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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.
# 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.
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
#
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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 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.
#
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# CAR AND ROAD LIGHTS
#
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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
# 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 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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# 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 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
# normal
#
# 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
#
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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 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
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
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
SPILL_GND taxi_b_halo 1 1 3 3
SPILL_GND taxi_r_halo 1 1 2 3
## 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.
## For wigwag spill, alpha -> phase, dx -> frequency. Other params unchanged by
dataref:
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
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 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
#
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# 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
#
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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
#
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# 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
#
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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
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
#
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# Alex's scenery lights - various.
# Name R G B A Size Cell
Dx Dy Dz Width Frq Phase Amp Day Dataref
#
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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 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
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)
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
# 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 THROW
SPILL_HW_DIR area_lt_param_sp 0.85 0.75 1.0 1 THROW
DX DY DZ 0.3 0
#
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# Name R G B A Size Cell
Dx Dy Dz Width Frq Phase Amp Day Dataref
#
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# 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.
# 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