TRS 2022 - Signal Caronas too large

I am placing signals from the DLS on my route in TRS22 and have a problem with signal lights/caronas. When I place a signal on my route, the signal lights appear as large globes, showing thru the signal housing. When I zoom the camera out from the signal, the signal lights become even larger.

Is there a graphics setting in TRS22 that I need to change to get the signal lights to show at normal size?

Does anyone know why this is happening and how to fix it?

Any help would be greatly appreciated.
 
The only way to fix it is to edit the lamp corona images to be at least 25% smaller using Paint.NET or similar graphics software.
The problem is due to the environmental lighting in TRS19/TRS22 and this is the only way that I've found to correct it.
 
Is it a separate KUID? Maybe you can replace it in Config.txt with a different one. Or if it is a graphics file replace it with an image from a corona that works.
 
I've tried to fix this by (as suggested above) reducing the size of the transparent area in the corona mask by about a third. It was necessary to lighten the mask until the center of it was completely transparent (255,255,255), but now it shows well at night without bulging. However, it barely shows up in daylight. I presume the problem also exists for texture files without an alpha layer.

Presumably others have tried altering the other config options for effect corona that *sound* like they should help (object-size, max-size-mul, mul-distance, min-distance, max-distance and max-intensity) from their default values without success. Any other ideas?
 
With help and motivation from, @leader2302 I modified some signals (list below) to address the oversized-corona problem discussed in this thread. The basic modification was to reduce the “lit” area of the built-in coronas until they looked right in TS22.

The “NHS” (New Haven spotlight) are with permission from @silvergull (NHS replacing SGR in the titles). Other changes to those are increasing the build number and changing from direct .tga references to indirect .texture.txt references. Non-SGR are from pre-TS2004.

For the New Haven dwarf signals I presumed upon my cooperation with @seniorchief in their origin (“0C” added for TS12). Modifications, in addition to version increase, consists of creating a low-res LOD with identically placed attachment points, then specifying smaller-diameter presentation of the coronas for it than for the (very) hi-res mesh. This seems to handle the corona-size problem nicely, though it does require adding original material. The left-side dwarf simply alters the track distance.

Signal_2_L002_NHS,<kuid2:520526:1674:1>
Signal_2_NHS_003_RD_RH,<kuid2:520526:1675:1>
Signal_2_NHS_004_RH,<kuid2:520526:1677:1>
Signal_2_NHS_L002_LD_RH,<kuid2:520526:1678:1>
Signal_2_NHS_004_LH,<kuid:520526:1709>
Signal_2_NHS_003_RD_LH,<kuid:520526:1710>
Signal_2_NHS_L002_LD_LH,<kuid:520526:1712>
Signal_2_NHS_L003_LD_LH,<kuid:520526:1713>
Signal_2_NHS_L003_LD_RH,<kuid:520526:1714>
Signal USA 2 02 NHS,<kuid:520526:3502>
Signal USA 2 L02 NHS,<kuid:520526:3503>
Signal USA 2 04 NHS,<kuid:520526:3504>
New Haven Low Dwarf 3 Aspect 0C,<kuid2:520526:1671:2>
New Haven Low Dwarf 2 Aspect 0C,<kuid2:520526:1679:1>
New Haven Low Dwarf 3 Aspect-LS 0C,<kuid:520526:1730>
 
I've tried to fix this by (as suggested above) reducing the size of the transparent area in the corona mask by about a third. It was necessary to lighten the mask until the center of it was completely transparent (255,255,255), but now it shows well at night without bulging. However, it barely shows up in daylight. I presume the problem also exists for texture files without an alpha layer.

Presumably others have tried altering the other config options for effect corona that *sound* like they should help (object-size, max-size-mul, mul-distance, min-distance, max-distance and max-intensity) from their default values without success. Any other ideas?
Hi,

I tried these (object-size, max-size-mul, mul-distance, min-distance, max-distance and max-intensity), the corona still showed through the housing. I checked other signal light CDPs which didn't have such problems, it looked like that they didn't use the default corona but used lighting effects created by their authors.
 
Hi,

I tried these (object-size, max-size-mul, mul-distance, min-distance, max-distance and max-intensity), the corona still showed through the housing. I checked other signal light CDPs which didn't have such problems, it looked like that they didn't use the default corona but used lighting effects created by their authors.
I agree, basically (see post immediately above yours). The coronas had to be customized to display without bubbles, and I was not sure the trick of specifying smaller radius for the far LOD mesh table entry would work (it did). Treatment of corona texture maps seems to be a built-in assumption of transparency map from color map, with no alpha map. It can't be using, for example, the red track because appearance would differ for the different colors and it does not seem to. Very old code.
 
Back
Top