Transport Fever

Transport Fever

115 ratings
Sunset
   
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Misc: Script Mod
Tags: Skybox
File Size
Posted
33.344 MB
13 Jan, 2017 @ 6:05pm
1 Change Note ( view )

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Sunset

Description
This simple? (Ha!) little mod changes the Skybox, lighting color, and light direction to a Sunset environment. Maybe about 4 or 4:30 pm?

Only the last preview image shows the changed lighting angle, the rest were taken while fooling around with the "fog color". -(added images with Snow Mod and USA environment. These have the modified Light Direction.)

Um, that's it, nothing else, ... just a sunset, umm ... great for screenshots?


Please don't forget to rate this mod up if you like it, if you don't like it, why be a little Richard about it? If you have some constructive suggestions for improvement, I am more than happy to listen.

Attribution: SkyboxSet by Heiko Irrgang ( https://93i.de/p/free-skybox-texture-set/ ) is licensed under
the Creative Commons Attribution-ShareAlike 3.0 Unported License.


Permissions: Not allowed to upload this mod anywhere without permission.

PLEASE STOP ASKING for a Day-Night Cycle, it is just not possible due to the way the game code is written, ie, it is IMPOSSIBLE. You would be better off extracting blood from a stone.

Simply put, the game uses a static skybox, it is not animated, is does not move or do anything. It is simply a large box that surrounds the map with static HDR images pasted on it's interior surfaces to give the appearances of a sky, hence the term "skybox". If you tried to paste an animated image type (.flc, .gif, etc.) into what the game thinks is a static .HDR image, the game will just crash.

The game uses an accelerated time scale, it has no "hours" or "minutes", just "days", "months", and "years" so there is no logical way to tie an animated skybox into it.

The game's models have no light emitters nor timers for light emitters, therefor night would just be dark, everywhere, ... and not very good looking. There is a "Night Mod" in the Workshop if you want to test this.

Unless the developers rewrite the game engine code for a Day-Night skybox, it can never, ever be done by creating or modifying .lua and .blob files.
38 Comments
BuffHamster  [author] 17 May, 2019 @ 1:10pm 
Shadows wolfee ? Yeah, I agree, it is annoying. Wish I could change the way the game engine handles the light and shadow. This mod can only change the skybox HDR image and the light direction/intensity and the fog color.

Unfortunately, for a 'sunset' skybox image, you have to lower the sun's position, which stretches the shadows out, and they don't like being stretched out.

The skybox is really just that, a static box with 6 HDR images seamlessly* stitched together to give the illusion of a sky, ... with a sun (static light source), and a little ambient (fog) light thrown in.

You can change the sun's (light source) position to almost anywhere you want using math to get the right numbers. You can change source's intensity. You can change the ambient light color, or 'fog' to almost any color too, ... that's about all this mod can change; skybox, light direction and intensity, and the ambient or fog color.

* Ha!, close enough.
wolfiee 17 May, 2019 @ 7:30am 
Yeh the shade bugs out, it flashes, you got to turn the cam to stop it, very annoying
BuffHamster  [author] 23 Apr, 2019 @ 10:09pm 
KittX's environment mods change the skybox. Apparently the mods are not compatible as mine also change the skybox. The only way to fix that would be to bash the two mods together and create a custom 'hybrid mod' for your own use.
Lord Raccoon 23 Apr, 2019 @ 2:21pm 
Hello buffhamster. I tried to combine ur mod with professional nature environment mod, setting ur mod loading after the NEP, and it changes only brightness, not the skybox. Is there any option to fix?
BuffHamster  [author] 14 Apr, 2019 @ 10:05pm 
Transport Fever's core engine looks for and uses just one single skybox for the map, one light source for the sun, and one fog color. None of them are animated.

The game's engine does not look for additional skyboxes nor does it have any mechanism to move or turn on/off the light direction during the game.
BuffHamster  [author] 14 Apr, 2019 @ 9:42pm 
No, it's not like that. I really did "say so" in the mod description back in Jan.2017

"Unless the developers rewrite the game engine code for a Day-Night skybox, it can never, ever be done by creating or modifying .lua and .blob files."

Not_A_KGB_Agent 13 Apr, 2019 @ 7:14pm 
if its not like that then just say so
Not_A_KGB_Agent 13 Apr, 2019 @ 7:14pm 
buff hamster there is an easy fix for that add some extra coding with just 2 skyboxes and boom night and day cycle and that would make the headlights more useful
BuffHamster  [author] 18 Sep, 2018 @ 2:01pm 
@[BA] Scar: The light direction is usually based on the picture from the Skybox, but you can change that direction to emit from anywhere you want, ... I learned this from getting shadows to line up correctly.

The main problem or obstacle is that the light emitter for the Sun (or Moon) is not animated, it has no code for it to change direction during gameplay, therefore it just can not be done based on the current game code:

runFn = function (settings)
game.config.environment.light.direction = { math.cos(math.rad(60.0)),
math.sin(math.rad(60.0)), math.tan(math.rad(30.0)) }
game.config.environment.light.refBrightness = 4.0
game.config.environment.fog.color = { 1.05, 0.65, 0.25 }

As you can see, there is nothing there for animation, just the light direction, brightness, and fog color.
DPT Wanderer 18 Sep, 2018 @ 1:18pm 
but i have all the respect to you as the author first and foremost