German users complain about this problem with this signalsystem in different occasions, but until yet unfortunately without an exact description.
See here (in German)
http://www.tssf.eu/f...p?topic=10937.0
see lines 15,16 (translated):
“It's a pity, that the signal lights of the most recent Signal set of Dennis K. are extremely dark, and in the night they aren't recognizable.”
The Signals use two types of Signallights.
a ) Usual Lights defined in the sigcfg.dat
SignalLight ( 0 "Gruen" Position ( 0.15 0.65 0.045 ) Radius ( 0.165 ) )
b ) Signallights defined as "Semaphore": a coloured brick is moving from the underground to the Light position
This "Semaphore"-Lights shine well day and night in MSTS, but they DON'T SHINE in OR.
With the kind help of an OR developer the following reason has been found:
In the shapes there are two definitions for shader and brightness:
• ShaderNames : names of the used shaders, as: Tex, Texdiff ……
• "LightMatId" : the -5 value in red in vtx_state.(see below)
The shining Bricks are textured with:
Shader Tex, BlendATex, or AddATex
and
vtx_state ( 00000000 9 -5 0 00000002 )
-5 = in gmax corresponds in the standard Lighting Palette to OptSpecular0
MSTS always uses (day and night) for shaders Tex, BlendATex and AddATex
the brightness "Bright", independently of the LightMatId ( = -5)
In OR Shader and Brightness are completely separated:
• ShaderName defines only the used "Shader".
• Brightness is set only by 'LightMatId'
So, if a shape uses ShaderName = Tex and LightMatId = -5:
- In MSTS these areas always shine full bright
- But in OR the LightMatId must be set to -8 ("Bright") for the same result.
The Link to the german Signalsystem Dennis K.:
http://www.eisenbahn-signale.de/
As example see the attached Brick: Tex.s
Textures as the Lights in the Dennis K. Signalsystem.
Adapting OR to the MSTS way of operating would surely increase acceptance of OR in the German world.
Attached File(s)
-
Tex.zip (2.37K)
Number of downloads: 183