What would it take to implement something similar in structure to a WAG/ENG file for a Static() object?
Had a thought the other day on this... if we could have a .sdx file that goes with a specific .s file, we could define lighting sources (i.e. floodlights, red clearance indicators, animated sign boards) and possibly also trigger particle effects for chimneys, water cooling towers, etc... Maybe also include a time parameter to trigger them?
Is that just crazy thought, or could this be done with moderate effort? The code to execute lighting is already done. It would just need to be invoked similar to the player train objects and AI train objects.
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Static Object Enhancements
#2
Posted 16 February 2026 - 09:44 PM
I can't answer your question but having street lights really really cast light would be of great value. Car headlights too.
I've always wanted to have control over when night lighting is turned off. Not the same as what you are thinking about just that are lots of static objects that could be improved if there was an ability to control the lights in/on them. Like in this scene:
I've always wanted to have control over when night lighting is turned off. Not the same as what you are thinking about just that are lots of static objects that could be improved if there was an ability to control the lights in/on them. Like in this scene:
#3
Posted 03 March 2026 - 04:29 PM
eric from trainsim, on 16 February 2026 - 08:21 PM, said:
What would it take to implement something similar in structure to a WAG/ENG file for a Static() object?
You already have one parameter file for .s files: sd. Just add more parameters, but ...
eric from trainsim, on 16 February 2026 - 08:21 PM, said:
Is that just crazy thought, or could this be done with moderate effort? The code to execute lighting is already done. It would just need to be invoked similar to the player train objects and AI train objects.
The code may be here, but old way of making lights is very expensive. Cost of lighting scales linearly with number of lights. So, it may be fine for some train lights, but rich scenery lighting could kill the most powerful PC. XXI century AAA game engines solved this by deferred rendering. You can read about it. I have no idea if OR supports deferred rendering, but I bet not. There are even more modern options than deferred rendering like ray of path tracing.
#4
Posted 03 March 2026 - 05:41 PM
I'd love particle effects in scenery objects for stuff like factory stacks etc, as this is pretty much standard for other sims these days. I have a long list of routes with industrial areas I could implement this into already.
#5
Posted 04 March 2026 - 01:26 AM
For historical routes definitely smoke and smog effects would be an enhancement. For all routes being able to set lights on and off times either absolute or relative to dusk or dawn would be fantastic. Different buildings could be different. For UK routes where until recently trains ran without headlights night times can still be much too dark. Please could we have some moonlight, especially on clear nights?
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