Question Vessel mesh interaction with lights from vessel beacons?

Thunder Chicken

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I had a question about how to control (if it is possible at all) whether a meshgroup interacts with light emitted by a beacon on that vessel.

As an example, here is my VW Thing on the KSC runway with brake lights on. The white light is a runway light, not associated with the vessel. Notice how the dashboard and other parts of the car that shouldn't be illuminated are by the brake light beacons.
Screenshot at 2025-01-29 15-44-15.png

This illumination is only visible in exterior views, not from the driver's seat internal view.

A couple of things that I wanted to know:
  1. Can I control whether a meshgroup interacts with a beacon or other light? There is a meshgroup flag FLAG 0x00000004 that supposedly directs Orbiter to not apply lighting when rendering a meshgroup, but that doesn't seem to change the illumination that I am seeing in the above picture.
  2. Can a beacon be used to illuminate a cockpit internally? I don't want that for the VW Thing, but I am working on something like that on the R-4 helicopter.
  3. Any other tips/tricks/guidance on vessel self-illumination in these sorts of instance would also be welcome.
FYI I am working on Lua script add-ons, but I think the issue is more fundamental to how meshes and lights play in Orbiter, not an API or Lua issue.
 
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