Seasonal Textures for Rolling Stock Is it possible / is there interest?
#21
Posted 09 December 2020 - 10:11 AM
To state that a shape has the RAIN textures it must have the parameter ESD_Alternative_Texture incremented by 512.
Here is the download link
http://www.interazio...ear_MG_RAIN.zip
The feature will enter more official version if it will be positively used.
Adding the feature to terrain, forests and transfers requires changes in the logic selecting a replacement texture when the one corresponding to the weather and season environment is missing, which now in many cases displays the "Missing" texture in such case.
#22
Posted 09 December 2020 - 10:52 AM
Csantucci, on 09 December 2020 - 10:11 AM, said:
To state that a shape has the RAIN textures it must have the parameter ESD_Alternative_Texture incremented by 512.
Here is the download link
http://www.interazio...ear_MG_RAIN.zip
The feature will enter more official version if it will be positively used.
Adding the feature to terrain, forests and transfers requires changes in the logic selecting a replacement texture when the one corresponding to the weather and season environment is missing, which now in many cases displays the "Missing" texture in such case.
Thank you.
#23
Posted 09 December 2020 - 06:03 PM
Csantucci, on 09 December 2020 - 10:11 AM, said:
To state that a shape has the RAIN textures it must have the parameter ESD_Alternative_Texture incremented by 512.
Here is the download link
http://www.interazio...ear_MG_RAIN.zip
The feature will enter more official version if it will be positively used.
Adding the feature to terrain, forests and transfers requires changes in the logic selecting a replacement texture when the one corresponding to the weather and season environment is missing, which now in many cases displays the "Missing" texture in such case.
Sounds great, downloading now!
Thanks for putting this together,
Peter
#24
Posted 09 December 2020 - 06:39 PM
I could, for example, paint some highlights and add some reflection-ish effects to the rain textures, but as a static thing, it would probably look really cheesy (like painted-on snow and ice without bump mapping does). Similarly, let's say we end up with reflection maps at some point. Will the sim bump up the blending of the reflection data slightly in rain (which is probably what it ought to do)? Would we need a separate reflection map in the rain folder? Could we get away with using the same diffuse map since there shouldn't be much change in the diffuse data for most surfaces? Just thinking ahead a bit.
I still think we ought to have the ability at some point to flag a model for a specular map that controls the specular highlight on a per-pixel basis in the SD file. Then you could throw a different specular map in the /rain folder and get some really good rain effects. It would also do wonders for rusty equipment that still has some gloss or satin paint.
#25
Posted 09 December 2020 - 08:37 PM
Unfortunately a shader is a different sort of thing to create and implement and doing \rain was easy... so we have \Rain. I'm pretty pleased with that and will be testing the new feature tomorrow.
#26
Posted 24 December 2020 - 03:14 PM
Thanks so much! I've been wanting this for years. Here in California, like places around the Mediterranean the rainy season is in winter. We might see a dusting of snow on the highest hills but that's not really what you'd say winter is like. Winter = rain. And so this is a good feature for places like that.
#27
Posted 02 January 2021 - 10:11 AM
I see only gray substitute texture on rolling-stock, driving at winter-time.
#28
Posted 02 January 2021 - 11:15 AM
#29
Posted 02 January 2021 - 11:22 AM
#30
Posted 02 January 2021 - 01:12 PM
this most likely depends from the .sd file of the loco's .s file. If such .sd file has a value of parameter ESD_Alternative_Texture that foresees seasonal textures and they are missing, the missing texture is displayed.