OpenBVE Graphics question
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OpenBVE Graphics question
All,
First post, just wondering if any of you could help with this one...
I'm building a route for openBVE but have a slight issue, it's the same with all routes I load, as you an see the lower cables on the wall in the screenshot below, start to fade and eventually cannot be seen.
Is this just an openBVE graphics glitch or is there a setting I can change to fix it?
As can be seen here in Greater Anglia Metros screenshot, the cables remain visible...
https://www.flickr.com/photos/jpg-photography/14271077268/
Thanks.
First post, just wondering if any of you could help with this one...
I'm building a route for openBVE but have a slight issue, it's the same with all routes I load, as you an see the lower cables on the wall in the screenshot below, start to fade and eventually cannot be seen.
Is this just an openBVE graphics glitch or is there a setting I can change to fix it?
As can be seen here in Greater Anglia Metros screenshot, the cables remain visible...
https://www.flickr.com/photos/jpg-photography/14271077268/
Thanks.
Re: OpenBVE Graphics question
One thing puzzles me, the screen grab here of the W&C is from the route viewer window, your curved tunnel object screenie on flikr is taken from the object viewer window. These two utilities do not display in the same way so it isn't possible to make a direct comparison Does your work show the problem you describe when loaded into route viewer?
(Added to the problem that it's so bright today I can't really see any detail in either photo, at least not until the sun goes down)
Two points to check though. In OpenBVE "options" you can set the viewing distance, make sure its not ridiculously short, though I doubt that's your problem.
But more likely, fine bitmapped detail cannot be preserved beyond a certain distance, so you WILL lose it relatively early - see chain-link and palisade fencing in other routes as an example of this. I discovered this when I made 3D palisade fencing to replace a previous bitmapped texture with transparency. The 3D was plainly and cleanly visible for a much further distance.
(Added to the problem that it's so bright today I can't really see any detail in either photo, at least not until the sun goes down)
Two points to check though. In OpenBVE "options" you can set the viewing distance, make sure its not ridiculously short, though I doubt that's your problem.
But more likely, fine bitmapped detail cannot be preserved beyond a certain distance, so you WILL lose it relatively early - see chain-link and palisade fencing in other routes as an example of this. I discovered this when I made 3D palisade fencing to replace a previous bitmapped texture with transparency. The 3D was plainly and cleanly visible for a much further distance.
Re: OpenBVE Graphics question
Agreed with graymac on this one, it is with 99% probability caused by the diffence in viewing capabilities of the two utilities.
Re: OpenBVE Graphics question
graymac wrote:Two points to check though. In OpenBVE "options" you can set the viewing distance, make sure its not ridiculously short, though I doubt that's your problem.
But more likely, fine bitmapped detail cannot be preserved beyond a certain distance, so you WILL lose it relatively early - see chain-link and palisade fencing in other routes as an example of this. I discovered this when I made 3D palisade fencing to replace a previous bitmapped texture with transparency. The 3D was plainly and cleanly visible for a much further distance.
Ah sorry I should have been a little clearer, the Flickr screenshot isn't mine, I just linked it to help explain what I meant, my fault.
Yes, it must be to do with the fine detailed bitmaps, here is a screenshot from the cab in openBVE.
Never noticed this problem in BVE2/4... but then it's been about 3 years since I've really used either, only just got back into BVE.
Re: OpenBVE Graphics question
That's strange, I agree. It appears as if a rectangular area is being rendered in a different way (darker) to the rest of the screen.
I haven't yet encountered any routebuilding error that would cause that. It looks like a graphics card problem. Two questions:
Do you only see this with the stuff you have made, or have you found any other material that shows this problem?
Have you a different machine you can run it on and see if the same thing happens?
I'm led to understand rendering in BVE2/4 is totally different to OpenBVE in operation.
And (running out of ideas) maybe try the F11 key - this turns "backface culling" on and off in the open BVE Program. I've known it to be set wrong and all sorts of weird stuff happens.
I haven't yet encountered any routebuilding error that would cause that. It looks like a graphics card problem. Two questions:
Do you only see this with the stuff you have made, or have you found any other material that shows this problem?
Have you a different machine you can run it on and see if the same thing happens?
I'm led to understand rendering in BVE2/4 is totally different to OpenBVE in operation.
And (running out of ideas) maybe try the F11 key - this turns "backface culling" on and off in the open BVE Program. I've known it to be set wrong and all sorts of weird stuff happens.
Re: OpenBVE Graphics question
Nah,the rectangle is alright from what I see - a rectangular tunnel (station presumably) turns into a circular tunnel.
Quork- Posts : 1438
Join date : 2012-05-05
Age : 33
Location : Hofheim a.T., Hessen (Hesse), European Union
Re: OpenBVE Graphics question
Oh, well, Q, as you know I don't do underground so I'm no expert. Got any ideas what's the answer??
Re: OpenBVE Graphics question
Could it be your computer screen is ill calibrated (too dark/too contrasted)? For the tunnel change (or rather "tunnel in a tunnel") is quite well visible on the screenshot, though rather dark obviously.
The problem IMHO is what you already mentioned yourself and what is very visible (quite disturbingly so) in your route also on some spots (fences along the track etc.) - OpenBVE does simplify textures depending on the distance; and Michelle seems to have chosen a rather aggressive form of that, resulting in noticeable artifacts on track textures and very strong issues with 2D objects with transparencies - they become either completely transparent (if the transparent areas are making up more than 50% of the texture) or completely opaque (if the transparent areas are making up less than 50%).
The problem IMHO is what you already mentioned yourself and what is very visible (quite disturbingly so) in your route also on some spots (fences along the track etc.) - OpenBVE does simplify textures depending on the distance; and Michelle seems to have chosen a rather aggressive form of that, resulting in noticeable artifacts on track textures and very strong issues with 2D objects with transparencies - they become either completely transparent (if the transparent areas are making up more than 50% of the texture) or completely opaque (if the transparent areas are making up less than 50%).
Quork- Posts : 1438
Join date : 2012-05-05
Age : 33
Location : Hofheim a.T., Hessen (Hesse), European Union
Re: OpenBVE Graphics question
Yeah spot on, I'm rebuilding an old LUL route from scratch, the tunnel leaves the station square then changes to regular underground tube tunnel.Quork wrote:Nah,the rectangle is alright from what I see - a rectangular tunnel (station presumably) turns into a circular tunnel.
I don't have any other PC to try it on at the moment but reading this thread i have a feeling it must be an issue with graphic rendering and textures being simplified as you said.
Thanks for the replies.
Re: OpenBVE Graphics question
I can confirm I have the same behavior on my computer.
You are correct in saying BVE 2/4 never did this.
You are correct in saying BVE 2/4 never did this.
Greater Anglia Metro- Posts : 135
Join date : 2012-03-24
Age : 31
Location : London
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