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Oil Rig Lens Flare — Initial Workflow/Pipeline

Introduction

This document provides a comprehensive workflow for adding lens flares to Oil Rig assets in Microsoft Flight Simulator 2024. The process involves identifying light sources on oil rig components, preparing the assets in Blender, and implementing MSFS2024-compatible lens flares using the Light Finder add-on.

The workflow covers the complete pipeline from initial asset identification and tracking through to final in-game validation. Key aspects include:

  • Asset Identification: Systematically identifying which oil rig parts require lens flares (spotlights, lamps, beacons, etc.)
  • Blender Asset Preparation: Setting up LOD collections and ensuring texture linkage
  • Lens Flare Implementation: Using the Light Finder add-on to create and replicate lens flares across similar components
  • Legacy Light Conversion: Preserving existing ambient/legacy lighting from MSFS 2020 assets while upgrading to MSFS 2024 standards
  • Validation: Ensuring visual parity and correct functionality through in-game testing

This workflow is designed to maintain consistency across oil rig assets while ensuring compatibility with MSFS 2024's enhanced lighting system. Each step includes specific parameters, tools, and validation criteria to ensure high-quality results.

Revision Note

This document outlines the workflow for adding lens flares to Oil Rig assets in MSFS 2024.

1. Scope & Tracking

1.1 Identify Parts

Identify which Oil Rig parts require lens flares (spotlights, lamps, beacons, etc.). ✅ Done

Tip

Use a darker viewport and the Asset Library to spot emissive meshes more easily.

1.2 Register in Monday

Register every part in the Monday board and add priority/status fields. ✅ Done

1.3 Review Parts

Review registered part with CHECK status and decide if it needs lens flares. 🟧 In progress

2. Asset Prep (Blender)

2.0 Board Assignment

Go to the board, find target part you are assigned to, and mark it as "Work in Progress".

2.1 Locate Source Folder

Locate the source folder for the target part.

2.2 Create LOD Collections

Open Blender and create collections for all LODs, matching the glTF naming (LOD0, LOD1, LOD2, LOD3).

2.3 Import LOD0

  1. Navigate to File > Import > glTF 2.0
  2. Select the LOD0 glTF file

2.4 Move Objects to LOD Collection

  1. In the viewport: Ctrl+A (or A) to select all
  2. In the Outliner: right-click an Empty > Select Hierarchy
  3. Press M > move to the LOD0 collection
  1. Navigate to File > External Data > Find Missing Files…
  2. Try first: PackageSources\OilRig_TextureLib
  3. If still missing: use Shared texture library (document the path)

Important

Check the console/log to ensure nothing is missing.

3. Add-on Light Finder Pipeline

3.1 Add/Place Lens Flare Points (LOD0 only)

  1. Make only LOD0 visible
  2. Open the add-on Light Finder
  3. Click Scan in the top bar
  4. Click the object with the light source (e.g., a spotlight)
  5. Click Find Siblings (selects all objects using the same/similar mesh)
  6. Click Preview Light
  7. Adjust the preview light parameters (these will be replicated to all siblings):

MSFS2024 Lens Flare Parameters

  • Intensity (cd): controls flare intensity (not "Power")
  • Distribution / Core Angle: controls the visibility angle of the flare
  • Color: match the emissive/light source mesh color
  • Lens Flare: enable
  • Flare Only: enable

Spotlight / Cone Settings (if applicable)

  • Enable Spot: yes
  • Cone Angle: adjust based on the light type
  • Rotation: adjust so the light cone matches the mesh orientation

  • Click Replicate to Siblings (this light will be replicated in all siblings settings + rotations)

3.2 Convert Legacy Lights

Goal: Preserve ambient/legacy lighting from the old glTF.

  1. In the add-on, click Convert in the top bar
  2. Choose: Import MSFS 2020 Lights from glTF
  3. Select the legacy LOD0 glTF (source file)
  4. Click Scan glTF for Lights
  5. Review the list of found lights
  6. Click Convert All

Result: Legacy lights are imported and converted to MSFS2024-compatible lights with equivalent power/rotation settings.

Visual Parity

Visual parity must be validated in-game (A/B comparison).

Legacy Workflow

The old step of re-applying restored legacy lights back into the glTF structure is no longer required—it has been replaced by the Convert Legacy Lights step (3.2).

4. Export & Versioning

4.1 Export the Updated glTF

Export the updated glTF using Blender 4.2 + MSFS 2024 add-on.

4.2 Save Versioned Blend File

Save a new .blend version with versioned naming as the source of truth for this part.

5. In-Game Validation

5.1 Build and Test

Build/package the asset and test in-game.

5.2 Validate

  • Lens flares: position, intensity, and visibility angles
  • Legacy/ambient lighting: no regressions vs previous build (compare screenshots/presets)

6. Board Update & Iteration

6.1 Update Status

Update the Monday item status: Done / Needs Fix / Stuck / etc.

6.2 Add Documentation

Add notes and screenshots if needed.

6.3 Iterate if Needed

If issues are found: adjust in Blender → re-export → re-test.