Toripony wrote:Dick, assuming you are looking east in your screenies, your shadow lengths look about right to me.
spec5sx wrote:If anyone is interested I have the azimuth angle set as such:
Spring: 5.6
Summer: 6.2
Autumn: 5.6
Winter: 5.2
Toripony wrote:Dick, assuming you are looking east in your screenies, your shadow lengths look about right to me. Another phenomenon of seasonal light change can be seen on the verticle building faces; southward facing walls get brighter in Winter and northward facing walls get darker. Also, watch for the color change of the shadows themselves as well as their edges; shadows are blacker and sharper-edged in Winter.
But I don't see the color and distance-view improvements that I saw in Spec5sx screenies. In his, the distant horizon colors are corrected; the haze is uncannily accurate for the Appalachian part of the country, and the closeup colors are more accurate, too (a greener tint to everything in Spring). The environment around us is tinted by the reflections off of vegetation and other objects. In Winter, things are bluer, and except for those who live in a concrete jungle in Spring they are greener, browner in fall, and as for Summer here in the Appalachians, everything has a blue haze because of a pheromone emitted by all the plants. Sky color is affected by Sun angle, too, as longer distances through the atmosphere filter out blue light and leave the reds and yellows we love so much in sunsets. And the depth of blue in the sky is most affected by moisture content; Winters provide more of those "deep blue" sky days because the moisture content of cold air is lower than warm air.
<FogColour>
<cHcColour>
<Red d:type="sFloat32" d:alt_encoding="00000020D49AEA3F" d:precision="string">0.8314</Red>
<Green d:type="sFloat32" d:alt_encoding="000000A001BCEB3F" d:precision="string">0.8667</Green>
<Blue d:type="sFloat32" d:alt_encoding="00000060E7FBEB3F" d:precision="string">0.8745</Blue>
<Alpha d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</Alpha>
</cHcColour>
</FogColour>
<FogStart d:type="sFloat32" d:alt_encoding="00000000004CCD40" d:precision="string">15000.0000</FogStart>
<FogEnd d:type="sFloat32" d:alt_encoding="000000000088D340" d:precision="string">20000.0000</FogEnd><DistantTerrainColour>
<cHcColour>
<Red d:type="sFloat32" d:alt_encoding="000000A08251E13F" d:precision="string">0.5412</Red>
<Green d:type="sFloat32" d:alt_encoding="00000080F2B0E03F" d:precision="string">0.5216</Green>
<Blue d:type="sFloat32" d:alt_encoding="000000204850E03F" d:precision="string">0.5098</Blue>
<Alpha d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</Alpha>
</cHcColour>
</DistantTerrainColour>PapaXpress wrote:what textures did you choose for your low med high terrain?
Paragon wrote:Interesting. Seems reverting to the default SBB desert ground texture, the red annulus disappears. I had to become a bardcode scanner to interpret that the red texture was a mangling of my custom ground texture. I used RW Tools to edit TgPcDx files when I copied a terrain to create my custom terrain.
Not sure what to do at this point. Why would a ground texture appear fine on the ground, but then give that strange ring effect?
I've had trouble editing ground textures that way; I have a couple of textures in my route that I edited and saved through DDS conversion that glow neon blue or red. I've had better luck saving ace's and exporting along with a (temp/false) texturing.bin file. I had to use the same folder structure (Environment/Terrain) in my Source folder to export working ground texture files (the method that Derek taught me) that didn't glow.
to all here! Everyone has a piece of the puzzle it seems.Toripony wrote:That's what I'm talking about! So what values did you use in your Texturing.bin fog settings?
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