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Help Aliasing Headlight!

Unread postPosted: Tue Oct 25, 2016 4:38 pm
by Alpenfreight
Hello All,

I have been porting over the SD60M headlight flare to other locomotives because it looks great! I am having trouble with the Steven's Pass GP38 however:

Image

As you can see, the light is too high. So I am looking around for the XYZ coords to move this. Would it be in the Engine Bin or the texture file or elsewhere?

To get this far I add this to the GP38-2_Main_Headlight.xml after changing it to a Headlight blueprint from a spotlight blueprint (the SD60M is checked in the scenario)

Code: Select all
         <HeadLightFlareComponent>
            <cHeadLightFlareComponentBlueprint>
               <FlareTextureID d:type="cDeltaString">RSC\SD60MPack01\RailVehicles\Diesel\Engine\Textures\[00]flare_nm</FlareTextureID>
               <FlareSizeX d:type="sFloat32" d:alt_encoding="0000000000003140" d:precision="string">17</FlareSizeX>
               <FlareSizeY d:type="sFloat32" d:alt_encoding="0000000000003140" d:precision="string">17</FlareSizeY>
               <FlareStartSizeX d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</FlareStartSizeX>
               <FlareStartSizeY d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</FlareStartSizeY>
               <LensFlareTextureID d:type="cDeltaString">RSC\SD60MPack01\RailVehicles\Diesel\Engine\Textures\[00]lensflare_nm</LensFlareTextureID>
               <NumFlareTextures d:type="sInt32">4</NumFlareTextures>
               <FadeStartDistance d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</FadeStartDistance>
               <FadeEndDistance d:type="sFloat32" d:alt_encoding="0000000000E07540" d:precision="string">350</FadeEndDistance>
               <LensFlareIntensity d:type="sFloat32" d:alt_encoding="000000A09999B93F" d:precision="string">0.1</LensFlareIntensity>
               <ExtrusionOffset d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</ExtrusionOffset>
               <LensFlare>
                  <cHeadLightFlareComponentBlueprint-sLensFlare d:id="14328">
                     <ImageIndex d:type="sInt32">0</ImageIndex>
                     <LensScaleX d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</LensScaleX>
                     <LensScaleY d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</LensScaleY>
                     <LensOffset d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</LensOffset>
                  </cHeadLightFlareComponentBlueprint-sLensFlare>
                  <cHeadLightFlareComponentBlueprint-sLensFlare d:id="14333">
                     <ImageIndex d:type="sInt32">1</ImageIndex>
                     <LensScaleX d:type="sFloat32" d:alt_encoding="000000A09999C93F" d:precision="string">0.2</LensScaleX>
                     <LensScaleY d:type="sFloat32" d:alt_encoding="000000A09999C93F" d:precision="string">0.2</LensScaleY>
                     <LensOffset d:type="sFloat32" d:alt_encoding="000000000000E83F" d:precision="string">0.75</LensOffset>
                  </cHeadLightFlareComponentBlueprint-sLensFlare>
                  <cHeadLightFlareComponentBlueprint-sLensFlare d:id="14338">
                     <ImageIndex d:type="sInt32">2</ImageIndex>
                     <LensScaleX d:type="sFloat32" d:alt_encoding="000000A09999C93F" d:precision="string">0.2</LensScaleX>
                     <LensScaleY d:type="sFloat32" d:alt_encoding="000000A09999C93F" d:precision="string">0.2</LensScaleY>
                     <LensOffset d:type="sFloat32" d:alt_encoding="000000000000D03F" d:precision="string">0.25</LensOffset>
                  </cHeadLightFlareComponentBlueprint-sLensFlare>
                  <cHeadLightFlareComponentBlueprint-sLensFlare d:id="14343">
                     <ImageIndex d:type="sInt32">3</ImageIndex>
                     <LensScaleX d:type="sFloat32" d:alt_encoding="000000A09999C93F" d:precision="string">0.2</LensScaleX>
                     <LensScaleY d:type="sFloat32" d:alt_encoding="000000A09999C93F" d:precision="string">0.2</LensScaleY>
                     <LensOffset d:type="sFloat32" d:alt_encoding="000000000000E03F" d:precision="string">0.5</LensOffset>
                  </cHeadLightFlareComponentBlueprint-sLensFlare>
               </LensFlare>
            </cHeadLightFlareComponentBlueprint>
         </HeadLightFlareComponent>



