I used the WorldHub editor to delete taxiway lights where they were obstructing another taxiway. These are my experiences and suggestions for improvements.
It is cumbersome to find the taxiway that a light belongs to. My approach is for every taxipath that is in the neighborhood deselect left and right lights and see if the erroneous light disappears.
It seems there is a bug in the Property Editor that if you quickly select and deselect the Edge light checkbox, the checkbox feedback and the actual in-game situation get out of sync, i.e. when the checkbox is checked, there are no lights and vice versa.
It would save a lot of time if the edge light placement algorithm would not place taxiway lights that are on the area of another taxipath. This would improve the whole world immediately without having to painstakingly edit each and every taxi light that is positioned wrongly.
I find that using one or the other edge marking helps establish the side of the taxiway you’re working on. But yes, it makes for a lot of extra work. About 90% of the weirdness I encounter in regard to taxiway marking, lighting, and rendering (collisions, etc) have to do with a segment being radically outsized in width compared to another nearby.
Good point. I’ll keep an eye on that. What I have seen so far is that at interections the corner segments overlap with a corner bending the other way. My solution is then to cut the path and remove the lights from the small bending part. If you have a more convenient solution then let me know!