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ryanstrains
June 4th, 2015, 12:37 AM
Currently in TANE, it looks like self illumination is not properly functioning which renders any signal that uses a mix of coronas and a mesh when you get close pretty much useless. Is there a workaround for this or will there be a patch?
http://hostthenpost.com/uploads/3801e5fcd3c8890af9953bbacfe68984.png
http://hostthenpost.com/uploads/045660f9157cdd12d59c90ff48f8df59.png

WindWalkr
June 4th, 2015, 08:00 AM
Currently in TANE, it looks like self illumination is not properly functioning which renders any signal that uses a mix of coronas and a mesh when you get close pretty much useless. Is there a workaround for this or will there be a patch?

Can you please clarify what actual technique you're referring to here?

thanks,

chris

ryanstrains
June 4th, 2015, 08:53 AM
For the signal, I'm using a plane that is 100% self illuminated so up close you see the light details as well as not having corona issues when looking from the side. As one pans away from the signal and the signal gets more distant, a corona effect kicks in for long distance viewing.

WindWalkr
June 4th, 2015, 09:03 AM
I'm using a plane that is 100% self illuminated

Sorry, I mean: what kind of "self illumination" are you employing here. Are you talking about a material setting in Max, or something else?

kind regards,

chris

ryanstrains
June 4th, 2015, 09:18 AM
Sorry, I mean: what kind of "self illumination" are you employing here. Are you talking about a material setting in Max, or something else?

kind regards,

chris

I have it set as 100% in max.

Wearsprada
June 17th, 2015, 01:12 PM
Well, do we have some changes here?
This functions using anywhere

1. Lamps on control stand
2. Lenses of signal, rail crossing signals
3. Numbers boards
4. Outer interior or cab
5. Windows meshes on the houses in night mode
6. Street lamps (even if they use corona effect, not matter)

Without this function, we lost realistic pictures on dusk, night and even in the day light time.

Could we restore this function?

Tony_Hilliam
June 18th, 2015, 06:26 AM
Prior to Chris answering, I'm pretty sure he will ask for example KUIDs for each of the items you are referring to.
I am also wondering whether your install is working at all as most of those features work as far as I know.
Are you seeing no signals anywhere or certain types only?
Same with numberboards.

andi06
June 18th, 2015, 06:46 AM
I don't know if its the same issue but nightmode is currently broken on all of my traincar assets.

For example <kuid:122285:600> (the rear wheels of which have already suffered cruelly) looks like this in TS12 at midnight:

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Same asset, same time in TANE:

614

the coronas are still working but the rest of the night effects (which use various techniques including a standard night-mesh, an alpha material for the headlights, and what used to be default night-time self illumination on the destination blinds) are either entirely broken or so dim as to be effectively invisible.

Wearsprada
June 18th, 2015, 07:15 AM
I mean, that all meshes which used 0,1-100% self illumination won't work in TANE.
This specific functions are assigned through 3ds Max in material editor, there the same where opacity or alpha channel.
Please check this and add to next HF or SP.
No sense show certain model or kuid, doesn't work everywhere.

But you can see this problem on default JR content, on SD45-2, numberboards, cab, walkway lights should be self illumination in the night.
Look at SD9 here, the same materials and texture type (used for this .m.onetex with alpha channel or not and self-illumination).
http://jrpcloud.com/files/screenshots/thumbnails/thumb_363e70cc7c7377d5d0ee0b1d43f80f5a.png (http://jrpcloud.com/files/screenshots/363e70cc7c7377d5d0ee0b1d43f80f5a.png)
(shots from TAN:E)

And the same material on outer of locomotive, walkway lights, numberboards, cab etc.
http://jrpcloud.com/files/screenshots/thumbnails/thumb_e9d39e6b3aa949e9a80bbb627793ff5e.jpg (http://jrpcloud.com/files/screenshots/e9d39e6b3aa949e9a80bbb627793ff5e.jpg)
(shots from T12)

This function of material on control stand in T12, we could see self illumination on speedboard and gauges.
http://jrpcloud.com/files/screenshots/thumbnails/thumb_18daaa42a749d7aa21aad0d76cb9d691.jpg (http://jrpcloud.com/files/screenshots/18daaa42a749d7aa21aad0d76cb9d691.jpg)

And situation when this function using on signals, that's looks pretty well!
Demonstration signal.
http://jrpcloud.com/files/screenshots/thumbnails/thumb_7fa02cf1b4b88b8b69b928795370ab62.jpg (http://jrpcloud.com/files/screenshots/7fa02cf1b4b88b8b69b928795370ab62.jpg)

