0% found this document useful (0 votes)
336 views

Lights

This document contains specifications for different types of lights that can be used in the X-Plane flight simulator. It provides details on the parameters for billboard lights, spill lights, colors, sizes, textures and other properties. It warns users not to modify the file's data as it could cause the simulator to crash or stop working properly.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
336 views

Lights

This document contains specifications for different types of lights that can be used in the X-Plane flight simulator. It provides details on the parameters for billboard lights, spill lights, colors, sizes, textures and other properties. It warns users not to modify the file's data as it could cause the simulator to crash or stop working properly.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 33

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

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy