This one is for all of you confused with copyright problem to update your routes. I manually made this one. Not like Maple Leaf Tracks's SigLight.ace, it's DXT format, so it will save your video card memory. A 512x512 DXT texture only take 171KB memory, 512x512 Zlib texture will take 512KB (or more) video card memory. For compatible reason, this texture use same image size as MLT's texture so you can directly replace it without any other change.file see attachment, only 3kb.What I feel now is this new texture is too bright, but since I not live near railway, I need your comment. I also want to know you like what kind of lamp. After finish adjustment. I will upload it to train-sim file library and all of you can use it without restriction.
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http://www.train-sim.com/dcforum/User_files/41660ce60b33027d.zip
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RE: I just made a new siglight.ace using SigView techno, sniper297, Oct-08-04, 00:26 AM, (1) RE: I just made a new siglight.ace using SigView techno, wdq4587, Oct-08-04, 02:59 AM, (2) RE: I just made a new siglight.ace using SigView techno, black5, Oct-08-04, 10:39 AM, (3) RE: I just made a new siglight.ace using SigView techno, sniper297, Oct-08-04, 01:28 PM, (4) RE: I just made a new siglight.ace using SigView techno, wdq4587, Oct-08-04, 09:06 PM, (7) RE: I just made a new siglight.ace using SigView techno, oldiedaddy, Oct-08-04, 01:34 PM, (5) RE: I just made a new siglight.ace using SigView techno, smmille1, Oct-08-04, 03:06 PM, (6) RE: I just made a new siglight.ace using SigView techno, wdq4587, Oct-08-04, 10:03 PM, (9) RE: I just made a new siglight.ace using SigView techno, wdq4587, Oct-08-04, 09:50 PM, (8) RE: I just made a new siglight.ace using SigView techno, sniper297, Oct-09-04, 00:28 AM, (10) RE: I just made a new siglight.ace using SigView techno, buzzbenz, Oct-09-04, 01:53 AM, (11) RE: I just made a new siglight.ace using SigView techno, Hack, Oct-09-04, 02:54 AM, (14) RE: I just made a new siglight.ace using SigView techno, Hack, Oct-09-04, 02:52 AM, (13) RE: I just made a new siglight.ace using SigView techno, CVL_Post, Oct-11-04, 09:33 AM, (17) RE: I just made a new siglight.ace using SigView techno, wdq4587, Oct-11-04, 09:19 PM, (18) RE: I just made a new siglight.ace using SigView techno, Hack, Oct-09-04, 02:43 AM, (12) RE: I just made a new siglight.ace using SigView techno, wdq4587, Oct-09-04, 03:45 AM, (15) RE: I just made a new siglight.ace using SigView techno, Hack, Oct-09-04, 09:50 AM, (16) RE: I just made a new siglight.ace using SigView techno, wdq4587, Oct-13-04, 05:39 AM, (19) RE: I just made a new siglight.ace using SigView techno, wdq4587, Oct-13-04, 11:46 PM, (20) RE: I just made a new siglight.ace using SigView techno, oldiedaddy, Oct-14-04, 03:05 AM, (21) RE: I just made a new siglight.ace using SigView techno, wdq4587, Oct-14-04, 06:24 AM, (22) RE: I just made a new siglight.ace using SigView techno, black5, Oct-14-04, 07:50 AM, (23) RE: I just made a new siglight.ace using SigView techno, wdq4587, Oct-14-04, 08:43 PM, (24) RE: I just made a new siglight.ace using SigView techno, wdq4587, Oct-14-04, 09:41 PM, (25) Batch file for make special MIP levels data, wdq4587, Oct-19-04, 11:49 PM, (26) RE: Batch file for make special MIP levels data, CVL_Post, Oct-20-04, 09:33 AM, (27) RE: Batch file for make special MIP levels data, wdq4587, Oct-20-04, 08:28 PM, (28) RE: Batch file for make special MIP levels data, rd4man, Oct-21-04, 03:51 PM, (29) RE: Batch file for make special MIP levels data, buttercup, Oct-21-04, 04:05 PM, (30) RE: Batch file for make special MIP levels data, rd4man, Oct-21-04, 04:24 PM, (31)
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\Odd thing, the MLT version is a compressed 8 bit alpha, this is a compressed 1 bit alpha and it still does it. Wonder if leaving it uncompressed would cure it? In any case you could also try reducing the size to 256x256, that wouldn't be visible as far away, but would still be better than the default, and would leave a smaller area affected by the ghost image.FYI, you can also use different names and even different textures for each signal:SIMISA@@@@@@@@@@JINX0G0t______LightTextures ( 2
The one on the left is default:LightsTab ( 4
So it's not really that difficult to adjust the colors."Then about "the alpha channel is visible when forest regions are behind the signal head". I haven't seen that yet (for I have not test much). But I think that's the problem with 3D texture render mechanism, the priority of alpha texture, no relation with texture is 8 bit or 1 bit alpha, compressed or not. We've seen such thing in some locos. I don't know how they resolve this problem and does know that can help this."http://www.train-sim.com/dcforum/DCForumID6/12229.htmlThere's a small test route, download both zips from the first post and the one zip from the second post. Run installme.bat, 1forest.bat, then 1long.bat, that will give you the combination of forest regions and long distance signals. I don't know what the problem is either, something about the remipping is making it so the alpha does not stack over the forest region alpha. Possibly uncompressed it might work, or some change to the mipmapping."Then about "reducing the size to 256x256". That will not help the "ghost image" problem if you don't change radius. If you reduce the radius, may be we can not see it as far as MLT's version. I'll do some test to see does reduce radius will reduce the visible distance."Forget that idea, I just tried it by making the ace file opaque:
I was thinking a smaller texture would be less noticeable, but it maps to the same size?! Another oddity, these are flat bitmaps with no alpha channel, and yet the texture shows as semi transparent? Obviously there's more to this signal light display than I thought.Anyway, it's a good start, I didn't use those signals in PO&N 9 because of this problem, if you can make this work with the forest regions behind it you'll be my hero!
On the left side of the track is a tree clump object, on the right is two forest regions. The forest region is behind the left hand signal, so from this angle you get the hole in the forest region.
Moving the camera over the right hand signal now has the forest regions in the background, and the left signal has the tree clump in the background. The textures are the same for both, the two stacked forest regions use the exact same ace files as the treeclump, DXT compressed 256x256 1 bit -trans ace files. So it's not the textures, 1 bit VS 8 bit, DXT VS ZLIB, since it does it with the forest region and does not do it with the tree clump, because they both use the same ace files.The locos that have done this might be the same thing, I don't remember offhand. As I recall some forest regions that used 8 bit alphas were the problem there, but if you stack multiple 1 bit forest regions you get the "ghost tree" effect from some angles even with no engine in the foreground. Simple cure for that is to place any object with either a 1 bit or 8 bit alpha, even a small bush, between the forest regions and the track every 50 meters or so. That little trick don't work for this mipped siglight.ace, any forest region behind the signal has to be blocked completely to avoid the hole.Possibly this is incurable, if that's the case those of you who are just starting routes may want to use treeclumps instead of forest regions wherever possible. Place the signals first, then while placing trees or forest regions make sure the forest regions are not visible from the signal head. Test it in the sim, since the effect doesn't show up in the route editor.


