Elvas Tower: Glow light issue. - Elvas Tower

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Glow light issue. Rate Topic: -----

#11 User is offline   Eldorado.Railroad 

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Posted 01 May 2014 - 06:56 PM

View PostFrom 01 May 2014 - 08:48 AM:

This is a promising breakthrough. Thanks, Edward and Rick.


Oh why oh why do all my friends call me "Rick" instead of Steve, even before having a few drinks!

#12 User is offline   timmuir 

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Posted 01 May 2014 - 08:23 PM

Quote

Steve...aka "Rick" (how did that happen?......!)
My apologies Steve...senior brain fart moment...

#13 User is offline   lineman 

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Posted 01 May 2014 - 11:52 PM

Well as of .2206 The lights are visible through thr sides of the locos. Front & rear lights that are recessed and step lights etc. shine right through the model sides. I have several cabs with lights and those are affected too.

#14 User is online   James Ross 

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Posted 02 May 2014 - 12:05 AM

View PostEldorado.Railroad, on 01 May 2014 - 06:51 PM, said:

Unfortunately, it is not that easy. A parameter will need to be passed from runactivity that "tells" LightGlowShader.fx what max view distance the user has indicated.


That's not needed at all - this is the same fudge applied elsewhere. It may not be the right fudge. Unless you have code that works better that what we currently have, and your code needs the max view distance, I wouldn't suggest making such absolute statements. And if you do have code, please do share it. :dance3:

#15 User is offline   edwardk 

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Posted 02 May 2014 - 11:23 AM

Well as of .2206 The lights are visible through thr sides of the locos. Front & rear lights that are recessed and step lights etc. shine right through the model sides. I have several cabs with lights and those are affected too.

I was hoping that something like this was not going to happen. If the situation is that bad then simply replace the LightGlowShader.fx file with the file before V2206. There is evidently more to this issue. James, it will be your call of course if you need to release a version w/o the z-bias addition.

Edward K.

#16 User is offline   edwardk 

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Posted 02 May 2014 - 11:56 AM

Based on the locomotives I am using, I am not seeing this issue, but I am noticing that the glow light texture is a bit intense. I would think that this is the texture itself and not the fix that is causing it. Can someone point me to a locomotive that is showing this issue.

Edward K.

#17 User is offline   Eldorado.Railroad 

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Posted 02 May 2014 - 07:52 PM

View Posttimmuir, on 01 May 2014 - 12:30 PM, said:

Well, x2206 undid the fix that Steve(sic) put forth with the issue of my firebox flicker "burning through" the tender in rearward views on steam locos. Even with the viewing distance set at 10,000m (at a cost in FPS), the flicker was present at a distance equal to about 15 car lengths I'll roll back to 2205.


Same results here, 2205 works better, so I suggest a reversion. Even my stopgap measure is not 100% foolproof, but I get better results.

#18 User is offline   edwardk 

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Posted 03 May 2014 - 01:08 AM

As of V2210, the change to LightGlowShader.fx has been reversed. For those who have not experienced the negative side of the fix, make sure to keep a backup of the original and use the file from V2206.

Edward K.

#19 User is offline   edwardk 

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Posted 03 May 2014 - 02:19 AM

Forget what I mentioned in my previous post about using the fx file from V2206. I am currently working with Steve to try to figure out what is happening and I just made an interesting discovery. I found out the issue is tied to the view distance being used. When the view distance is set at 6500 or higher, the issue with the glow lights(that I have experienced)are present, but when set to 6000 and below, the issue is not present. It would probably be best to adjust the view distance to no higher than 6000 until we figure out what is happening.

Edward K.

#20 User is offline   lineman 

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Posted 07 May 2014 - 08:46 AM

Thank you all on this, I'll reset my distance level.

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