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Speed & Milepost textcolor... MSTS to ORTS issue Rate Topic: -----

#1 User is offline   Stijn D.C. 

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Posted 07 January 2017 - 04:38 PM

Hello,

We have a route with milepost (blue with white text) & differt speedbords with white text or other color too.

In MSTS colors on milepost & referencespeedbords whas white, but in ORTS is this black :wtf01:

Can this be a wrong programmation in the speedpost & milepost file?



Greetz,

Stijn

#2 User is offline   Jovet 

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Posted 07 January 2017 - 07:03 PM

Stijn, can you provide some screen shots?

The colors of those items should be provided for by the numeral texture.

#3 User is offline   eugenR 

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Posted 08 January 2017 - 01:33 AM

View PostStijn D.C., on 07 January 2017 - 04:38 PM, said:

Hello,
We have a route with milepost (blue with white text) & differt speedbords with white text or other color too.
In MSTS colors on milepost & referencespeedbords whas white, but in ORTS is this black :wtf01:
Can this be a wrong programmation in the speedpost & milepost file?

Greetz,
Stijn

I agree with jovet, the color and the style of the numbers in Speed- an Milepost are defined in *.acf files.
see in Route-folder Europe1, file Speedpost.dat:

Speedpost_Set
(
Name ( UnitedKingdom )
Speed_Sign_Shape ( UKPerSpeed.s
1 -0.05 1.333 0 0)
Speed_Resume_Sign_Shape ( UKResSpeed.s
1 -0.05 1.333 0 0 )
Speed_Digit_Tex ( jp1signnumbers.ace )
Speed_Text_Size ( 0.16 0.16 0)
Milepost_Shape ( UKMilepost.s
2 -0.33831 1.81202 0.08989 45 0.33831 1.81202 0.08989 -45 )
Milepost_Digit_Tex ( UKsignnumbers.ace )
Milepost_Text_Size ( 0.1 0.1 0 )
)
This Textures has the following geometry:
Attached Image: CHXXKmZiffern.jpg
The numbers can have every kind of color, the borders are practically designed transparent, so that the texture of the plate can shine thru.
MSTS and OR take the numbers from this *.ace-files, to indicate the distance or the speedlimit.
The pink data give the place where the numbers has to be placed on the Plate.
read the MSTS document: How to write a speedpost_dat file.doc

Perhaps for your plates, the Information's are placed a bit inside of the Plates and MSTS show this anyway, but not OR?
EugenR

#4 User is offline   Jovet 

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Posted 08 January 2017 - 07:09 AM

View PosteugenR, on 08 January 2017 - 01:33 AM, said:

Perhaps for your plates, the Information's are placed a bit inside of the Plates and MSTS show this anyway, but not OR?

Keep in mind, he reported that MSTS shows white numerals while OR shows black ones. So we need to find out why that is. To my knowledge there shouldn't be any problem rendering milepost and speedpost numerals in Open Rails, but non-black numerals are a bit more rare.

#5 User is offline   eugenR 

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Posted 08 January 2017 - 08:01 AM

View PostJovet, on 08 January 2017 - 07:09 AM, said:

Keep in mind, he reported that MSTS shows white numerals while OR shows black ones. So we need to find out why that is. To my knowledge there shouldn't be any problem rendering milepost and speedpost numerals in Open Rails, but non-black numerals are a bit more rare.


Joseph, You have right,
I remember, it is many years ago I has had an *.acf-file for speedplate-number's where the border was white, not transparent.
I have tested this here, the same Texture in MSTS:
Attached Image: SpeedlimitMSTS.jpg
The Plate is textured in gmax with the Lighting Palette "cruciform"
vtx_state ( 00000000 0 -11 0 00000002 )
then the white of the numbers border is the same as the white on the plate.

and in OR:
Attached Image: SpeedlimitOR.jpg
the white border shine in OR as dark grey.
so perhaps in stijn's route the white number's are shining in this dark grey?
I think, OR can't make a difference between the numbers and the border?
EugenR

#6 User is offline   Stijn D.C. 

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Posted 08 January 2017 - 11:30 AM

Hello,

I take a speedbord of that speedpost code:
Speedpost_Set
(
Name ( BelSpedLineSpeed )
Speed_Sign_Shape ( BelSpedLine_Speed.s 1 -0.07 1.95 -0.03 0 )
Speed_Warning_Sign_Shape ( BelSpedLine_Speed.s 1 -0.07 1.95 -0.03 0 )
Speed_Digit_Tex ( WHnumbers.ace )
Speed_Text_Size ( 0.3 0.2 0.0 )

Milepost_Shape ( Mpost.s 2 -0.05 1.9 -0.01 0 0.05 1.9 0.01 180 )
Milepost_Digit_Tex ( WHnumbers.ace )
Milepost_Text_Size ( 0.30 0.20 0.0 )
)

Attached Image: Screen Shot 01-08-17 at 07.52 PM.JPG


Attached Image: Screen Shot 01-08-17 at 07.54 PM.JPG

A signalprogrammer of us trainsimteam have look at the code, now it better, but the white is more grey:


Attached Image: Screen Shot 01-08-17 at 08.02 PM.JPG

Attached Image: Screen Shot 01-08-17 at 08.13 PM.JPG

I have look at the .ace files where numbers on, and remake the colors to white & black, result stay grey.