So there is obviously 4 "scale" settings but I don't want to adjust the scale of the light I want to move it. I realize this setting must be elsewhere... but where

Appreciate the help

Re: Help Aliasing Headlight!

Unread postPosted: Tue Oct 25, 2016 5:36 pm
by JerryC
The position of the headlight is determined ny the Matrix. This is under the Headlight child entry in the Engine Blueprint. If i'm not mistaken, out of the 16 possible scales and positions, entry 13 is the X (side to side) position, entry 14 is the Z ( up and down ) position, and entry 15 is the Y ( front to back ) postion.

Re: Help Aliasing Headlight!

Unread postPosted: Tue Oct 25, 2016 5:45 pm
by jalsina
The position of a flare texture and its call to the driving xml is normally located in the engine bin in one of the last child objects. It has a matrix. By discarting the last value in the matrix, the three that follow (going upwards) are the coordinates to move the position of that texture.

EDIT:
It seems I posted minutes after JerryC

Re: Help Aliasing Headlight!

Unread postPosted: Tue Oct 25, 2016 7:05 pm
by Alpenfreight
Great stuff guys thanks!

It looks like the Steven's pass gp38 actually has an error. Both Engine models are using the same headlight placements when in reality the Heritage unit has them much lower.

BN Unit:

Image


Corrected Heritage:

Image

Re: Help Aliasing Headlight!

Unread postPosted: Tue Oct 25, 2016 9:14 pm
by BKRR605
Hey Alpen, could you release a couple locomotives with the flares. I like them *!greengrin!*

Re: Help Aliasing Headlight!

Unread postPosted: Wed Oct 26, 2016 12:02 pm
by Alpenfreight
BKRR605 wrote:Hey Alpen, could you release a couple locomotives with the flares. I like them *!greengrin!*


As the headlight flares are from payware products I cannot release everything required to make it super simple. I can help with information though if you have any questions,

Re: Help Aliasing Headlight!

Unread postPosted: Wed Oct 26, 2016 7:06 pm
by BKRR605
Alpenfreight wrote:
BKRR605 wrote:Hey Alpen, could you release a couple locomotives with the flares. I like them *!greengrin!*


As the headlight flares are from payware products I cannot release everything required to make it super simple. I can help with information though if you have any questions,

Maybe just modified bins and then the person can copy the flare files to the right spot *!question!*

Re: Help Aliasing Headlight!

Unread postPosted: Wed Oct 26, 2016 8:54 pm
by Alpenfreight
BKRR605 wrote:
Alpenfreight wrote:
BKRR605 wrote:Hey Alpen, could you release a couple locomotives with the flares. I like them *!greengrin!*


As the headlight flares are from payware products I cannot release everything required to make it super simple. I can help with information though if you have any questions,

Maybe just modified bins and then the person can copy the flare files to the right spot *!question!*



I'm not sure what is allowed since I didn't create the whole file

Re: Help Aliasing Headlight!

Unread postPosted: Thu Oct 27, 2016 1:37 am
by buzz456
That is certainly permissible. Modifying the bin is not taking anyone's item. It is still up to the receiver of the modified bin to have purchased the item to begin with to make it work.

Re: Help Aliasing Headlight!

Unread postPosted: Thu Oct 27, 2016 2:06 pm
by BKRR605
buzz456 wrote:That is certainly permissible. Modifying the bin is not taking anyone's item. It is still up to the receiver of the modified bin to have purchased the item to begin with to make it work.

Like a repaint almost *!greengrin!*