Are Headlight functions in the Simulation Bin or a Texture?

Discussion of rolling-stock creation & re-painting.

Are Headlight functions in the Simulation Bin or a Texture?

Unread postby Ericmopar » Mon Dec 30, 2013 3:31 am

I'm asking this question because I was wondering if a simulation fix, would maybe overwrite a headlight fix already installed.
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Re: Are Headlight functions in the Simulation Bin or a Texture?

Unread postby mrennie » Mon Dec 30, 2013 6:05 am

Ericmopar wrote:I'm asking this question because I was wondering if a simulation fix, would maybe overwrite a headlight fix already installed.


In the pre-TS2014 locos, the headlights are defined in child objects (for the light beam that projects ahead of the loco), set up in the engine blueprint, and the glowing headlight lens itself is a glowing textured part/object in the model, that is activated through LUA script (or in simple models that use default headlight controls, directly through the core code). In TS2014, the engine blueprint has an additional section to define lens flare, that uses specifically designed textures located in the usual engine/textures folder.

So a fix to a simulation file shouldn't affect the headlights at all.
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Re: Are Headlight functions in the Simulation Bin or a Texture?

Unread postby Ericmopar » Mon Dec 30, 2013 11:20 am

mrennie wrote:
Ericmopar wrote:I'm asking this question because I was wondering if a simulation fix, would maybe overwrite a headlight fix already installed.


In the pre-TS2014 locos, the headlights are defined in child objects (for the light beam that projects ahead of the loco), set up in the engine blueprint, and the glowing headlight lens itself is a glowing textured part/object in the model, that is activated through LUA script (or in simple models that use default headlight controls, directly through the core code). In TS2014, the engine blueprint has an additional section to define lens flare, that uses specifically designed textures located in the usual engine/textures folder.

So a fix to a simulation file shouldn't affect the headlights at all.


Thanks Mike.
Happy New Year, Eric. !*cheers*!
New build. i7-7700k, MSI Z270 Gaming M5 Mobo, Hyper 212 Evo, Corsair DDR4 3200 Mhz RAM, Klipsch Pro Mediea 2.1 Speakers, Samsung 850 Evo SSD, HAF XM Case, Asus Strix GTX 1070 and Cooler Master Storm XT Keyboard.
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Re: Are Headlight functions in the Simulation Bin or a Texture?

Unread postby mrennie » Mon Dec 30, 2013 11:32 am

Ericmopar wrote:In the pre-TS2014 locos, the headlights are defined in child objects (for the light beam that projects ahead of the loco), set up in the engine blueprint, and the glowing headlight lens itself is a glowing textured part/object in the model, that is activated through LUA script (or in simple models that use default headlight controls, directly through the core code). In TS2014, the engine blueprint has an additional section to define lens flare, that uses specifically designed textures located in the usual engine/textures folder.

So a fix to a simulation file shouldn't affect the headlights at all.


Thanks Mike.
Happy New Year, Eric. !*cheers*![/quote]

Happy New Year to you too Eric!
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