.25 0.01 0

BILLBOARD_HW Rmp20Deg1_var1 1.0 1.0 1.0 1


3.0 1 0 6 0 -0.49 0 0.51 0 0 0 0
BILLBOARD_HW Rmp20Deg1_var2 1.0 1.0 1.0 1.0
4.0 1 0 6 0 -0.488 0 0.512 0 0 0 0
SPILL_HW_DIR Rmp20Deg1_var1 1.0 1.0 1.0 0.27
21 0 -0.9848 -0.1736 0.26 0
SPILL_HW_DIR Rmp20Deg1_var2 1.0 1.0 1.0 0.27
22 0 -0.9848 -0.1736 0.26 0

BILLBOARD_HW HwyLPSHighMast 1.0 1.0 1.0 1.0


3.0 1 0 6 0 -0.49 0 0.51 0 0 0 0
SPILL_HW_DIR HwyLPSHighMast 1.0 1.0 1.0 2
32 0 -0.968 -0.25 0.01 0

# Road bridge deck lighting (vertical, relatively narrow streetlight, suspended


from the bridge girders or towers). Front and axial billboards plus spill:

BILLBOARD_HW RoadBridgeDeck_var1 1.0 1.0 1.0 1.0


-2.0 1 2 0 0 -1.0 0.0 1.0 0 0 0 0
SPILL_HW_DIR RoadBridgeDeck_var1 0.992 0.938 0.898 2
25.0 0 -1.0 -0.0 0.50 0
CONE_HW RoadBridgeDeck_var1 0.994 0.855 0.664 0.8
5 2 6 0 0 -1 0 10

# Always on, parameterized LPS spill for tunnels:

LIGHT_PARAM_DEF LPS_param_sp 6 DX DY DZ BRIGHT


THROW FOCUS
SPILL_HW_DIR LPS_param_sp 0.947 0.373 0.015 BRIGHT
THROW DX DY DZ FOCUS 1

# Road sign lights

SPILL_HW_DIR sign_bridge 0.992 0.938 0.898 1.0 5.0


0.0 0.515 -0.857 0.64 0
BILLBOARD_HW sign_bridge 1.0 1.0 1.0 1 1.0
1 0 5 0.0 0.258 -0.429 0.5 0 0 0 0

# Highway hazard wigwags

BILLBOARD_HW hwy_hzd_red_S1 1.0 0.1 0.1 1.0


1.2 1 0 0 0 0 3 -2 1.2 0.0 1.5 0
BILLBOARD_HW hwy_hzd_red_S2 1.0 0.1 0.1 1.0
1.2 1 0 0 0 0 3 -2 1.2 0.5 1.5 0

# Level Crossing Lights

BILLBOARD_HW LevelCrossN1 1.0 0.1 0.1 1.0


1.2 1 0 0 0 0 -3 -2 1.0 0.0 1.5 1
BILLBOARD_HW LevelCrossN2 1.0 0.1 0.1 1.0
1.2 1 0 0 0 0 -3 -2 1.0 0.5 1.5 1
BILLBOARD_HW LevelCrossNCnst 1.0 0.1 0.1 1.0 1.2
1 0 0 0 0 -3 -2 0.0 0.0 0.0 1
BILLBOARD_HW LevelCrossS1 1.0 0.1 0.1 1.0
1.2 1 0 0 0 0 3 -2 1.0 0.0 1.5 1
BILLBOARD_HW LevelCrossS2 1.0 0.1 0.1 1.0
1.2 1 0 0 0 0 3 -2 1.0 0.5 1.5 1
BILLBOARD_HW LevelCrossSCnst 1.0 0.1 0.1 1.0 1.2
1 0 0 0 0 3 -2 0.0 0.0 0.0 1

#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------
# Name R G B A Size 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 biilboards are needed per pair in order to get the timing right.
Only one per pair needs to be added to the OBJ.

