New version of ORNYMG Weather Extension Testing 0.2
#11
Posted 12 April 2024 - 07:19 AM
Skydome Mixing is up and running, so weather types now comes with this:
Weather Type X Template:
Weather/X_SkyDome_Sunrise.png"
Weather/X_SkyDome_Noon.png"
Weather/X_SkyDome_Sunset.png
Weather/X_Clouds1.png
Weather/X_Clouds2.png
Weather/X_Clouds3.png
But without also having control over the fog color it's not great, so that also be implemented and is now running,
and so are Fog/view distance.
So now I can have morning fog at specific level and color, that smoothly dissipate towards noon and turn into a blue atmospherics haze, to become a orange haze at sunset.
And the Sun's size can also change size between Sunrise, Noon & Sunset.
New Parameters:
// --------------------------------------------
Weather.FogDistanceScenery_Sunrise = 100.0f;
Weather.FogDistanceScenery_Noon = 1000.0f;
Weather.FogDistanceScenery_Sunset = 400.0f;
// -----------------------------------------------
Weather.SceneryFog_Sunrise = new Color(217,201,183,255);
Weather.SceneryFog_Noon = new Color(138, 174, 237,255);
Weather.SceneryFog_Sunset = new Color(180,170,153,255);
// -----------------------------------------------
Weather.SunSize_Sunrise = 4;
Weather.SunSize_Noon = 2;
Weather.SunSize_Sunset = 5;
// -----------------------------------------------
This picture is only to make a point I've not speed time on fine tuning the levels or colors or optimal location.
Yesterday I implemented a bitmaped Sun(a copy of the moon - just without phase texturecords shift) and I was just waiting to remove some // to unblock the Skyshader.fx Sun as icing of the cake:
But the dammed thing is off axis:
So now I have to figure that out or dump it again, but I don't like the Sunshaders wrong color Sun, it looks like a Neutron star and not a 2700K one.
And how to create one with a SampleMap of a blue skydome in the shader where you effect everything is tricky, but I'll see what I can do about.
Need a break from the code :-)
#12
Posted 12 April 2024 - 01:03 PM
A save and restore brought me back to same view. Hazing the sky a bit up to a bit over the horizon is also on my list, right now it covers the hole sky and blocks out everything.
And the Sun just stays the same size at sunset no need for the yellow flash code if's seen here LINK
the skydome_Sunset/Sunrise textures provide the colored backdrop this was trying to do, but now users can decide the look of it.
This picture show the day cycle better.
Sunrise
Sunrise
Noon
Sunset
#13
Posted 12 April 2024 - 02:52 PM
Jan, I've long been concerned about the number and irrationality of the OR keystroke list as well as the complete resistance to using context sensitive mousing. I really, really think that POV is wrong and needs to change. That said, I offer the following to you as food for thought -- a mouse menu for your weather. Something to consider or even try to just to see how well it works.
Weather
- Cloud Overcast 2 +
- Cloud Overcast 3 +
- Precipitation:
- Wind:
- Fog:
G +
B +
- Fog Density Low
G +
B +
- Fog Color High
G +
B +
- Fog Color Low
G +
B +
Decrease Effects on:
- Cloud Overcast 2 -
- Cloud Overcast 3 -
- Precipitation:
- Wind:
- Fog:
G -
B -
- Fog Density Low
G -
B -
- Fog Color High
G -
b -
- Fog Color Low
G -
B -
Rotate Effects
- Precipitation Direection2 +
- Rotate CounterClockwise
- Wind Direction:
- Rotate CounterClockwise
Save Weather[/indent]
This example assumes the play is more likely to be thinking of increasing or decrease an effect -- as increase wind speed -- than the other way around -- wind speed increase --. Easily changes around if the assumption is wrong.
#14
Posted 13 April 2024 - 02:46 AM
Genma Saotome, on 12 April 2024 - 02:52 PM, said:
Jan, I've long been concerned about the number and irrationality of the OR keystroke list
InputSettings.cs yes, In my view having keyboard compatibility with MSTS in 2024 no longer make sense.
And now that I have the hole list in front of me, What would my dream list look like - that thought have accrued to me.
I think specific locomotive layers would be good, meaning if you drive a steam train the control layout is optimized for that vs diesel / electric.
P is pantograph on all trains and blocking that key as such.
Looking down I basically see all keys from q to m as dynamic and everything around as static.
Another thing is the basic logic of some of them, like M key don't open the map witch I use every time and is hard to open with Ctrl+9 but is Damper increase something I've never used.
And there is something about using up and down keys like PgUp/PgDn the arrow up/down keys and any keys on top of each other to increase or decrease the break or throttle, I want to press down when I'm breaking and up when acceleration, sideways feels off.
Genma Saotome, on 12 April 2024 - 02:52 PM, said:
as well as the complete resistance to using context sensitive mousing.
