T:ANE (in development) screenshots...

Diuarnal circle and dusk settings (big shots)

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This is 06:17 on 01-01-1970

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This is 06:13.

Apart from the very bright glare of the high-beams and the groundtextures posterized look the lighting is off by about two hours. Northern hemisphere and especially the Baltic and Northern Scandinavia has a very special kind of dusk at wintertime, which makes for spectacular shots. The ingame diurnal seems to be stuck in an Equatorial 12/12 rotation. The shots also underlines the point about shadows made by my previous post.
 
Apart from the very bright glare of the high-beams and the groundtextures posterized look the lighting is off by about two hours. Northern hemisphere and especially the Baltic and Northern Scandinavia has a very special kind of dusk at wintertime, which makes for spectacular shots. The ingame diurnal seems to be stuck in an Equatorial 12/12 rotation. The shots also underlines the point about shadows made by my previous post.
Can you no longer adjust the timing and coloring of the cycle in TANE? It always took some work to do right but it helped in previous versions.
 
Keeping in line with C&O Steam
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Something a little different
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And then in Color a few seconds later
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Just playing around with stuff. T:ANE is so much brighter.

@_Tram,
CloakedGhost mentioned you'd made some kind of file to accomplish the kind of lighting you're getting in your shots? Is it possible to still get a copy of it?

Thanks,
-Falcus
 
Can you no longer adjust the timing and coloring of the cycle in TANE? It always took some work to do right but it helped in previous versions.

Yes you can but that is not the issue. It is about angle of inclination - I am a master mariner by trade, so, maybe I am just a little too nerdy on that point. ;)
 
TANE SP1 SP shots

Enjoying TANE SP1, esp. with TRam__ 's shader modifiers, and just poking around with the lighting pots in Surveyor.
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There have been others that have said it, and from my own perspective I have to agree; having the objects casting shadows makes TANE much more immersive (again, my opinion) than what my experience was in TS12. I esp. like that you can adjust the environment settings in a Session, and not just at the route level specifically. Makes it much more conducive to actually making sessions, IMHO.

Regards,
MSP
 
T:ANE SP1 has definitely worked in my computer's favour. I've finally been able to test it out and I'm certainly pleased with its features.

Don't know what the general consensus is of Thomas and Friends but the route and locos made by Si3D look great in T:ANE.
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Build 80345

LMS Duchess with a building profile in the smoke haze.



Thundering through the countryside.



"Now is not a good time to get the ball!"

 
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Looks like the smoke attachment is messed up in the 2nd pic there.
Oh, does look a bit odd doesn't it. Haven't really seen it looking like that before.

Edit: I ran the route again and watched the smoke from the LMS in that same area. The smoke did the same as in the screenshot. In that area there is quite a bit of tree overhang close by so I am guessing it could possibly have something to do with that? That is the only place I have seen it so far.
 
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There is actually a new tag in TANE that you can include in an asset to stop it affecting smoke.


Code:
enable-pfx-collisions                              0

Works as well, I used it my TANE version of my billboards.
 
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