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Re: Lets talk about night textures.

PostPosted: Tue Jun 06, 2017 10:39 pm
by Pauls
I'm sure in Blender that you use the normal Train Simulator naming conventions for objects in Blender ? Use that method but ending with the night or day instructions as above.

1_1000_name_fx_day

Etc.

Cheers
Paul

Re: Lets talk about night textures.

PostPosted: Sun Jul 30, 2017 8:06 pm
by callum112233
Is there any way of toning down the brightness of the tex shader? A building I am working on looks fine in the day but at night, the windows are a complete washout.

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Re: Lets talk about night textures.

PostPosted: Mon Jul 31, 2017 11:02 am
by VictoryWorks
You need to reduce the emissive. In most Blender exporters it's controlled by the Material's mirror colour value.

Re: Lets talk about night textures.

PostPosted: Mon Jul 31, 2017 12:41 pm
by callum112233
Nice one. That worked. I would never have guessed that :)

Re: Lets talk about night textures.

PostPosted: Mon Jul 31, 2017 12:46 pm
by VictoryWorks
Cool.
At least you can see the issue now. When we first started building objects in Rail Simulator and Railworks the emissive value didn't actually do anything, and the default setting in Blender as you've seen is 1. Then during one of the big updates they activated the value in the shader.. and everything that had been built in Blender for ~2 years suddenly glowed like crazy! :roll:

Re: Lets talk about night textures.

PostPosted: Mon Jul 31, 2017 1:19 pm
by AndiS
Pretty funny to hear this about the tex shader. I mean, it is the dumbest that you can get. And still, there is a catch.
Of course, it ultimately means progress, and Blender was never officially supported, but some sort of hint from DTG in something like the HOWTOUSE_... series would have been well appreciated by a few.

Re: Lets talk about night textures.

PostPosted: Mon Jul 31, 2017 9:01 pm
by callum112233
Dovetail could do with updating the dev docs. There's not a lot of info really.

Another query. I want the windows at night to cast light onto the floor. I would need to use the AddATex shader? I tried but I didn't understand how to go about it.

Re: Lets talk about night textures.

PostPosted: Tue Aug 01, 2017 12:46 pm
by VictoryWorks
The windows can't directly cast light, however you can model the cast light as a plane (or a few planes) just above the ground and then using the AddATex shader you can make the plane/s mostly transparent and using the emissive that we now know all about :lol: you can make them glow at night.

Re: Lets talk about night textures.

PostPosted: Tue Aug 01, 2017 3:33 pm
by callum112233
Nice one. I'm nearly there. I got the glow on the floor but it appears in the day as well as night :oops:

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I've probably just missed something really simple.

Re: Lets talk about night textures.

PostPosted: Tue Aug 01, 2017 6:58 pm
by TrabantDeLuxe
You might want to try 1_1500_somefancyname_fx_night for the glow quads