Interior lighting
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Interior lighting
So I've been experimenting around with various things on trains, but the one thing I haven't been able to learn is how to implement interior lighting
8:09 onwards
https://www.youtube.com/watch?v=QxgfhGZHznU
Is interior lighting implemented through coding in the train exterior's B3D files, .ANIMATED files or something else? Or am I just sounding like a total retard?
8:09 onwards
https://www.youtube.com/watch?v=QxgfhGZHznU
Is interior lighting implemented through coding in the train exterior's B3D files, .ANIMATED files or something else? Or am I just sounding like a total retard?
YankeesPwnMets- Posts : 15
Join date : 2014-01-05
Age : 43
Location : New York, NY
Re: Interior lighting
Use a 'night time' texture in your object:
[meshbuilder]
vertex 1.34,3.52,0
vertex 1.34,3.52,0.84
vertex 1.42,1.5,0
vertex 1.42,1.5,0.84
vertex 1.28,1.05,0
vertex 1.28,1.05,0.84
face 2,3,1,0
face 4,5,3,2
[texture]
load doorA1.png, doorA1.png
coordinates 0,0,0.0
coordinates 1,1,0.0
coordinates 2,0,0.82
coordinates 3,1,0.82
coordinates 4,0,1
coordinates 5,1,1
transparent 0,0,255
In example above** the door interior img. file doorA1.png seems to be repeated, reason is the first instance is the 'daytime' texture and the second is the 'night time' texture. Only the 'daytime' texture would darken when the 'brightness' value in the route file decreases. Which makes the object seem to be illuminated when the daytime objects darken. Above is .b3d file syntax - same principle holds good for .csv files, just include a comma and the night texture after your day texture. Try it, you'll see.
** Taken from a door object, part of an animated exterior on the Irish class 2700
[meshbuilder]
vertex 1.34,3.52,0
vertex 1.34,3.52,0.84
vertex 1.42,1.5,0
vertex 1.42,1.5,0.84
vertex 1.28,1.05,0
vertex 1.28,1.05,0.84
face 2,3,1,0
face 4,5,3,2
[texture]
load doorA1.png, doorA1.png
coordinates 0,0,0.0
coordinates 1,1,0.0
coordinates 2,0,0.82
coordinates 3,1,0.82
coordinates 4,0,1
coordinates 5,1,1
transparent 0,0,255
In example above** the door interior img. file doorA1.png seems to be repeated, reason is the first instance is the 'daytime' texture and the second is the 'night time' texture. Only the 'daytime' texture would darken when the 'brightness' value in the route file decreases. Which makes the object seem to be illuminated when the daytime objects darken. Above is .b3d file syntax - same principle holds good for .csv files, just include a comma and the night texture after your day texture. Try it, you'll see.
** Taken from a door object, part of an animated exterior on the Irish class 2700
Re: Interior lighting
Interesting. Thanks for the clear and straight forward explanation.
How about turning interior lighting on and off? I believe (I might be wrong) this involves the OS_ATS1.dll plugin but the link to the plugin's documentation on this site is broken.
How about turning interior lighting on and off? I believe (I might be wrong) this involves the OS_ATS1.dll plugin but the link to the plugin's documentation on this site is broken.
YankeesPwnMets- Posts : 15
Join date : 2014-01-05
Age : 43
Location : New York, NY
Re: Interior lighting
It may (or may not?) be possible via use of plug in. Not my field of expertise, so can't comment further.
Re: Interior lighting
Ok, no problem. Thanks for the help anyways.
Can anyone else help with the Oskari plugin?
Can anyone else help with the Oskari plugin?
YankeesPwnMets- Posts : 15
Join date : 2014-01-05
Age : 43
Location : New York, NY
Re: Interior lighting
I think your best bet with interior lighting, would be Anthony from Rail Sim Routes... I know he's done some work with some clever plug ins.
His site is here http://railsimroutes.net/libraries/uktrainsys/
And he can also be contacted via the contact page on the above website.
His site is here http://railsimroutes.net/libraries/uktrainsys/
And he can also be contacted via the contact page on the above website.
pedned- Posts : 305
Join date : 2011-07-10
Re: Interior lighting
I would have a look at one of my Hi Res Class 143's.
I've used emissive color in them, just look at the coding to find out how I use emissive color.
Advantages are one set of textures, not day and night ones or twice the number of them.
All my recent exterior train views have emissive color commands in them, so they don't look like black blobs in the night views in NWM.
An interior as found in the 143 is just a case of using a lighter emissive color to make it brighter than the exterior.
If you use night textures instead, these need to be darker then the day ones or they look like they are floodlit!
The 143 also has a glazing effect to the windows in the config.
I've used emissive color in them, just look at the coding to find out how I use emissive color.
Advantages are one set of textures, not day and night ones or twice the number of them.
All my recent exterior train views have emissive color commands in them, so they don't look like black blobs in the night views in NWM.
An interior as found in the 143 is just a case of using a lighter emissive color to make it brighter than the exterior.
If you use night textures instead, these need to be darker then the day ones or they look like they are floodlit!
The 143 also has a glazing effect to the windows in the config.
Last edited by Stevegr on Mon Jan 13, 2014 6:28 am; edited 1 time in total (Reason for editing : added emissive)
Stevegr- Posts : 188
Join date : 2013-01-01
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