Elvas Tower: Shadows - Elvas Tower

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#41 User is offline   dforrest 

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Posted 28 February 2021 - 12:43 PM

This was suggested several threads ago and trying it produced no change.

#42 User is offline   Docmartin 

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Posted 28 February 2021 - 12:45 PM

Unfortunately changing the texture mode to "normal" has already been tried to no avail.

Martin

#43 User is offline   copperpen 

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Posted 28 February 2021 - 01:10 PM

Changing to Normal makes a very marked difference to the shapes. Instead of being a close match to the normal terrain, the shapes assume a very dark hue, even when the sun is shining on them

#44 User is offline   Docmartin 

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Posted 28 February 2021 - 01:33 PM

Quote

Changing to Normal makes a very marked difference to the shapes. Instead of being a close match to the normal terrain, the shapes assume a very dark hue, even when the sun is shining on them


Yes, indeed, I have noticed this effect. What I still don't understand is why the shadows are drawn correctly on the embankment models by TSRE5 but not drawn by OR. Doesn't this suggest that the problem is less with the model and more with differences in the way TSRE5 and OR handle shadows? Or am I missing something?

Martin

#45 User is offline   ErickC 

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Posted 28 February 2021 - 02:27 PM

If giving a shape the basic TexDiff/OptSpecular0 material isn't fixing it in the sim then something is probably gorked to the point where you're better off building a new shape, but without examining the shape in question I'm not so sure. If you attach it to this thread I can investigate and possibly build a replacement (which is another way of saying I don't have time to download a whole route I'm never going to run to investigate one shape).

If TSRE is displaying it differently, it tells us that TSRE handles materials differently or whatever is wrong with the shape isn't a problem for TSRE. I kind of doubt this is a shape data file problem because the only thing affecting ambient light is the use of night textures, and this is happening at all times of day.

#46 User is offline   dforrest 

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Posted 28 February 2021 - 02:36 PM

 ErickC, on 28 February 2021 - 02:27 PM, said:

If giving a shape the basic TexDiff/OptSpecular0 material isn't fixing it in the sim then something is probably gorked to the point where you're better off building a new shape, but without examining the shape in question I'm not so sure. If you attach it to this thread I can investigate and possibly build a replacement (which is another way of saying I don't have time to download a whole route I'm never going to run to investigate one shape).

It is attached to post #14 of this thread.

#47 User is offline   eric from trainsim 

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Posted 28 February 2021 - 02:50 PM

TSRE definitely handles shapes and textures differently. Very few of my buildings render the same in the editor vs game. I'll routinely see textures from other shapes on the roof, ballast textures on bridges, and other variations... I've stopped worrying about it.

#48 User is offline   ErickC 

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Posted 28 February 2021 - 03:11 PM

 dforrest, on 28 February 2021 - 02:36 PM, said:

It is attached to post #14 of this thread.

Roger, I'll check it out. If worse comes to worse, I can build a new shape quick and we'll see if it works.

EDIT: yep, it's as I expected. The shader is set to TexDiff and the lighting palette is set to Cruciform. Maybe SFM's capabilities are just a little limited. I'll build a new shape and attach it. Give me 15 minutes or so.

#49 User is offline   ErickC 

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Posted 28 February 2021 - 03:27 PM

Try this.

Attached File  embank_s_2x200m_15m_R1.zip (1.23K)
Number of downloads: 284

EDIT: and if there are multiple lengths, I can build those quick too, or upload the sources. The new shapes should be a bit more efficient because the original had two identical materials applied for some odd reason. I also added LODs.

#50 User is offline   dforrest 

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Posted 28 February 2021 - 03:49 PM

 ErickC, on 28 February 2021 - 03:27 PM, said:

Try this.

embank_s_2x200m_15m_R1.zip

EDIT: and if there are multiple lengths, I can build those quick too, or upload the sources. The new shapes should be a bit more efficient because the original had two identical materials applied for some odd reason. I also added LODs.


Eric, this does appear to have resolved the problem. Thank you. There are more shapes for different lengths etc.

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