Night Lighting In TS2014

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Night Lighting In TS2014

Unread postby WVRR1964 » Sat Oct 19, 2013 10:53 pm

I'm hunting down all facts on night lighting in TS2014. This is so I can make all the streetlights in the streetscape pack I'm planning. However, I seem to be stuck on one basic question.

How do you see (or test) the night lights in the world editor?
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Re: Night Lighting In TS2014

Unread postby Bananarama » Sat Oct 19, 2013 11:09 pm

What I do is to create a freeroam scenario set at night. :D
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Re: Night Lighting In TS2014

Unread postby RvA944 » Sat Oct 19, 2013 11:35 pm

In the blueprint editor from the menu choose preview, in the object viewer there is a button on the flyout on the left with a halfmoon on it. Turns the scene from day to night
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Re: Night Lighting In TS2014

Unread postby WVRR1964 » Sat Oct 19, 2013 11:46 pm

RvA944 wrote:In the blueprint editor from the menu choose preview, in the object viewer there is a button on the flyout on the left with a halfmoon on it. Turns the scene from day to night


I'm not totally sure about this, but I think I remember reading somewhere that they did away with the preview option in the blueprint editor for TS2014.
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Re: Night Lighting In TS2014

Unread postby RvA944 » Sun Oct 20, 2013 12:33 am

WVRR1964 wrote:
RvA944 wrote:In the blueprint editor from the menu choose preview, in the object viewer there is a button on the flyout on the left with a halfmoon on it. Turns the scene from day to night


I'm not totally sure about this, but I think I remember reading somewhere that they did away with the preview option in the blueprint editor for TS2014.


uh no.........

Editor.jpg

ViewerDay.jpg

ViewerNight.jpg
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Re: Night Lighting In TS2014

Unread postby WVRR1964 » Sun Oct 20, 2013 12:51 am

Yep, I guess it is there... I gotta check that out.
*!!thnx!!*
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Re: Night Lighting In TS2014

Unread postby _o_OOOO_oo-Kanawha » Sun Oct 20, 2013 2:56 am

Do we still need a Lighting Enhancement Pack as done by Armstrong Powerhouse from the UK?

Or have all street light emitters been changed in the meantime?

There are lots of lights, lamps etc. available from many Railworks communities, but one can never have enough different lampposts from different era's etc.

We could do with some updated floodlight towers for our large yards. But then there could be problems with the shadow casting eating away fps'.

With the Surfliner route come those modern high pressure sodium steetlamps I don't remember having seen before. These have a pinkish orange shine, as opposed to ordinary sodium lamps which are monochromate orange.
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Re: Night Lighting In TS2014

Unread postby WVRR1964 » Sun Oct 20, 2013 1:56 pm

I've started with this tutorial...
http://the-art-of-rws.blogspot.com/2012/05/how-to-make-platform-light-with.html

Naturally things aren't working out. I'm already stuck on the first part. I went word by word in the tutorial and the light ball doesn't show in the game.
First, here is the ball in Blender...
blender7.jpg


It seems to export fine out of Blender. Here is the blueprint editor screen shot...
blueprint1.jpg


When I go to see it in the previewer, it doesn't show.
Any ideas?
Boy, I never had to deal with such a fickle program. !*hp*!
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Re: Night Lighting In TS2014

Unread postby RvA944 » Sun Oct 20, 2013 2:12 pm

did you give your ball a texture?
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Re: Night Lighting In TS2014

Unread postby WVRR1964 » Sun Oct 20, 2013 2:48 pm

RvA944 wrote:did you give your ball a texture?


Yes, you can see in the first picture there is a texture called lightball. it is underneath the Tex shader.
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Re: Night Lighting In TS2014

Unread postby RvA944 » Sun Oct 20, 2013 4:00 pm

from another thread...

ok I figured out the issue. and this is for every developer out there. the latest update now is extremely sensitive to caps. It wont show the loco or anything if your provider product names do not match in case exactly. Yikes!

ok

Ian


Maybe?
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Re: Night Lighting In TS2014

Unread postby WVRR1964 » Sun Oct 20, 2013 4:01 pm

Everything I've tried to do failed...I'm about to give up. I don't know if the problem is in Blender or the blueprint editor...all I know is that it doesn't show in the game.

One big problem is that the blueprint editor will export the file and give no clue to what's wrong with it. They need to fix this so the blueprint editor will tell you what is missing in the model that prevents it from showing.
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Re: Night Lighting In TS2014

Unread postby WVRR1964 » Sun Oct 20, 2013 4:01 pm

RvA944 wrote:from another thread...

ok I figured out the issue. and this is for every developer out there. the latest update now is extremely sensitive to caps. It wont show the loco or anything if your provider product names do not match in case exactly. Yikes!

ok

Ian


Maybe?



Yes, I checked that.
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Re: Night Lighting In TS2014

Unread postby PapaXpress » Sun Oct 20, 2013 6:46 pm

It may be on the ground (though I think I should say it should be on the ground). In the preview screen do an area select (hold down the left mouse while dragging). You should see a circle appear with the area you are trying to select. When you let go, see if the positioning gizmo appears. That should be your light emitter.

The light emitting part will not appear. It is invisible. You will only see the light that it emits. When you make emitters for head and ditch lights part of the gizmo will not be Tex material, so you will see that part. Here is a tutorial for a smoke emitter. It might help you understand the idea behind making a gizmo for lights.
http://thegradecrossing.blogspot.com/20 ... smoke.html
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Re: Night Lighting In TS2014

Unread postby WVRR1964 » Sun Oct 20, 2013 7:27 pm

PapaXpress wrote:It may be on the ground (though I think I should say it should be on the ground). In the preview screen do an area select (hold down the left mouse while dragging). You should see a circle appear with the area you are trying to select. When you let go, see if the positioning gizmo appears. That should be your light emitter.


Sometimes it's best to step away for a bit and clear your head. Actually, what you said is true. I had to scan down to the object in the previewer. It was there all along! I wonder how many time I went through the whole process and had it right?

2013-10-20_00001.jpg


After figuring out the problem I made two light points. The first I made by using the TrainEmissionGlow.fx shader. The second I used Tex.fx shader and added the emit (light) option in Blender. Neither one seems gets the ball glowing like in the tutorial.

What would I need to get a glowing ball?

Note-See the last Blender picture I posted. I had the shader as Tex and not Tex.fx. So that wouldn't of worked no matter what.
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