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Luminaires and street lamps without their own point of light use the one in the game


Question

hi, i am modeling luminaires and street lamps to have some simple lighting object for TS2020, but it turns out i dont know how to put a light spot from blender 2.79, so in-game testing when setting the stage or route in night mode does not have to use the point of light that said game has

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Hi Ter,

 

You can't make a light source in Blender or 3DSMax.

A light source is a child object of your street lamp.

 

A light source is a separate blueprint

 

1) you make a small sphere  in blender/3DSmax and export it as IGS

image.thumb.png.6eba38aed6743ad26dac9e3704e8547e.png

 

2) Open the blueprint editor

image.png.8a51fe8d733e7bca8953b27a7503efd6.png

 

 

image.thumb.png.9104a352e3cbc30fdf2e39f80979f168.png

 

Here you van change light color, radius and 12/24 time

image.thumb.png.d26d0b10a6eeb12094fb930014ea241a.png

 

3) Add the light to youre streetlight as child object

 

image.thumb.png.3da9d2e42e25b4f26923a476a4d4d10c.png

 

NOTE: Sjef_Lamp_Natrium.xml  is an example here but can also be Sjef_Lamp1_bol.xml 

 

Convert it with preview and adjust the light child source position and export it if done

885182302_Snap2020-05-03at09_07_28.thumb.jpg.917f8c19e42eeeb40dfe69631a481d0c.jpg

 

Thats all..

Edited by Sjef61
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Problems adding light to the luminaires and street lamps, I have followed your steps and it gives me an error when adding the light that I made with blender 2.79

 

1672417068_Problemasparaaadirluzalasluminariasyfarolas.thumb.png.7a48b980911353cd7cf013c3a9eedca3.png

 
 
 

 

Edited by Ter160
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You have rightklik  'ES Luz.xml' and then copy and than paste in blueprint?

And never use spaces or extra  dots  in the XML names but use  _  instead. i.e  Myfile_lamp.xml

 

159041118_Snap2020-05-19at14_07_57.thumb.jpg.38f23deede806c9bdbcfa7881d4e13ca.jpg

 

138963204_Snap2020-05-19at14_08_22.thumb.jpg.ab341aded3d874a05956f44ee5199b54.jpg

 

I see the name is wrong also

The product name is wrong. I see no ES Luz.xml in that map.

 

afbeelding.png.1a8e39e1d858ff1f165236398a5a71ff.png

Edited by Sjef61
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I have three doubts the scale in the preview of the blueprint does not allow me to use it, and on the other, how does it turn white or yellow to the point of light, in addition to turning it on only at night?

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Already here answered.

see my post  From 3 May here above.

changing colour   and radius and day night cycle.

 

 

 

 

 

 

Edited by Sjef61
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But I don't see how to put the color white and yellow, besides I don't know why I can't change the scale in the testing window of the xml file

Edited by Ter160
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What do you meant with scale?

Please post pictures!!

 

You can only place the light bulp under the streetlight

 

afbeelding.png.84171706f63d8ea1cc20bd0525d01077.png

 

The color of the light bulp is simple to change.

afbeelding.thumb.png.d7010ae9f6a6103e93cb5d5de350b7ad.png

 

afbeelding.thumb.png.d5b7f45f21f0fd7fcb37c651481662b3.png

 

afbeelding.thumb.png.405b86bfd69ab469a4c10e895db0f64a.png

 

 

Hope this is more cleare to you

 

 

 

Edited by Sjef61
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Yes, thank you very much, but I need to put the color white, you only explained the yellow color to me, also I do not know what happens to the scale, perhaps it can only be changed in the 3d program blender or 3dsmax modeling program, right?

Edited by Ter160
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(I have a request. Please send some pictures to clarify your question in the future/ usually have to guess what you really mean)?

 

Scaling you do in Blender/DS3max 1:1 scaling in meters. Not in the blueprint! That's right

 

The colour is an example. you have to experiment with the 3 RGB sliders  and the Alpha channel slider

 

This is normal white light with a little bit yellow

afbeelding.png.9c4dd57e01858c92ebde2935fb2ecbbc.png

 

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I have a new question, it is that although I already have light at last, I do not know if increasing or decreasing the value of the Radius field that will pass, since although the streetlight has light, the spheres do not light up, what is it due to?

1735945851_Farolaporfinconluzperonoveolasdosesferasiluminadas.thumb.PNG.e121382ef611fa15d2cb72a18672a2b1.PNG

 

 

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There is a naming convention  in TS2020.

 

Asume that the bulp is a solo object.

make a copy of the light bulp in blender.

 

name the first bulp

1_1000_bulp_day

shader = TexDif

 

Name the seconden bulp

1_1000_bulp_night

shader = Tex

 

I am on the IPad so I can not make  a picture now.

if not cleare, I Will make a picture later thuis day.

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Night texture Light on

afbeelding.thumb.png.56d8ce6bac251b690c201c5b3aa7f677.png

 

afbeelding.png.fd7d7c9d7549afbe32094bbce24ed69a.png

 

 

Day Texture. Light off

 

afbeelding.thumb.png.de9c3dda4dce9012c1f8fb4c76a4019e.png

 

 

 

 

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The basic is the same. Naming and shaders.

can not help you with Blender.

 

Maybe you can ask Frison. He is an Blender expert.

You can find Frison here :

https://dutchsims.nl/

 

 

 

 

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Yes, but it has already been fixed now I have a new problem with a texture in an ace format, knowing that I have it in dds

 

232421312_Problemaalexportareligsdelobjetonomereconocelatexturaenformatoddsmelaponequeestenace.thumb.PNG.15bded2a50340bee88eeb1a6332c96d9.PNG

 

 

Edited by Ter160
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What size had youre orginal picture before  you converted is to DDS?

128x128  or 512x512 or 1024x1024.

if the size is wrong then conversion will fail. It will ASK for an Ace file.

 

Also, use   a to Z and 0 to 9 in your file name 

Edited by Sjef61
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5 minuten geleden, Ter160 zei:

 

Yes, it was correct 512x512 and I used the correct dds configuration in paint.net

Change de FileName of the  texture without the strange character

do not To forget to make a new IGS file

Edited by Sjef61
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Thank you very much, but I wanted to know why if the conversion fails due to the wrong size of the texture or textures, the blueprint editor 2 asks me for a file in .ace format?

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If the file size is not correct or the file name off the DDS is not valid then the converter program looks  If an ace file exist.

The older  Trainsimulator version worked only with Ace textures 

Edited by Sjef61

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