Attached thumbnail(s)

  • Attached Image: Screen Shot 01-08-17 at 08.13 PM.JPG


#7 User is offline   Coolhand101 

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Posted 08 January 2017 - 12:26 PM

What happens to the tex colour when you view this board at night? I was having a similar problem with the speed tex appearing very dark at night, as if it was set to TexDiff?

Thanks

#8 User is offline   Stijn D.C. 

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Posted 08 January 2017 - 01:43 PM

Hello,

By night:

Attached Image: Screen Shot 01-08-17 at 10.31 PM.JPG

Attached Image: Screen Shot 01-08-17 at 10.35 PM.JPG

Attached Image: Screen Shot 01-08-17 at 10.40 PM 001.JPG

Greetz,

Stijn

#9 User is offline   eugenR 

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Posted 08 January 2017 - 01:49 PM

View PostCoolhand101, on 08 January 2017 - 12:26 PM, said:

What happens to the tex colour when you view this board at night? I was having a similar problem with the speed tex appearing very dark at night, as if it was set to TexDiff?

Thanks

Yes, I think for the Milepost- and the Speedpost-numbers OR should set the Lighting also to "cruciform" as MSTS does (see my Post #5).
So the white would be more light in daytime and will shine white in the headlights of the trains.

Thanks
EigenR

#10 User is offline   Jovet 

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Posted 08 January 2017 - 04:24 PM

Well there definitely seems to be something amiss about how the numerals are rendered. They shouldn't be appearing gray (when not in shadow) if the texture is white.

I always hated how white digits glowed in the dark in MSTS, though. It doesn't look retro-reflective, it just looks silly and radioactive.

View PostStijn D.C., on 08 January 2017 - 11:30 AM, said:

I have look at the .ace files where numbers on, and remake the colors to white & black, result stay grey.

You changed the texture so that the color channel is black not white, and observed no change in appearance in OR...?

#11 User is offline   Coolhand101 

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Posted 08 January 2017 - 05:19 PM

For most of my routes, the actual speed shapes from speedpost.dat file are buried. I then use a static speed post with set speeds. The only time i need an actual tex from the speedpost.dat file is to place on a static background. However in OR, this darkens the tex to the light conditions. I agree about the tex being ultra bright in MSTS. It did look out of place. Was it possible to set these objects tex to half bright?

Another bonus that did not work in MSTS was the Shapes for restrictive speeds from the speedpost.dat can use now use a night texture under OR. No more half or full bright texture modes!

And what i found out tonight that never worked in MSTS. Any platform shapes that perform like track pieces in the global folder can now read the night texture from the actual route, providing the SD file in the global folder is set to 257.

Thanks

#12 User is offline   Jovet 

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Posted 08 January 2017 - 09:13 PM

View PostCoolhand101, on 08 January 2017 - 05:19 PM, said:

For most of my routes, the actual speed shapes from speedpost.dat file are buried. I then use a static speed post with set speeds. The only time i need an actual tex from the speedpost.dat file is to place on a static background. However in OR, this darkens the tex to the light conditions.

Yes I've done that as well. And it's not a big deal with speed signs. I even made special shapes designed just to be buried. But mileposts... there are generally too many of them to be practical making specific shapes for each one.

View PostCoolhand101, on 08 January 2017 - 05:19 PM, said:

I agree about the tex being ultra bright in MSTS. It did look out of place. Was it possible to set these objects tex to half bright?

No (and half-bright might have been the mode it used, I don't remember). There's no way to control the lighting mode because MSTS is rendering them in real time, internally... just like a Forest region or signal light. There is no .s file and so no way to tweak how it's composed and rendered. OR operates the same way, of course, and so one has to dig into the code to see how the rendering actually happens. I do think it would be beneficial to give the user control of this, perhaps in the speedpost.dat file, assigning each texture filename some material/rendering parameters, or something.

#13 User is offline   Stijn D.C. 

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Posted 08 March 2017 - 09:50 AM

Hello,

Sorry for the late answer, it is indeed a "light" problem, if i turn of the light of te train, the numbers are white, if i turn them on, bright or full, the color change incase lightbeam.

Put the textures in nightmap was no solution too.

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