Custom spot don't work anymore SDKFS24

Version: 1.3.23.0

Hello,
Another issue is cutsom spot lights made with blender don’t work anymore when compiled with SDK24.

They illuminate a gltf object but not the FS ground.
Day night cycle like emmisive is broken

Please tell us what to do or if it will be fixed soon

Thanks

Hello,

What do you call a custom spot ?
image

I tried with a Fast Light in SU1 and SU2 and it works well.
You can send us a blender and a sample project that reproduce the issue, I will make some test on it.

See 3) Provide Private Content.

Regards,
Boris

Hi @Boris
Ok we need to re do some test because we are using blender lights like for MSFS20 that worked before (aera ; spot ; point )

I will try with new MSFS24 light types…

Can you also please help with emmissive day night cycle not working please

This is not a duplicate post sorry, one is about spot light, the other we are talking about emmissive textures that can’t be set at day time with usual day / night cycle

Please explain why the day night cycle isn’t working for emmissive textures in MSFS24
If set to false , emmissive are of day and night.

Thanks for the help

Blender’s default lights objects are not compatible with MSFS2024, you’ll need to use Microsoft Flight Simulator 2024 Lights from the menu as shown in my screenshot above.

You can also convert your blender scenery to a 2024 one using the convert scenery function (see the documentation available in the blender plugin folder).

I got mixed up :wink:
I will answer you on the other post once I’ve finished investigating it.

Regards,
Boris

Dear @Boris ,
We are testing new spot lights but we can’t find the type with the cone corresponding to the old MSFS20 spot in blender.

I want to do a spot with a cone angle , like the one we can do for a hangar exterior spot light or a appron light spot for example

I can send you the test but nothing is working as a spot from now
We have put the watt t 1000 in blender

as a note :spot done with MSFS20 plugin in blender only work and illuminate the GLTF in MSFS24 SD24 , but not the MSFS ground

And maybe the term is not the good one , in Blender to have dynamic spot light we need to choose aera type .

So that what i am searching to do.

FS24_LIGHTS v2.zip (3.3 KB)

Note : Test was exported with blender and last plugin for FS24

Thanks for the help on it

Are you 100% sure you are using the spot from the Advanced Light / Fast Light ?
It seems to me you are still using the default blender light object.
You should have a tab called “MSFS2024 Light Parameters” where you can set the Intensity (cd) etc…

Regards,
Boris

Hi @Boris
In the test above ,
We only use new advanced and fast light. (100% sure)
We can send you our blend file test if you want .

Yes please :wink:

Here they are

https://www.swisstransfer.com/d/0ad41ef0-ff59-4063-89e9-244f1ea3ff09

We redone the same as yesterday and it is working now…
No sure why.

The onlything done differently is that i compiled out of the sim with package tool this morning

Note : Spot day night cycle isn’t working as you can see in the test above (stay ON always)

So thanks a lot for the help

I have a question so,

Can you please add the possibility to create spot light from the Project editor ?
All the best

I’m sorry, but I couldn’t reproduce any of the issues you’re experiencing.

It may be caused by something specific in your project, though I’m not entirely sure.

I even modified the GLTF you sent to enable the Day/Night Cycle, and it worked as expected (built using the Project Editor).
I also used your Blender sample to create a Spot type MSFS2024 light, and it’s working just fine.

As for Spot Light support in the Scenery Editor, it’s not currently planned.
However, in SU2, you can create lights in SimPropContainers.

Regards,
Boris

Dear @Boris
all i can say is thank you very much for your time to verify and confirm to us that from your side it is working.

Now we need to deeply investigate why few things don’t work in our project.

Once again, when i talk about day night cycle , what i want to day is to have the spot illuminated 24h (Day + night)

Will come back to you here if we found any answers

Once again , thank you for the help
Regards
Kem

You’re very welcome :wink:

A cycle is, by definition, something that starts and stops repeatedly so in your case, I think the better term to use would be “permanent” illumination. :slightly_smiling_face:

Were you able to get it working in the end?

Regards,
Boris

Hi @Boris ,
Yes for unknow reason it has worked 2 days after the last post here.
You’re right , i will talk about permanent illumination.
Note the fact is the balance between night and day emmissive factor isn’t the same as FS20 .
In FS20 it was perfect , an emmisive factor of 1 give us a emmissive texture perfect at night and if day night cycle of (so permanent illumination) under a cloudy day , we can see the emissive rellay clearly.

