Rural Landscapes & TS2012
Posted 26 January 2012 - 05:07 PM
Thank you very much.
Posted 26 January 2012 - 07:37 PM
I haven't seen this myself, nor has anyone else that I recall mentioning this. Can you post an in-game screen shot showing the problem, as well as listing your PC specs? Thanks.
Posted 27 January 2012 - 11:07 AM
Thank you for your attention and fast reply.
My spec machine is not good for running at acceptable fps, but I guess it's a general matter (not only with your trees) of RW2 scenery objects being used now with TS2012. With RW2 no one was worried with opaqueness of objects simply because there were no lights projected by headlights, therefore was nothing to be illuminated. But with TS2012 is very odd to see many objects reacting to the new lights, except tree, bushes and vegetation in general.
I've already posted about in RWA Forum and no one knew what to do about opaque trees (vegetation in general):
(read the two initial posts, others are about ambient light and sky dome)
My machine is: AMD AThlon 64 X2 Dual Core Processor 5200+, MMX, 3DNow (2 CPUs), 4GB RAM, NVIDIA GeForce 9500 GT 1024MB.
The shots below were taken with this (maximum) settings: High Multisampling x8 MLAA + MSAA x8 (in .NET 4.0) and Highest + Adaptive Bloom + Depth of Field (in-game options).
If you (or someone else) is getting shots of trees brighter than mines (when trees are headlighted), then I'll be sure is my graphic card problem (I know it's dated for TS2012).
Was used Fort Kent v2.0 scenario #5 with start time at 01:00am.
As you can see in shots, most scenery objects reacts to the (new) headlights, except vegetation. Maybe people is not complaining yet for two reasons:
1) there are few scenarios at night;
2) even at night, default headlights (of SD40-2, for example) has a range of only 50ms, beyond that is darkness so is not noticeable the opaqueness. But I'm using a mod lighting enhancement with brighter and farther headlight (up to 210ms), and then it makes all the difference when running at night.
There is a tree (not reacting to the headlights) just in front of engine, and before the lighted wagon more ahead.
RailWorksProc2_2012_01_27_14_03_47_35.jpg 61.53KB 98 downloads
Here is more noticeable the tree is still opaque, but even the distant W (whistle board) to the right is barely lighted.
RailWorksProc2_2012_01_27_14_05_50_37.jpg 41.91KB 97 downloads
Curiously the bushes (it's not yours, just an example) to the left become darker when lighted.
RailWorksProc2_2012_01_27_14_09_09_42.jpg 51.95KB 93 downloads
The building behind the tree (center of shot) is illuminated, but not the tree between engine and building.
RailWorksProc2_2012_01_27_14_09_57_73.jpg 51.18KB 99 downloads
RailWorksProc2_2012_01_27_14_13_49_10.jpg 54KB 98 downloads
To the left of track is plenty of trees but none reacts, looks like scene is empty of objects.
RailWorksProc2_2012_01_27_14_10_45_26.jpg 53.84KB 91 downloads
Ground (gray gravel and green grass) and wall of rocks on the left illuminated, but not the surrounding vegetation.
RailWorksProc2_2012_01_27_14_15_53_29.jpg 55.93KB 98 downloads
Headlight off, same position
RailWorksProc2_2012_01_27_14_15_57_00.jpg 54.7KB 96 downloads
RailWorksProc2_2012_01_27_14_26_02_70.jpg 42.68KB 91 downloads
RailWorksProc2_2012_01_27_14_26_12_20.jpg 51.25KB 91 downloads
RailWorksProc2_2012_01_27_14_36_49_01.jpg 59.11KB 89 downloads
Distant bridge, W board and ground illuminated, headlight on.
RailWorksProc2_2012_01_27_14_41_39_84.jpg 63.69KB 93 downloads
Same position of previous shot, now headlight is off.
RailWorksProc2_2012_01_27_14_41_43_45.jpg 61.2KB 97 downloads
Posted 27 January 2012 - 05:18 PM
Posted 28 January 2012 - 05:18 AM
Well, looking forward to the "new" trees, maybe (and hopefully) you'll be the first to make them compatible with TS2012, it will be even more amazing to run at night with all your awesome trees.
Thanks for the support.
Posted 14 March 2012 - 07:29 AM
Any news about the foliage/vegetation? I'm writing a Fort Kent Subdivision (which uses your Rural Landscapes trees) scenario pack, exclusively at night, and it would be very nice to have your trees reflecting the brighter loco's headlight along the whole main line.
After my last post I found that (currently, at least) some few original RW2 trees are reflective (freemonts, some single oaks and palm trees), beyond many others new trees on HSC and Woodhead, for example.
Posted 15 March 2012 - 01:58 AM