BILLBOARD_HW traffic_red_N 0.997 0.0 0.05 1.0


0.8 1 4 7 0 0 -3 -2 0.02 0.0 1600 1
BILLBOARD_HW traffic_amber_N 0.978 0.772 0.071 1.0
0.8 1 4 7 0 0 -3 -2 0.02 0.57 1030 1
BILLBOARD_HW traffic_amber_N 0.978 0.772 0.071 1.0 0.8
1 4 7 0 0 -3 -2 0.02 0.94 1060 1
BILLBOARD_HW traffic_green_N 0.015 0.983 0.966 1.0
0.8 1 4 7 0 0 -3 -2 0.02 0.6 1340 1

BILLBOARD_HW traffic_red_S 0.997 0.0 0.05 1.0


0.8 1 4 7 0 0 3 -2 0.02 0.0 1600 1
BILLBOARD_HW traffic_amber_S 0.978 0.772 0.071 1.0
0.8 1 4 7 0 0 3 -2 0.02 0.57 1030 1
BILLBOARD_HW traffic_amber_S 0.978 0.772 0.071 1.0 0.8
1 4 7 0 0 3 -2 0.02 0.94 1060 1
BILLBOARD_HW traffic_green_S 0.015 0.983 0.966 1.0
0.8 1 4 7 0 0 3 -2 0.02 0.6 1340 1

BILLBOARD_HW traffic_red_E 0.997 0.0 0.05 1.0


0.8 1 4 7 3 0 0 -2 0.02 0.5 1600 1
BILLBOARD_HW traffic_amber_E 0.978 0.772 0.071 1.0
0.8 1 4 7 3 0 0 -2 0.02 0.07 1030 1
BILLBOARD_HW traffic_amber_E 0.978 0.772 0.071 1.0 0.8
1 4 7 3 0 0 -2 0.02 0.44 1060 1
BILLBOARD_HW traffic_green_E 0.015 0.983 0.966 1.0
0.8 1 4 7 3 0 0 -2 0.02 0.1 1340 1

BILLBOARD_HW traffic_red_W 0.997 0.0 0.05 1.0


0.8 1 4 7 -3 0 0 -2 0.02 0.5 1600 1
BILLBOARD_HW traffic_amber_W 0.978 0.772 0.071 1.0
0.8 1 4 7 -3 0 0 -2 0.02 0.07 1030 1
BILLBOARD_HW traffic_amber_W 0.978 0.772 0.071 1.0 0.8
1 4 7 -3 0 0 -2 0.02 0.44 1060 1
BILLBOARD_HW traffic_green_W 0.015 0.983 0.966 1.0
0.8 1 4 7 -3 0 0 -2 0.02 0.1 1340 1

# 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

BILLBOARD_HW CPL_r_small 1.0 1.0 1.0 1 0.6


1 3 6 0 0.0 2.5 -1.5 0.004 0.0 1200 1
BILLBOARD_HW CPL_y_small 1.0 0.8 0.2 1 0.6
1 2 6 0 0.0 2.5 -1.5 0.004 0.2 1200 1
BILLBOARD_HW CPL_g_small 1.0 1.0 1.0 1 0.6
1 5 6 0 0.0 2.0 -1 0.004 0.4 1600 1

BILLBOARD_HW CPL_marker_w_TL 1.0 1.0 1.0 1


0.8 1 2 6 0 0.0 2.5 -1.5 0.008 0.6 1200 1
BILLBOARD_HW CPL_marker_w_TC 1.0 1.0 1.0 1
0.8 1 2 6 0 0.0 2.5 -1.5 0.008 0.2 1400 1
BILLBOARD_HW CPL_marker_y_TR 1.0 0.8 0.2 1
0.8 1 2 6 0 0.0 2.5 -1.5 0.008 0.8 1200 1
BILLBOARD_HW CPL_marker_w_BC 1.0 1.0 1.0 1
0.8 1 2 6 0 0.0 2.5 -1.5 0.008 0.0 1200 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

# Ambient Spill Lights:


# Attached to building objs to simulate spill from lit windows, storefronts, etc

SPILL_HW_DIR test_amb_sp 1.0 0.8 0.67 0.2 30


0.0 0.0 -1.0 0.85 0
# warm yellow, tungsten domestic light, three brightness/size options:
LIGHT_PARAM_DEF amb_tungsten_1_sp 3 X Y Z
SPILL_HW_DIR amb_tungsten_1_sp 0.992 0.835 0.675 1 35
X Y Z 0.85 0
LIGHT_PARAM_DEF amb_tungsten_2_sp 3 X Y Z
SPILL_HW_DIR amb_tungsten_2_sp 0.992 0.835 0.675 1 40
X Y Z 0.85 0
LIGHT_PARAM_DEF amb_tungsten_3_sp 3 X Y Z
SPILL_HW_DIR amb_tungsten_3_sp 0.992 0.835 0.675 1 45
X Y Z 0.85 0
LIGHT_PARAM_DEF tungsten_omni_sp 4 DX DY DZ
SPILL_HW_DIR tungsten_omni_sp 0.992 0.835 0.675 1 60
DX DY DZ 1 0

