Brian,
there's a mistake in your SSC code (check the header). Also, I strongly suggest that you simplify the SSC code formating for easier reading, something like this :
Code: Select all
"MRO_Hirise_FOV" "Sol/Mars"
{
Class "component"
Mesh "mro_hirise_fov.cmod"
Emissive true
Clickable false
NormalizeMesh false
MeshScale 0.25
Radius 10
Beginning 2453992.000000
OrbitFrame { BodyFixed { Center "Sol/Mars/MROOrbitFocus/MRO" } }
FixedPosition [0 -0.0008 -0.0008]
BodyFrame {
TwoVector {
Center "Sol/Mars/MROOrbitFocus/MRO"
Primary {
Axis "-x"
ConstantVector {
Vector [0 -1 0]
Frame { BodyFixed { Center "Sol/Mars/MROOrbitFocus/MRO"}}
}
}
Secondary {
Axis "y"
ConstantVector {
Vector [1 0 0]
Frame { BodyFixed { Center "Sol/Mars/MROOrbitFocus/MRO"}}
}
}
}
}
FixedRotation { }
Albedo 0
}
I remade your light cone model, as a simpler and more efficient pure CMOD object :
Code: Select all
#celmodel__ascii
material # 0 Light Cone
diffuse 0.956863 0.886275 0.4
opacity 0.25
end_material
material # 1 Light Square
emissive 1 1 1
diffuse 1 1 1
opacity 0.5
end_material
mesh
vertexdesc
position f3
normal f3
end_vertexdesc
vertices 5
0 0 0 -0.0099995 0 0.99995
1000 10 10 -0.0099995 0 0.99995
1000 -10 10 -0.0099995 0 0.99995
1000 -10 -10 -0.0099995 0 -0.99995
1000 10 -10 -0.0099995 0 -0.99995
trilist 0 24
0 3 2 0 2 1 0 1 4 0 4 3 0 2 3 0 3 4 0 4 1 0 1 2
linestrip 1 5
1 2 3 4 1
end_mesh
And I noticed some depth sorting problem at close range : we can see the nice white square I added to the ground :
picture1.jpg
At close range, the white square disappears (actually, a large part of the light cone is disappearing):
picture2.jpg