that's not a magic function, but composed by diazene functions, in general you should find a function called arcPacker who generate the reference arcs to used as the curve generator, however this function may change according to the needs of the project
Beiträge von Enzojz
Willkommen in der Transport Fever Community
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Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.
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Finished the platform extremity..
and tried the curved configuration, it works automaticallyThe general layout work is done, the following thing is added up/down stairs and details.
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why not make an underpass
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Get the side walls into the scenario
I feel very happy about it.
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I don't have crash here, so you need to give me more details...
Edit by Yoshi: Removed full quote. Be aware of the forum rules.
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I didn't change anything lately
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Finished the adjustment of roof, and with a train ..
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I will try to make some different wall textures but that costs me time. The ceiling model will not be changed.
For the moment what you see is to validate the feasibility of what I supposed to do so the wall is not there.
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Reprogrammed the shader and rebacked the lightmap today.
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It seems not too bad
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I should be able to post some in game screenshot tonight.
I underground station will have the following characteristic
* The station is addictive built, that means you need to place the platforms and entries separately, then assembly them up, you need to break down them if you want modify them
* So you can also place each level separately
* And each level can have different style (If I found as many as decorations..)
* The station name will be shown on the platform
* There's internal lighting (pre rendered, but independent from the scene lighting)
* The platform width is fixed
* The extremity of platforms are aligned if it's on a curve
* You should be able to connect it as an underground layer to ultimate stationIt will take about 3 months to finish, as I think.
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After resolved the showed issue in the shader, I started make the model tonight.
this is the first rendered model, I will create a lightmap and add lightmap support in the shader for this underground station
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The following code in lighting.fs let you fix the yellowish ceil bug(at least I think it's a bug)
Code
Alles anzeigenvec3 refNormal = vec3(normal.xy, normal.z < 0 ? -normal.z : normal.z); vec3 diffLight0 = decodeRgbe(textureLod(lightTex0, refNormal, maxLod)); vec3 diffLight0b = decodeRgbe(textureLod(lightTex0, normal, maxLod)); diffLight0 *= length(diffLight0b) / length(diffLight0); vec3 specLight0 = decodeRgbe(textureLod(lightTex0, reflDir, specLod)); vec3 diffLight1 = decodeRgbe(textureLod(lightTex1, refNormal, maxLod)); vec3 diffLight1b = decodeRgbe(textureLod(lightTex1, normal, maxLod)); diffLight1 *= length(diffLight1b) / length(diffLight1); vec3 specLight1 = decodeRgbe(textureLod(lightTex1, reflDir, specLod));
I don't know why, but the lighting is stored in two cubic textures, and the bottom of these two are yellow, which makes the ceiling yellowish.I don't know where the two textures are stored, but I don't think it's the skybox, since I tried with a skybox mod and find no changes.
The following two pics show the before and after
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ok found a way to use uv1 them I will do my mod based on phys_normals_uv1_ao since in this way I will have an extra uv1 data which can be used to define something
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yes but not under PHYS_NORMAL_CBLEND, my mod on shader is on the shader for phys_normal_cblend
as I said, the risque to have conflict with other mod is very little. -
there's a way to make a fallback working.
There are 6 channels unused in this game, the g and b and alpha on cblend and UV1AO textures, so we can pick up a channel to store some information to do conditional branches, and some others to store useful things like lightmap. even if the shader is modified by another mod, it's just a fallback -- use the original game effect for the overwritten mod, so if it's the case, it won't be too bad.
The screenshot is about what I have archived last night, I use a discriminator to remove the shadows on the underground platform surface, while for other material they are kept, I am going to use a lightmap to render
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There are hundreds of shaders in transport fever.
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I don't think for the moment there are lot's of mod doing shader's work, most of mods in the community are vehicle mods, which is irreverent about shades, most of shader mods are about smoke, my work is concerned on material for a specific situation, so the risk is minimal, any way, if it's overwritten, the play just get a very dark station, it's not too bad to lost it.