Work close to camera and with corona effect far away from camera.
http://jrpcloud.com/files/screenshots/thumbnails/thumb_4fed68cb5d75278f61c2d7aa81844eca.jpg (http://jrpcloud.com/files/screenshots/4fed68cb5d75278f61c2d7aa81844eca.jpg)
http://jrpcloud.com/files/screenshots/thumbnails/thumb_7ff790896c75cf749ffc7b4356d3c6cd.jpg (http://jrpcloud.com/files/screenshots/7ff790896c75cf749ffc7b4356d3c6cd.jpg)

ATSF854
June 20th, 2015, 06:54 PM
I think that this issue is one of the main things that currently hurts the visuals of this game for what it is. For example in this shot below

http://hostthenpost.org/uploads/1aba17b991b0c4bc59239f536713493c_thumb.jpg (http://hostthenpost.org/uploads/1aba17b991b0c4bc59239f536713493c.jpg)

The only thing here with working self illumination is the streetlight, even then it looks really crude since it's just a texture displayed on the ground instead of an actual rendered light source. It would only make sense to fix the self illumination that is used on nearly everything in my opinion.

Below is an example of how self illumination is applied to these assets where it is broken.

http://hostthenpost.org/uploads/554b30f86dfff507f5c6a60efa10fd7a_thumb.jpg (http://hostthenpost.org/uploads/554b30f86dfff507f5c6a60efa10fd7a.jpg)

This is a mesh for a light flare that appears for the night lighting on the locomotive.

VinnyBarb
June 21st, 2015, 02:07 AM
With me it is the nightmode on number boards of most of my TS12 created locomotives in TANE, implemented as per the TrainzWiki. Plus the CONSTANt nightmode tag implemented on my recently uploaded TS12 billboards, animated with rotating segments showing at least 3 different textures/advertising per animated turn.

Number boards in nightmode in TS12:

631

In TANE one of the above locomotives. All have no nightmode on number boards:

632

Rotating billboards, one of these is just rotating to display 3 different textures/advertisements in total, including some of Lendorf's recently created animated neon signs with up to 5 different coloured texture changes showing, which are also made with constant nightmode:

633

At night in TS12, all looks as it should:

634

In TANE at daylight, with some other similar billboards of mine as I haven't all the above shown installed in TANE. All look screwed up and not what TS12 shows:

638

and at night in TANE, the billboard textures showing almost non existing:

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where I had to crank up the picture's gamma to verify if indeed the textures are there:

640

Weird to say the least. If you are going to ask me, YES, reported at least 3 times in the past few months of the CONSTANT nightmode tag not working and nightmode in general not working of some other nightmode features. If you need Kuids for checking these, look on the DLS under VinnyBarb for my recent created billboards with animated and rotating segments and under Lendorf for his recent created neon lights.

VinnyBarb

andi06
June 22nd, 2015, 09:35 PM
Despite all of our protestations that night mode effects are broken, I'm afraid that I have to confirm that they do in fact work - but only by day and if you are quick on the PrintScreen key:

648

pcas1986
June 23rd, 2015, 01:15 AM
Despite all of our protestations that night mode effects are broken, I'm afraid that I have to confirm that they do in fact work - but only by day and if you are quick on the PrintScreen key:

...

Driving in the U.K. looks even more hazardous than I remember. :eek:

TRam__
June 23rd, 2015, 05:43 AM
but only by dayThey simply illuminated by the sun. In fact, most self-illuminated meshes very often should not do that. For example i used "light 0" tag (in TS12) for my signal meshes to make their light roughly equal at day and at night. And it also don't work in TANE (there is no connection of "light 0" to shaders).

whitepass
June 24th, 2015, 10:15 AM
I did some testing on my passenger cars and found that nightmode dose work in TANE but only if you made it in the old exporters, car made in Gmax works, car made in Blender not working. Blender is using m.onetext and emit percent.

TRam__
June 24th, 2015, 12:04 PM
That's because emit percent doesn't work. If you simply assign a mesh with any (incl. zero) illumination percent as a "nightmode" mesh, it will be illuminated (as illumination was setted to 100% ). That will work for a mesh from any exporter.

whitepass
June 25th, 2015, 01:13 PM
It's not illumination it's emit. It is working but way off, you can see it here, it is "on" in TANE but you can barely see it.
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