Elvas Tower: New version of ORNYMG Weather Extension Testing 0.2 - Elvas Tower

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New version of ORNYMG Weather Extension Testing 0.2 Rate Topic: -----

#31 User is offline   ExRail 

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Posted 18 April 2024 - 02:05 PM

View PostFS.E652 091, on 18 April 2024 - 01:29 PM, said:

In the Content Folder there are 2 files, a Texture named Lightglow and a file Shader namen LightGlowShader, maybe you can check that?


I've just downloaded and compiled the Unmodified version of ORNYMG and it looks exactly like the Testing version, So it's has nothing to do with the Weather Modifications,
and I don't really see it as a bug since there are no collision of the sprite and loco structure like the others.

Edit: For the Ctrl+F12: Try checking in the Option keyboard at see what it says.
Attached Image: Menu_Keyboard.jpg

V 0.3 only have these keys.
Attached Image: Menu_Keyboard0.3.jpg

#32 User is offline   ExRail 

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Posted 19 April 2024 - 10:28 AM

Now that I am looking at the Gui, I cant help not change things a bit:
The overall size of the windows are larger from the larger Text size than the default Open Rails in the bottom ( I find the default to small for my taste),

The Train Operation Window is wider so no scrolling is need when you have below 10 wagons or there about,
the green loco color is changed to LightGreen to better be visible, and the Car Operations Window Car ID is changed from hard Red to LightGreen also,
since it did not look like it indicated any status of something and was just a Label color,
and the label had no handle, but it could potentially be changed though a directory or vbox.item[0] or something.

In The Track Window the 4 first labels has been aligned with the fifth.

Attached Image: WindowsColorandSize.jpg
Attached Image: WindowsColorandSize_OpenRailsDefault.jpg

Attached File  Window.zip (2.81K)
Number of downloads: 14
A more opaque classic looking window.png is used above.

#33 User is offline   ExRail 

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Posted 21 April 2024 - 10:57 AM

I constantly gets distracted from coding by the look of some of these Open Rail environments.
Attached Image: Morning.jpg
Attached Image: Noon.jpg
Attached Image: Sunset.jpg

But I did manage to complete the switch from using the Sun vectors to the Routes Env file Sun Rise time and Sun Set time,
and the percent mixing functions now works perfect.
Attached Image: MixFloats_By_Time.jpg

With that in place I could finish the rest of the weather editor window, witch ended up looking like this:
Attached Image: WeatherEditorWindow_Progress_100%.jpg

The Vegetation and Scenery saturation, brightness and Contrast modifiers are interesting to play with,
and are actually needed to create a unified look, even in Summer the Veg needed some desat to look fitting.

#34 User is offline   singleman74 

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Posted 21 April 2024 - 12:21 PM

Looking really good.....can't wait to try it

#35 User is offline   ExRail 

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Posted 24 April 2024 - 05:23 PM

Today I fixed the Freecam/FPmode near field camera clipping that had bugged me, so now I can walk around in my 3Dcab and the transition from my 3Dcab's passenger view to FPmode is smooth.

Attached Image: NearField.jpg

It was also time to remove the // remarks from the user settings of the precipitation box size and implement particle count and 2nd. system on the ORNYMG only page:
Attached Image: Options.jpg

And I spend hours on getting the precipitation system to project correctly forward in relation to speed in all direction
and I finally did it, the faster you go the more particle are in front and not less, now driving 170km in a dense snowfall feels great.
Attached Image: Precipitation_NowhereToRun.jpg

#36 User is offline   Weter 

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Posted 24 April 2024 - 06:05 PM

And do you all remember, how did it start?
https://www.elvastow...izzard-modding/
Great progress, Congratulations.

#37 User is offline   FS.E652 091 

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Posted 26 April 2024 - 03:41 PM

Can it be a suggestion for next improvement? :-D

https://code.tutsplu...--gamedev-2681t

#38 User is offline   ExRail 

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Posted 28 April 2024 - 02:16 PM

View PostFS.E652 091, on 26 April 2024 - 03:41 PM, said:

Can it be a suggestion for next improvement? :-D

https://code.tutsplu...--gamedev-2681t


Thank you, but it seams to be too complicated, the purpose it code and understanding more that just getting some good results quickly and cheaply (cpu/gpu wise)
I'm was thinking more like Vehicle Simulator does it, it uses 3-4 transparent lighting textures and flash'em quickly with the sky lighting up, results are pretty good.

I'm considering capture 600 frames from a 60 fps lightning video, resize it to 1x1 pixels 8bit gray images, load and dump it on disk and convert it to a const C array with the light values,
use those to flash the background and the opacity of a random lightning texture, 600 bytes is nothing and can be fired of fast with 60 fps.

#39 User is offline   ExRail 

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Posted 28 April 2024 - 02:46 PM

View Postsingleman74, on 21 April 2024 - 12:21 PM, said:

Looking really good.....can't wait to try it


Now you can.

Weather Extension V3 is Released.
http://exrail.dk/Pictures/Manual_Cover.jpg

Download it on my new webpage http://exrail.dk

http://exrail.dk/Pictures/OpenRails05-02-18.jpg
Weather Editor Window now has Season and the Weathertype displayed to support the full 32 individual weather types,
so Summer_Clear is another settings file than Winter_Clear but still share Skydome/Clouds texture.

#40 User is offline   FS.E652 091 

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Posted 29 April 2024 - 07:16 AM

Thanks for the update!

as for your idea regarding the storm, it's not bad, in fact I think it's something attributable to what could be done at the time with Kosmos on MSTS, but if you pay attention, on Kosmos in addition to the flashes there were also lightning bolts, I don't know what mechanism he used but I think it's something more "feasible" in terms of Coding.. :-D

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