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New developer features.

Posted: Fri Sep 23, 2011 7:18 am
by haddock1000
Just thought I'd start a thread for information collection that will help us understand lighting etc. I've checked the creator manual, and the wiki. Nothing has changed.

I'll start the ball rolling with a list of shaders LogMate spewed out on loading O-P

Code: Select all

Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect TrainSkyDome.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect TrainLightMapWithDiffuse.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect TrainBasicObjectUnLit.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect StencilShadow.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect soar.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect LoftTexDiff.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect LoftTexDiffTrans.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect LoftBlendTexDiffTrans.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect LoftBlendTexDiff.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect water.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect LoftPostDPPTexDiffSpec.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect TrainUprightViewFacingFlora.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect TrainViewFacingFlora.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect TrainFlora.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect TrainEnv.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect TrainSpecEnvMask.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect TrainShadowOnly.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect TrainGlassWeatherEffects.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect TrainBumpSpecEnvMask.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect TrainSpecEnv.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect TrainGlass.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect TrainDecal.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect SkinDiffuse.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect TrainBumpSpec.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect TrainBasicObjectDiffuse.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect TrainLightMapWithDiffuse.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect TrainUprightViewFacingFlora.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect myprojected.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect projectedlight.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect projectedlightff.fx
Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect LitDistantTerrain.fx
thanks,

haddock1000

Re: New developer features.

Posted: Fri Sep 23, 2011 8:40 am
by SaMa1
I would be delighted to know about new scripting possibilities of locomotives and scenarios? Have we got any new functions and instrument types etc.?

Re: New developer features.

Posted: Fri Sep 23, 2011 8:48 am
by Acorncomputer
Hi

Could we also turn this thread into a place where content creators can discuss content creation problems they have found using TS2102, and solutions if available.

Re: New developer features.

Posted: Fri Sep 23, 2011 9:15 am
by haddock1000
By all means. Anything dev related to TS2012. New features, problems, workarounds.

I'm having problems with an error saying cannot render stencilshadow.fx. Now that this is legacy, maybe these actually do need to be removed?

BTW, Geoff, can you do a screenie of Lavender Line in RW3? It's just that I think that your route will be the most improved.

thanks,

haddock1000

Re: New developer features.

Posted: Fri Sep 23, 2011 9:24 am
by Acorncomputer
Hi

I have not updated yet :-?

At this moment my new laptop is being updated to TS2012 by my computer builder and he will optimise this for me before sending the computer to me. This means that I cannot log into Steam in case my account is already in use.

I am also concerned about reports that you cannot run TS2012 offline so at the moment I am biding my time before updating. I will get there eventually of course.

Re: New developer features.

Posted: Fri Sep 23, 2011 9:25 am
by Darpor
I think one thing that Geoff was waiting to see was whether the projection of shadows would be automatic on his custom buildings. I was awaiting the same results as I had never got the hang of adding a physical shadow before. I am happy to say that TS2012 has effectively done it for me, and very impressed I am with it as well.


Re: New developer features.

Posted: Fri Sep 23, 2011 9:32 am
by gnash
Acorncomputer wrote: I am also concerned about reports that you cannot run TS2012 offline

.
Urban Myth , steam offline and cat plug pulled , RW works as usual .

Re: New developer features.

Posted: Fri Sep 23, 2011 9:46 am
by Acorncomputer
gnash wrote:
Acorncomputer wrote: I am also concerned about reports that you cannot run TS2012 offline

.
Urban Myth , steam offline and cat plug pulled , RW works as usual .
OK. Thanks very much.

As soon as I get the all clear on my laptop update I will bring my other computers up to date. That will be interesting as well as this is quite a good spec laptop and it will be interesting to see how it copes.

Great news about the shadows, but I do expect all the new features to work OK anyway. I am interested to see how the new lighting (street lamps, train lights, etc,) are implemented as I would like to update some of my models. I would also like to see how the other new shaders work.

Has anyone managed to import a new model into TS2012 yet :D

Re: New developer features.

Posted: Fri Sep 23, 2011 10:00 am
by gnash
Acorncomputer wrote: I am interested to see how the new lighting (street lamps, train lights, etc,) are implemented as I would like to update some of my models. I would also like to see how the other new shaders work.

Has anyone managed to import a new model into TS2012 yet :D
New blueprints added , so you can add lights as needed to new or existing models with little effort .Need info from RS on implementation of some of the new shaders , there's a bunch of stuff in the dev folder that's not on the list above ,I guess that'll be if/when they're ready , you can have a read of the ShaderDesc.txt and the .fx but it won't be much help . 1 scenery asset and 1 3dtree added with no problems noted .

see ya

Re: New developer features.

Posted: Fri Sep 23, 2011 10:14 am
by Acorncomputer
With RS.com using the same tools as we do, then it seems unlikely that there will be any specific problems with content creation but we do need the updated support notes.

Re: New developer features.

Posted: Fri Sep 23, 2011 10:19 am
by gnash
Acorncomputer wrote:With RS.com using the same tools as we do, then it seems unlikely that there will be any specific problems with content creation but we do need the updated support notes.
I think we need a bit more than notes :wink:

Re: New developer features.

Posted: Fri Sep 23, 2011 10:29 am
by RSderek
We have a couple of docs to release, but they are still in a 'dev' format. once cleaned up we will hand them out. Low on our todo list this week I'm afraid.

d

Re: New developer features.

Posted: Fri Sep 23, 2011 10:42 am
by gnash
RSderek wrote:We have a couple of docs to release, but they are still in a 'dev' format. once cleaned up we will hand them out. Low on our todo list this week I'm afraid.

d
Yeah , didnt think it would be for a week or so ... though "raw" info would still be of interest .

:)

Re: New developer features.

Posted: Fri Sep 23, 2011 10:44 am
by Acorncomputer
RSderek wrote:We have a couple of docs to release, but they are still in a 'dev' format. once cleaned up we will hand them out. Low on our todo list this week I'm afraid.

d
There is no particular urgency and much to get used to in the meantime anyway.

Re: New developer features.

Posted: Fri Sep 23, 2011 10:54 am
by crazyfrogbro
Watch "engine sub system blueprint" it's something new and looks interesting.