Sky dome and cloud layer testing Probably more practical than domes with painted clouds
#12
Posted 05 March 2024 - 04:28 PM
Chris is interested in having a go at enhancing the built-in graphics assets, and your set of enhancements is a good starting point (don't know of anyone else who has directly shown interest in contributing assets to official builds). I am planning to put what I can into the Unstable version to get the ball rolling and gather some feedback on the potential changes (eg: we might need to desaturate the colors on that headlight flare so it works to replicate lights of any color). Don't worry if there's still more you want to do, this first test won't be final by any means. (Side note: Since smoke textures are an MSTS GLOBAL folder thing, I don't think that's feasible to include in OR builds.)
And for everyone else, consider this an open request for other assets:
Snowflake.pngWe have permission to use an existing freeware Snowflake texture from Paul PetersonSignalLightGlow.pngStarmap_N.png and Starmap_S.pngThanks Baldo for contributing a signal light glow and nice high res starmaps!
I haven't seen as many complaints about the MoonMap or Raindrop images, so those aren't a high priority but I'd be interested to know if anyone has made better versions of those too.
Remember, since these changes are planned to go to every OR user, they need to be relatively "vanilla" (like Erick pointed out, that means a skybox with no clouds baked in) and adaptable to all kinds of content, anything more exotic will have to remain as a mod. Also, no changes to the HUD.
#13
Posted 06 March 2024 - 08:32 AM
Same thing as the skydomes, i have dozens of various types from sunny to cloudy in 4096x4096, maybe they can be useful for a futur rework of the enviroment criterials..
here is a render screen of the Stardome:
#14
Posted 06 March 2024 - 10:10 AM
FS.E652 091, on 06 March 2024 - 08:32 AM, said:
Same thing as the skydomes, i have dozens of various types from sunny to cloudy in 4096x4096, maybe they can be useful for a futur rework of the enviroment criterials..
here is a render screen of the Stardome:
That looks nice, please do send it over. And I'm curious to see what you have tried for the signal lights; anything is better than my current plan of winging it.
And multiple skydomes is a good idea, I don't think it would be too difficult to allow an activity to define which skydome it uses. But that'll have to wait for later, as that begs some other questions. (Is it even a good idea to allow content to look for custom files in the OR 'Content' folder?)
#15
Posted 06 March 2024 - 11:16 AM
#16
Posted 06 March 2024 - 11:17 AM
pschlik, on 06 March 2024 - 10:10 AM, said:
I have long held the opinion that OR needs features that are activity specific (e.g., a subset of sprite text to display) and it seems perfectly reasonable to me that more options for a skydome is perfectly reasonable proposal(e.g., a pointer to file that may be in the OR content folder... or in a route's base directory).
IOW something that builds upon the features that MSTS put in the .env files and .trk files but not limited to route-wide solutions.
#17
Posted 06 March 2024 - 11:22 AM
Genma Saotome, on 06 March 2024 - 11:17 AM, said:
I think that with the advent of the webserver, it is also more feasible to be able to connect everything to a weather data server to have realistic conditions based on coordinates :-D
By my way this is an example of concept of skydomes.. keep in mind that i change it in base of the activity type and time..
#18
Posted 06 March 2024 - 05:29 PM
ErickC, on 19 February 2024 - 11:08 PM, said:
Those 140 32x32px FS2004 textures are indeed interesting, and I still have to make a C++ function that sample them and create a fullHD/4K graduated background out of them for my 2D(SFML) point and click adventure game. My FS2004 installation is running with modified versions of them that are a bit de-saturated.
ErickC, on 19 February 2024 - 11:08 PM, said:
I agree. Good stuff.
ErickC, on 19 February 2024 - 11:08 PM, said:
Flightsim.com has many of them, they are properly inspired by the originals, but seams to be redistributable
https://www.flightsi...nvironment-v20/
https://www.flightsi...2004-sky-light/
https://www.flightsi...w-sky-textures/
Searching the 1.5.1 source code for SkyDome1.png brings up MSTSSky.cs and sky.cs
I wrote the above some days ago and save it in a text file for later,
because today I focused on sky.cs and has created separate Skydome and cloud texture loads for each of the tree weather settings,
so i have more room to play than a single one for all domes and clouds - no reason for a blue skydome in rain and snow eg.
The main difference is these clouds are moving where my skydomes with these kind of clouds are static.
The clouds texture must be made like a seamless pattern if they goes to the edge or hard lines are visible.
Fog must be turn all the way down in rain and snow before the skydome and cloud texture becomes visible.
I've attached the program if anyone want to play with it, it takes some ctrl +- shift -+ to get it right,
since the fog cover it, or the cloud transparency is to little.
The included skydomes are just the default(256x256) with some small changes and the clouds texture are some
i spend 5 minutes on for prof of concept. The snowflake texture is also created in 2 minutes.
This version has windspeed externalized and it can be changed with windows RegEditor - search for ExWindSpeed in HKEY/current user
after first run. It also have the dark themed MapViewer.
Attached File(s)
-
Program.zip (40.09MB)
Number of downloads: 86
#19
Posted 07 March 2024 - 07:32 AM
FS.E652 091, on 06 March 2024 - 11:22 AM, said:
That first screenshot has a fantastic sky. Also, not to derail the thread, but what route(s) is/are those and where might they be available? They look quite interesting. Thanks.