Lighting in tunnels in 1.40

AlexBr967
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Re: Lighting in tunnels in 1.40

#11 Post by AlexBr967 » 12 May 2021 15:25

Thank you for the information. I had someone else explain this to me as well on the ProMods discord. When I created this post I did not know how much of a task it would be to fix. I hope this issue can be solved soon but it's fine if it can't. I will be patient because I understand this is a big task and don't want the devs to rush or overwork. For now, I can cope with how they are at the moment.
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plykkegaard
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Re: Lighting in tunnels in 1.40

#12 Post by plykkegaard » 12 May 2021 18:11

An example from ATS (Hanging Lake Tunnel) going from Grand Junction towards Denver at US-6 / I-70

https://www.google.com/maps/@39.586713, ... 384!8i8192

This is noon in game, It is almost plausible
Imagine if the lights in the ceiling were off like so many other places

[ external image ]

[EDIT} Johnson Tunnel an hour later, lights off, not so nice

[ external image ]

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Some newbie driver
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Re: Lighting in tunnels in 1.40

#13 Post by Some newbie driver » 13 May 2021 07:11

That what shows is an extra problem cause by wrong SCS setup. Even if the lights on first image are ON, the lighting on the tunnel is the same than in the second image due what I explained before.

But it's true that SCS has the bad habit to configure tunnel lamps as regular ones, so those go off on daytime what it's not realistic. It's something they should fix (and they MUST fix the day they do the changes I explained before) Anyway, that would not help at all to fix the bad look on those Norway tunnels (as the most noticeable ones); because that signature blue light that makes them so special is projected against the tunnel walls and that's not going to be visible anyways due what I explained before.

There's also other things related to light that they need to change to have a proper actual game (regarding lights). But I really don't think they mess with all of that before Anti Aliasing (and not all big updates are going to be graphics-focused, so...)
plykkegaard wrote: 12 May 2021 15:08I am almost tempted to check what promods has done about the problem I am quite sure they'll try to create a decent illusion as you do have in many even mordern games
I suppose they will assign fake very high brightness values to lamps in tunnels; as like old-style. What I can't know is if that can cause side-problems on the depiction of the whole scene. What it's sure is that SCS has stated they are not going to do so.

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plykkegaard
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Re: Lighting in tunnels in 1.40

#14 Post by plykkegaard » 13 May 2021 07:56

I'll assume the extra mesh with special shaders is still present in the model to create the illusion of the blue light cast on the tunnel walls but it is switched off during the day in 1.40
Unless SCS goes for raytracing the illusion is needed

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Some newbie driver
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Re: Lighting in tunnels in 1.40

#15 Post by Some newbie driver » 13 May 2021 10:27

It's not that I know well about that kind of details, but probably with the light changes it would not be necessary; just to define a certain shade of blue source of light and let the light system do its job. I don't see why the lights on those Norway tunnels would need (past 1.40) an extra effort than any other light; we see colored lights casting everywhere in the map and I don't think they had create special shaders everywhere.

Point is that, if those lights have 1000 lumens and ambient light inside a tunnel (the one that should not be there) has 100.000 lumens (to put 2 random example numbers, that should be properly scaled in the 0 to 1 values); then in any possible way the blue is not going to be visible. Apart of the fact that the lamps probably switch off wrongly during day as so many others.

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plykkegaard
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Re: Lighting in tunnels in 1.40

#16 Post by plykkegaard » 14 May 2021 15:47

This is game version 1.40.3.34

Goto Bergen, use dev cam and follow the National Road 13 towards Olso until you reach start of tool road at Eide and next the Vallavik Tunnel and you will reach the tunnel with roundabout

Code: Select all

Hardanger ;[14/05/2021 17:36:52] (sec-0002-0015);-6313.27;18.656;-56598.7;-2.29808;-0.0382813
Set time to 20 minutes pas 7 in the morning (g_set_time 7 20)
At 07:23 the mesh I described is switched off but not the lamps

[ external image ]

[ external image ]

game log from the session
https://pastebin.com/dDd5ydMR

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Reinhard
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Re: Lighting in tunnels in 1.40

#17 Post by Reinhard » 14 May 2021 16:33

I just checked this location with the help of the weather tool, in the map editor.

The result is pretty obvious: the time of day dictates how artificially lit environment is faded/suppressed by daylight. It is a smooth change all day long, not a sudden change at a specific time. All this would be correct in a shadowy corner, maybe. But not in tunnels. So the daylight effect is active in a region where it shouldn't.

BTW: For many years, preferences for prefabs or roads (or both?) had a setting named "tunnel". I never saw it used, and thought it was something experimental, for future use. Now ii is gone. Funny.
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plykkegaard
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Re: Lighting in tunnels in 1.40

#18 Post by plykkegaard » 14 May 2021 16:44

The blue transparent mesh is switched off between 7:23 and 7:24
No smooth transition
1:39 it was always on

Yes the ambient overrides the lamps as night slowly changes to day

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Reinhard
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Re: Lighting in tunnels in 1.40

#19 Post by Reinhard » 14 May 2021 17:50

Sorry, I missed that jump. True.

But for all the rest, the problem seems to be like I explained. Provided that it is in the game like it is in the map editor. Which I assume, but don't know.
nodin747
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Re: Lighting in tunnels in 1.40

#20 Post by nodin747 » 08 Oct 2022 21:22

So scs are you going to do something with this someday or it's just add some useless stuff however?
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