More on .CX values

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GregHart1965
Posts: 388
Joined: Sun Apr 12, 2015 7:21 am

More on .CX values

Postby GregHart1965 » Sat Oct 22, 2016 2:01 pm

I think I have a better understanding of how to tweak the values written in the .cx file. Here is a properly revised illustration of the value integers.

I urge people to do some external reading on this subject (hint .cx are quite similar to .obj and .mtl files) the knowledge gained can be quite illuminating! :wink:

Firstly the first 5 number indicate a fraction of 1 (1 = full intensity)and are written in reverse. The last number indicates either full intensity = 7 or less than full intensity = 8. Be aware that values do not deal with real light but emulate real light by affecting how the pixels are shown.

Diffuse statement: This emulates how much 'spread out' (diffused) light reflects off the object. In essence it actually defines how much of the texture image you have applied to the material shows up.

Opaqueness: How solid or transparent and object is. This defines how many of the objects pixels are written over the background and how much of the background pixels are still shown.

Shininess: This indicates the 'hardness of reflexivity'. Or how sharply defined the reflection is. Polished chrome would be full intensity, cloth would be zero.

Specular: This emulates reflection. It defines how much of the external light in the scene (in Condor the sun) is shown on the objects surface and affects how much the object itself is lit. Zero values will give a very dull dark object (the dark grey you sometimes see with AptCndr objects). You should give an object at least some specular component for it to be lit properly.

Emission: This shows how much light the object itself emits. Very low values can be used to define the 'ambient' quality of the object. Essentially they define how many of the objects pixels are turned on permanently. It operates independent of the outside light source. You must set the values in Wings 3D to "multiply" for these values to show up in the .cx Full values will result in an object glowing in the dark after the sun has set. See pics below.

CX Values.jpg
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Last edited by GregHart1965 on Sat Oct 22, 2016 6:08 pm, edited 1 time in total.

GregHart1965
Posts: 388
Joined: Sun Apr 12, 2015 7:21 am

Re: More on .CX values

Postby GregHart1965 » Sat Oct 22, 2016 2:05 pm

Figuring all this out has opened up some opportunities for special effects. Below is a hollow building with transparent windows. Inside is a cube with the colour values set for emission (high values) full for red and green and medium for blue giving a yellowish colour.

End of soaring day time to gather around the barbecue for some beers: :D

Shot293.jpg
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GregHart1965
Posts: 388
Joined: Sun Apr 12, 2015 7:21 am

Re: More on .CX values

Postby GregHart1965 » Sat Oct 22, 2016 2:07 pm

Just dont drink too much as the police are out looking for drunk drivers! (blue light cube set to full blue zero red and green emission)

Shot290.jpg
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GregHart1965
Posts: 388
Joined: Sun Apr 12, 2015 7:21 am

Re: More on .CX values

Postby GregHart1965 » Sat Oct 22, 2016 5:23 pm

One last important note: You cant have an object that is transparent and emits light. The two statements are mutually exclusive. AptCndrX will give an error message if you try to place an object with both transparency and emission.

GregHart1965
Posts: 388
Joined: Sun Apr 12, 2015 7:21 am

Re: More on .CX values

Postby GregHart1965 » Sat Oct 22, 2016 7:49 pm

One more note :roll: the emission values dont seem to carry across from wings so just write them in the .cx

Here is another cool thing to do with emission values - IFR anyone?

Shot294.jpg
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GregHart1965
Posts: 388
Joined: Sun Apr 12, 2015 7:21 am

Re: More on .CX values

Postby GregHart1965 » Mon Oct 24, 2016 6:29 pm

Who says you cant fly at night? Last plane home

Shot297.jpg
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pstrzel
Posts: 258
Joined: Sat Sep 08, 2012 2:02 am
Location: Utah

Re: More on .CX values

Postby pstrzel » Mon Oct 24, 2016 8:28 pm

That's some epic stuff Greg. Thanks for taking time to research.
Image

GregHart1965
Posts: 388
Joined: Sun Apr 12, 2015 7:21 am

Re: More on .CX values

Postby GregHart1965 » Thu Nov 03, 2016 8:40 pm

One more for fun :D
Building a town with AptCndrX to play with lights. Only problem is it reaches the max for an 'airport' O.cx quite quickly so will have to adjust some of my objects to bring the load down and enable more houses and trees to go up

Shot324.jpg
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