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> Rural Landscapes & TS2012, Will be trees updated to the new TS2012 headlight feature?
MachinistBrazil
post Jan 26 2012, 4:48 PM
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Railfan


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I ever loved the trees of your pack (I have Fort Kent Subdivision), but now with TS2012 (which is all about lighting) I'm still missing trees reacting to the new headlights feature. Running at night, don't matter if headlights is on or off, the trees are opaque, their brightness (very dark, BTW) don't change. Are you planning an update (enhancement) to make your trees sensible to the new headlights?

Thank you very much.
Lisboa.
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Hack
post Jan 26 2012, 7:18 PM
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The Big Kahuna
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Hi Lisboa,

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.

Cheers!
Marc
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MachinistBrazil
post Jan 27 2012, 10:48 AM
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Hi Marc,

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):
http://railworksamerica.com/forum/viewtopi...?f=6&t=4463
(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.
Attached Image

Here is more noticeable the tree is still opaque, but even the distant W (whistle board) to the right is barely lighted.
Attached Image

Curiously the bushes (it's not yours, just an example) to the left become darker when lighted.
Attached Image

The building behind the tree (center of shot) is illuminated, but not the tree between engine and building.
Attached Image
Attached Image

To the left of track is plenty of trees but none reacts, looks like scene is empty of objects.
Attached Image

Ground (gray gravel and green grass) and wall of rocks on the left illuminated, but not the surrounding vegetation.
Headlight on
Attached Image

Headlight off, same position
Attached Image

And others...
Attached Image
Attached Image
Attached Image

Distant bridge, W board and ground illuminated, headlight on.
Attached Image

Same position of previous shot, now headlight is off.
Attached Image

Cheers,
Lisboa.
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Hack
post Jan 27 2012, 4:59 PM
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The Big Kahuna
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It would appear that there's a material that needs to be changed for the Rural Landscape trees - something not available when the files were created for RS/RW2. It might take a while to fix, however, as I lost the source in the big crash of '10 (aka: my hard drive failed), so all files will need to be recreated. The images, of course, can be reversed, but the old models are toast.

Cheers!
Marc
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MachinistBrazil
post Jan 28 2012, 4:59 AM
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As I said before is a general problem with all and every tree, bush and vegetation (not only yours), not compatible with the new TS2012 (head)lights features yet.

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.

Cheers,
Lisboa.
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MachinistBrazil
post Mar 14 2012, 7:10 AM
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Hi Marc,

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.

Cheers!
Lisboa.
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Hack
post Mar 15 2012, 1:39 AM
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The Big Kahuna
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I haven't worked on any of the files yet. I can't really promise that I can get back to this project since, as mentioned above, all source files were lost in an HD crash a couple of years back.

Cheers!
Marc
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