I really, really think that POV is wrong and needs to change.
You mean besides the mouse cursor changes to a hand in 3D cabs, you want to send a message to the instrument below that your hovering over it
or how should that be read ?
I do adjust POV a bit to 55° when in FPmode, the number don't seam to relate to what other game are using but so long as I can easily adjust it it has not been a concern.
After VAPOR3D's post I looked into adjusting the mouse delta speed and have 1/2 it, the same with 'walking speed' beside having to manually having to recenter when turning 180 ° more often is much better and less jerky.
Genma Saotome, on 12 April 2024 - 02:52 PM, said:
Thanks, Yes, my pride the weather editor is kind of shot right now with many parms back to be hardcoded.
I'm considering using something like this: https://github.com/M...nogame.ImGuiNet
Looks like this(Same as Reshade uses)
but knowledge wise I feel 3 months away from that kind of stuff right now, but I could have it ready on Monday if I gave it top priority , don't know right now.
And I've not even looked into using the existing UI for that, or know what it is at this point.
#15
Posted 13 April 2024 - 04:34 PM
ExRail, on 13 April 2024 - 02:46 AM, said:
There should be no big reason that keyboard maps can't be setup, exported, and imported. Multiple default keyboard maps can reflect MSTS, traditional OR, and some new overarching OR keymap. Keymaps should be able to be customized at will, like it can be now, or new ones created from scratch.
#16
Posted 14 April 2024 - 12:36 PM
Jan, I encourage you to experiment with context based mousing (time allowing). It may prove to be wildly popular.
#17
Posted 15 April 2024 - 08:01 AM
Genma Saotome, on 14 April 2024 - 12:36 PM, said:
Jan, I encourage you to experiment with context based mousing (time allowing). It may prove to be wildly popular.
I find my self constrained right now, can go this way or that way.
Looked into OR's GUI system and added my self to a menu and created a callback function for it and tested it.
It seams to be a GUI with only one element a label that becomes a button when combined with a rectangular click action thingy,
the thought of using that to do the weather editor is absolutely uninspiring.
So looking into alternatives I found a monoGame Gui called Myra https://github.com/rds1983/Myra
https://raw.githubusercontent.com/rds1983/Myra/master/images/AllWidgetsSample.png
Looks and do what you expect, I compile the demo apps and ran them on my win10/win7
but the compiled bin folder says .Net 6.0 and since OR in running on .Net 4.7 I'm out of luck I think, true/false ?
Edit: And the ImGui Monogame wrapper also require 6.0 iirc. https://github.com/M...nogame.ImGuiNet
I ran a .Net upgrade extension as a test and now have 14 errors, but the question is for people that know this environment,
how hard is to upgrade RunActivity and it's dependencies(with a disabled Map/dispatcher window) to -Net 6.0 and start using this Myra Gui, and what would the consequences be.
The Menu.exe and the support apps don't need to be upgraded or part of the build solution in that scenario.
Looked into perpetualKid's version https://github.com/p...eTrainSimulator
but that is leaving Win7 in the dust with .Net 8.0 so that's no good either.
---
Before all that I did an awesome rain weather that looks a bit like a impressionist painting.
I've changed the distribution of the two particle system by cutting every odd particle distance from center in half
combined with the two system of 700x700(60.000 particles) 400x400(150.000) I now get three boxes with deceasing density from center.
had plenty of rain in my face when driving 60 mph, a bit difference on compass directions but nothing serious.
Changed the Raindrop.png texture to include black to be visible on white sky background.
#18
Posted 15 April 2024 - 09:40 AM
#19
Posted 15 April 2024 - 02:34 PM
Weter, on 15 April 2024 - 09:57 AM, said:
It looks like, the Gui is going to be a selector of parameters and displaying of values and a save button, while some keys, do the up/down key repeat stuff.
Ctrl + Ins/Del | Home/End | PgUp/PgDn is perfect for RGB and Overcast1,2,3, Rain/Snow vectors and the view Distance for Sunrise, Noon and Sunset and would require constant selection if only two keys where used for up/down, so I'm keeping those now that I think about it, and the Red green blue selector I've made is actually unnecessary.
Got the first group up and running with click, color hightlight and callbacks function, so hopefully copy paste and adaptation for the remaining.
The response feels instant from the highlighting, so the fact that there is no mouse over highlighting is ok.
#20
Posted 16 April 2024 - 06:35 AM
Genma Saotome, on 14 April 2024 - 12:36 PM, said:
Jan, I encourage you to experiment with context based mousing (time allowing). It may prove to be wildly popular.
I absolutely agree with you ! The environmental options should be user adjustable and any default settings should definitely be at the minimum settings available , with the option to turn off / on . The present defaults as used with " wind " are far from realistic . I thought that realism of the Sim operation was the goal .
Just my opinion !
Rod .