Comments on: Named Spill is Not Automagic https:/2012/08/named-spill-is-not-automagic/ Developer resources for the X-Plane flight simulator Sun, 05 Aug 2012 18:24:41 +0000 hourly 1 https://wordpress.org/?v=6.6.1 By: Ben Supnik https:/2012/08/named-spill-is-not-automagic/#comment-5673 Sun, 05 Aug 2012 18:24:41 +0000 http://xplanedev.wpengine.com/?p=4426#comment-5673 In reply to Garry Griffin.

There is, but depending on what tools you are comfortable with it may not be easy.
Most likely there is a non-UTF8 character in your XML file somewhere. If you can run it through an XML validator that will give you a file/line number you can then hand-edit the file – you may find an airport with a funny diacritic mark. The problem happens when you import an apt.dat that has illegal chars into WED.

And please file a bug against WED here!!

http://dev.x-plane.com/bugbase/login_page.php

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By: Garry Griffin https:/2012/08/named-spill-is-not-automagic/#comment-5659 Sat, 04 Aug 2012 20:31:14 +0000 http://xplanedev.wpengine.com/?p=4426#comment-5659 Hi Ben,

I’ve been using WED 1.2 to create an airport and everything has been going without a hitch, but today I come to open the scenery and WED is telling me “Unable to open XML file: not well-formed (invalid token)”.

Is there anyway to recover this?

Thanks

Garry

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By: Ben Supnik https:/2012/08/named-spill-is-not-automagic/#comment-5652 Sat, 04 Aug 2012 11:27:45 +0000 http://xplanedev.wpengine.com/?p=4426#comment-5652 In reply to Ropeless.

I think you have this mostly right:
– For scenery, the only way to add lights (spill or billboard) is via lights in an OBJ.
– Lights.txt defines the named lights you can use. You cannot modify this file.
But:
– Some named lights take parameters! (Others do not.)

For example: the light named “taxi_b” (a blue taxi light billboard) takes no parameters. You just name it, and it is added to your OBJ.

But the light: “airplane_strobe_size” (a strobe light for use on an an airplane) takes 3 parameters: a size (which controls the light billboard size), “focus” (which controls the range of view angles the strobe is seen from) and “index” (which controls which X-Plane system must be on for the strobe to flash). You cannot control what the light does (flash when the strobes are on) or what color it is, but you can control a few of its parameters.

– The OBJ8 file has two commands to make custom billboards with your texture and custom spills where you control all parameters and pick a dataref. The custom spill is just as good as editing the lights.txt file in terms of flexibility.

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By: Ropeless https:/2012/08/named-spill-is-not-automagic/#comment-5647 Sat, 04 Aug 2012 03:41:45 +0000 http://xplanedev.wpengine.com/?p=4426#comment-5647 Hi Ben,
I’m struggling to understand the post. My (probably incorrect) understanding is that the preferred method for putting lights into scenery is by named lights, and named lights are only defined in Resources/bitmaps/world/lites/lights.txt, which developers have no control over. Lights defined in that file seem to use all sorts of suffixes. Are you implying that we can define our own named lights? That would be great!

Cheers

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By: Ben Supnik https:/2012/08/named-spill-is-not-automagic/#comment-5645 Thu, 02 Aug 2012 15:57:49 +0000 http://xplanedev.wpengine.com/?p=4426#comment-5645 In reply to vonhinx.

Like all named lights, the definition of the spill light (in lights.txt) tells when the light is on and how bright. Some spill lights are simply always on, while others are tied to particular systems/datarefs.

Sometimes the spill lights have parameters for further customization, e.g. a landing spill light lets you specify how big it is and which systems index it “listens” to for turning on and off.

Like named lights, spill lights also obey show-hide and movement animations, so you can always turn a light off by hiding it, and you can aim it with animation – this all works the same as billboards.

Finally, there _is_ a documented command LIGHT_SPILL_CUSTOM which lets you create a completely customized spill light. You provide all parameters and optionally a dataref (which can come from X-Plane or a plugin) to further manipulate it.

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By: vonhinx https:/2012/08/named-spill-is-not-automagic/#comment-5644 Thu, 02 Aug 2012 15:35:29 +0000 http://xplanedev.wpengine.com/?p=4426#comment-5644 I’m not being facetious here but how does an aircraft spill light know when it’s on or off. I see a bunch of non-writeable datarefs but no actuators for them. Never mind… I won’t be touching them until we get new object lights in ac3d. One step at a time — looking forward to b6 first.

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