But in MSFS24 , when the emmisive factor set t 100 (goog result at night) on a cloudy day , the emmissive effect it to light , we can almost not see it .

And if put the emmissive factor more that 100 , it will be over bloomed at night.

Kind regards

Hello,

I will tag the topic as fixed as you confirmed in a previous post that it was working.

Regards,
Boris

Hi @Boris ,
to me it isn’t fixed sorry …
There is a bad emmisive rendering . So yes the day night cycle is working , but no, to us it isn’t really fixed.

ref previous post , and after many test and discussions with other devs , FS24 as a bad “day” emmissive rendering.

In FS20 when you set emmissive factor with a great rendering at night (not to strong) if set daynight cycle = false , you will have a great rendering at day , inside a building or on cloudy days. Now in FS24 it is really bad , you have to put a strong factor that makes the emmisive at night really to strong , and at day it is almost invisible.

Please do something , take any objet you can test , set day night cycle = false , test it in FS20 / convert it for FS24 , change emmisive factor as needed and check in FS24.

It is a real regression

Kind regards

The only solution is to convert your GLTF file to the MSFS2024 format, using the Scene Converter function available in Blender or 3ds Max.

In MSFS2020, a mesh with an emissive value set to 1 is exported with that same value (1) in the GLTF file. However, in MSFS2024, the equivalent emissive value is now 1000, not 1.

As shown here, the GLTF on the left was exported using the MSFS2020 exporter for use in MSFS2020, while the one on the right was exported using the MSFS2024 exporter.
image.

Note that you can also apply a quick fix by opening your 2020 GLTF files in an editor and multiplying the emissiveFactor values by 1000.

Regards,
Boris

Hi @Boris ,
I am really grateful you takes time to answer me .
But no i am sorry , it seems there is a denial on this issue :thinking: .

We’ve made hundreds test and the issue don’t come from a setting or a convertion.

Yes we tried convert objets , yes we tried multuply X 1000 , yes also made native FS24 objects to test.

The result is still the same = bad rendering at day (interior or cloudy day)
It was working great in MSFS20.

Then when set the emissive factor to 1000 (= convert to FS24 )
At night it is absolutely to strong and still light at day.

So yes we can say it is working but really not as expected.

If you want we can provide any object test you need but i am sure you can compare from your side between the rendering at day of an emmissive in MSFS20 and MSFS24 , you will see the problem.

NOTE : the same issue is there for the spots .

Thanks a lot
All the best
Kem

Hi,

I don’t believe I’m in denial. The truth is, I’m genuinely having a hard time understanding the exact issues you’re facing and I’m here, still trying.

A few weeks ago, you mentioned:

This makes it difficult for us to follow what’s actually resolved and what isn’t.

Your initial description mentioned a custom spotlight that wouldn’t cast light on the ground, and that the day/night option wasn’t working.

Now you’re talking about emissive intensity.

Let’s clarify things: what exactly is not working right now?
Is the only issue that the emissive lighting isn’t as bright as it was in MSFS2020?
Have you already converted your project to MSFS2024?

Please consider sharing screenshots from both MSFS2020 and MSFS2024 showing the differences. A short video could also help us better understand the problem.

Additionally, if possible, provide a simple sample project (an emissive cube and a spot for example) (not a complex scenery) that we can use to easily reproduce the issue.

See How to report a bug or crash

Thank you,
Regards,
Boris

Hey @Boris ,
I am sure you’re not , i know what you mean.
When saying that , it isn’t pointed you but the FS24 rendering conception.
now , i am preparing the screens , i see that everthing is working finally as it should be..

I am lost , 2 weeks ago when working on LFBD Native FS24 , i stillf facing this issue and now ,the rendering is correct for the first time..

I didn’t compiled or change anything.
Maybe last WIN11 update did the thing , or maybe you did some backgrounfd fixes ( my computer is brand new and everthing up to date)

So please accept my apologies and from now we can consider it as solved.
I have no idea why because after SU2 , the same problem was there , but today , everthing looks like it should for the first time in FS24.

Thanks for your patience , next time i will use the report bug and send you many more screens and test objects

Once again thank you for your support .
All the best

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