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Author Topic: Request regarding lightmap  (Read 1767 times)

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Offline moritz

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Request regarding lightmap
« on: December 28, 2014, 06:07:17 PM »
Experimenting with a half-height lightmap, I noticed that Simutrans does not show subtle differences in lighting.
As a result of this, many edges are pretty much invisible without the grid enabled (see screenshots).
I would love to see that small colour differences which are carefully chosen in the lightmap are actually displayed in the game.
Attached are screenshots of a ClimateTexture which is 50%grey (RGB=127,127,127) and a lightmap.

Offline An_dz

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Re: Request regarding lightmap
« Reply #1 on: December 28, 2014, 07:47:25 PM »
This is because Simutrans graphic is 16bit (RGB565/555/1555) and not 24/32bit (RGB888).

Offline moritz

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Re: Request regarding lightmap
« Reply #2 on: December 28, 2014, 07:53:47 PM »
Is there any way or setting to change this?

Offline Yona-TYT ve

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Re: Request regarding lightmap
« Reply #3 on: December 28, 2014, 08:24:02 PM »
Is there any way or setting to change this?
I think that was a big headache for Max-Max in the GUI Theme Project  :o

Offline Ters

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Re: Request regarding lightmap
« Reply #4 on: December 28, 2014, 08:33:13 PM »
Is there any way or setting to change this?

Rewriting Simutrans. Or just half of it if performance doesn't matter.

Offline moritz

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Re: Request regarding lightmap
« Reply #5 on: December 28, 2014, 09:48:43 PM »
well in that case I might just leave the grid on... or indicate the terrain by filling it up with trees or groundobj. Thanks for the quick responses

Offline prissi

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Re: Request regarding lightmap
« Reply #6 on: January 06, 2015, 10:57:40 PM »
This is easy to change, there was even a define for this years ago. But simutrans has to transfer 4x the data through the memory, which did not do well with larger displays.

Offline Ters

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Re: Request regarding lightmap
« Reply #7 on: January 07, 2015, 06:39:04 AM »
4?

Offline IgorEliezer br

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Re: Request regarding lightmap
« Reply #8 on: January 07, 2015, 09:25:19 AM »
Or, in a simpler approach, the game could draw very subtle contour lines where the edges of planes with different angles meet. It would be a "cleaner" version of the grid.