# standard fluorescent (typical of stores):


LIGHT_PARAM_DEF amb_std_fl_1_sp 3 X Y Z
SPILL_HW_DIR amb_std_fl_1_sp 0.957 1.000 0.980 0.6 30
X Y Z 0.85 0
LIGHT_PARAM_DEF amb_std_fl_2_sp 3 X Y Z
SPILL_HW_DIR amb_std_fl_2_sp 0.957 1.000 0.980 0.8 30
X Y Z 0.85 0
LIGHT_PARAM_DEF amb_std_fl_3_sp 3 X Y Z
SPILL_HW_DIR amb_std_fl_3_sp 0.957 1.000 0.980 0.9 40
X Y Z 0.85 0

# cool fluorescent (typical of offices):


LIGHT_PARAM_DEF amb_cool_fl_1_sp 3 X Y Z
SPILL_HW_DIR amb_cool_fl_1_sp 0.835 0.925 0.996 0.7 30
X Y Z 0.85 0
LIGHT_PARAM_DEF amb_cool_fl_2_sp 3 X Y Z
SPILL_HW_DIR amb_cool_fl_2_sp 0.835 0.925 0.996 0.8 40
X Y Z 0.85 0
LIGHT_PARAM_DEF amb_cool_fl_3_sp 3 X Y Z
SPILL_HW_DIR amb_cool_fl_3_sp 0.835 0.925 0.996 0.9 50
X Y Z 0.85 0

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 NULL
BILLBOARD_SW test_lamp1 1 1 1 1.0 1.6
1 1 0 0 0 0 1 NULL
BILLBOARD_SW test_lamp2 1 1 1 1.0 3.0
1 0 0 0 0 0 1 NULL
BILLBOARD_SW test_lamp3 1 0.85 0.6 1.0 3.0
1 0 0 0 0 0 1 NULL
BILLBOARD_SW SW_bb 1.0 1.0 1.0 1 1.4
1 2 7 0 -1.494 -0.131 1.5 NULL
SPILL_SW SW_sp 0.0 1.0 2.0 1.0 2.0
0 0 0 1 NULL
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
# Name R G B A Size Cell
Dx Dy Dz Width Frq Phase Amp Day Dataref
#
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-------------------

LIGHT_PARAM_DEF sodium_flood_XYZBTSS 7 X Y Z BRIGHT


THROW SPREAD SIZE
SPILL_HW_DIR sodium_flood_XYZBTSS 1.0 0.463 0.176 5
THROW X Y Z SPREAD 0
#SPILL_SW sodium_flood_XYZBTSS 1.0 0.463 0.176 BRIGHT
THROW X Y Z SPREAD NULL
#BILLBOARD_HW sodium_flood_XYZBTSS 1.0 0.75 0.5 0.5
3 2 6 2 X Y Z 0.2 0 0 0 0
BILLBOARD_HW sodium_flood_XYZBTSS 1.0 0.6 0.2 1.0
4 4 2 0 X Y Z 0 0 0 0 0
#CONE_HW sodium_flood_XYZBTSS 0.994 0.855 0.664 0.8
10 2 7 0 X Y Z 18
LIGHT_PARAM_DEF sodium_flood_BB 4 X Y Z SIZE
#BILLBOARD_HW sodium_flood_BB 1.0 0.75 0.5 0.5
3 2 6 2 X Y Z 0.2 0 0 0 0
BILLBOARD_HW sodium_flood_BB 1.0 0.6 0.2 1.0
4 4 2 0 X Y Z 0 0 0 0 0
#CONE_HW sodium_flood_BB 0.994 0.855 0.664 0.8
10 2 7 0 X Y Z 18

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