Naked Lights!

Tips and discussion about scenery creation for RailWorks.

Naked Lights!

Unread postby Tomcat » Wed Jun 07, 2017 9:12 am

Curious to see if anyone has come across a naked bulb, no housing or attachment mechanism of any kind, just a lonely naked bulb, that could be used to outline structures. It does not have to, and preferably should not, actually emit any light that would light up the environment. I would use the assets from RCAP, such as the spotlight to actually light up the environment and then only a handful would be needed to cover an entire cement complex. Examples follow of a cement plant and an oil refinery;

Lafarges-Roberta-Plant-Calera-Usa-night.jpg


oil-refinery-at-night-near-denver--28713.jpg


An example in that 'other' simulator of Monolith. You can see that the bulbs don't actually emit any light, though I think these are a tad on the dim side;

2017-06-07 (2) copy.jpg


I did a small test creating a largish irregular asset block and filling it with a count of 300 of the light tower from Steven's Pass. The number of lights is way beyond what I would use and even so the FPS hit was acceptable. Each tower has a bank of 12 lights. I could see myself adding 50 or 60 single lights to each cement plant on my route which would be the equivalent of 5 or so of these light towers making the FPS hit almost non-existent. I've looked through all the routes I own and have never seen such an asset used that was not part of another structure. I would prefer it to be a freeware asset that could be distributed with a freeware route. If none exist I'll get over it, just thought it would be the icing on the cake for a cement plant.


Screenshot_TEst_41.08263--104.99700_22-01-50.jpg
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Re: Naked Lights!

Unread postby Bananarama » Wed Jun 07, 2017 11:11 am

Tom,

The trick is getting the lights to appear to "glow" at distance, else they're little more than on-screen colored specks. There are some landing lights I created for the airports in Tehachapi Pass. If these look like something you could use, I can send you a version for Cajon.
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Re: Naked Lights!

Unread postby Tomcat » Wed Jun 07, 2017 12:53 pm

Hack,

You mentioned exactly what I was thinking but didn't express... the glow is the key. I had forgotten about your runway lights, they are very cool. Just a quick and dirty test to see how they look in the first shot. The second shot I had to take in the editor since those are the SMM_PointLight1 emitters and don't show in game, it is, however, almost exactly the look I was thinking of sans the emitted light which threw my FPS in the toilet - just seven of those emitters and my FPS dropped from 80 to 30. I could use those runway lights for the small Hesperia airport if you are agreeable.

Screenshot_Cajon_Mojave_34.35287--116.85321_21-06-12.jpg
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Re: Naked Lights!

Unread postby Bananarama » Wed Jun 07, 2017 2:32 pm

You may use the ones in the Tehachapi route. However, I would like to see if I can get them a bit brighter (like the ones atop my transmission towers), as the airport lights were supposed to be subtle.
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Re: Naked Lights!

Unread postby Tomcat » Wed Jun 07, 2017 5:08 pm

Thanks Hack. Very curious to see what you come up with.
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Re: Naked Lights!

Unread postby Bananarama » Wed Jun 07, 2017 8:44 pm

Take a look at the distant street lights in Tehachapi. That's what I'm shooting for.
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Re: Naked Lights!

Unread postby Tomcat » Wed Jun 07, 2017 11:56 pm

Just had a look and I think you are aiming at the right target. At a distance the street lights have just the right appearance and they are visible from a heck of a long way away.
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Re: Naked Lights!

Unread postby ColoradoRailfan » Thu Jun 08, 2017 11:21 am

That second photo you showed is actually a refinery right next to a route im currently making, I should plan on installing those lights sometime soon.
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Re: Naked Lights!

Unread postby Tomcat » Thu Jun 08, 2017 12:24 pm

ColoradoRailfan wrote:That second photo you showed is actually a refinery right next to a route im currently making, I should plan on installing those lights sometime soon.


I find oil refineries fascinating places. The density of objects is phenomenal. I know there are routes that include oil refinery assets, generally as one unified whole, but it would be great to have a selection of 'parts' so one could construct something as complex as what is in that photo. In addition, there are some great pipe lofts available but nothing that I have seen that quite matches the variety you can find in a modern refinery. It would be something to see one replicated in all it's glory in TS2017.
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Re: Naked Lights!

Unread postby gtrtroger » Thu Jun 08, 2017 12:39 pm

Tomcat wrote:
ColoradoRailfan wrote:That second photo you showed is actually a refinery right next to a route im currently making, I should plan on installing those lights sometime soon.


I find oil refineries fascinating places. The density of objects is phenomenal. I know there are routes that include oil refinery assets, generally as one unified whole, but it would be great to have a selection of 'parts' so one could construct something as complex as what is in that photo. In addition, there are some great pipe lofts available but nothing that I have seen that quite matches the variety you can find in a modern refinery. It would be something to see one replicated in all it's glory in TS2017.


For you refinery nuts.... add these to your exiting objects:

http://ajrailsim.free.fr
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Re: Naked Lights!

Unread postby Tomcat » Thu Jun 08, 2017 1:42 pm

That's exactly what I was talking about. Thank you sir!

I have no use for them currently but that's not stopping me from grabbing them and playing around for a while.
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