Transport Fever

Transport Fever

Sunset
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
DPT Wanderer 18 Sep, 2018 @ 1:17pm 
@Buffhamster he as far as i can tell was not speaking about the Skybox he was talking about the Map lighting in general hence *light getting dark getting light again in the morning*
BuffHamster  [author] 22 Jan, 2018 @ 1:37pm 
@rb58nl: if you know a way for the game engine to enable a 24 hour night and day cycle, I am all ears, but as far as I am aware, the skybox in the original game is static, it never changes.
rb58nl 22 Jan, 2018 @ 3:57am 
You were not able to re-create a 24 hr day? (light getting dark, getting light again in the morning)
BuffHamster  [author] 9 Dec, 2017 @ 12:49pm 
ur welcomz, ... all Steam subscribed mods go into the "446800" folder, while manually installed mods (from Transport Fever,net for example) go into the "Mods" folder.

The trick is finding the mods in the "446800" folder as they are all given a "Steam Workshop Serial Number" designator and are not named. So if you have, lets say, a 100 or so mods, searching through them can be a bit of a PIA.
Menecroth 8 Dec, 2017 @ 11:23pm 
Well no wonder! I was looking in the mods folder in the Transport Fever directory. Anyway, nice mod and thank you for the quick response!:steamhappy:
BuffHamster  [author] 8 Dec, 2017 @ 11:16pm 
Downloaded files should be in your Steam\steamapps\workshop\content\446800\841712945 folder.
Menecroth 8 Dec, 2017 @ 10:13pm 
Where are the actual files for this mod?
BuffHamster  [author] 8 Sep, 2017 @ 2:05pm 
back @Stena Britannica: any sky texture is possible, however "night" is technically a poor choice for this game because almost * all of the models used in this game (buildings, vehicles, lamp posts, etc.) have no light emitters. This causes the game to look like it is experiencing a regional power outage, ... it is all dark.

*except maybe a few locomotives and even then the light does not actually "shine" on anything.

If you would like to see how this looks, a "night" mod was done by homie4ever and is contained in his mod package here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=945646496

The obstacle I ran into for the Sunset and Sunrise mods was that when you adjust the shadow angles, they tend to "flicker" when you scroll around the map, that is why I gave up on any further skybox mods.
Dell Conagher 8 Sep, 2017 @ 11:57am 
@BuffHamster - Can you do night?
B.Spell 5 Apr, 2017 @ 9:14pm 
Very nice, the old sky box made the game a bit bland to the eyes, I look forward to using this mod.
BuffHamster  [author] 10 Mar, 2017 @ 2:23pm 
@joris.dewitt: Snow Mod here -> https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=831834861

Clarification: This mod does not have "snow" textures, only Skybox textures. The screenshots illustrate the Sunset mod as it appears in other environments.
Jessie The Grill 10 Mar, 2017 @ 1:31pm 
Where did you get the snow texture?
BuffHamster  [author] 17 Jan, 2017 @ 11:26am 
@[CN]Archer: Awesome, many thanks. It is difficult getting the 6-panel images from the Terragen 3 Creative (an economy version) as one has to blend all the seams manually (hand stitched?). Hugin is no help as it gets all the "contact points" mixed up.

Do you do graphic design? Any tips for me? I could use some.
地瓜之秀 17 Jan, 2017 @ 4:59am 
I would like to describe the beauty of the MOD near the evening; rather than "just near dusk" and has nothing to do with this sentence.
supersobes 16 Jan, 2017 @ 6:02pm 
Cool!
BuffHamster  [author] 16 Jan, 2017 @ 11:24am 
@[CN]Archer: 夕阳无限好,只是近黄昏。 , (" The setting sun had boundless beauty , just because the yellow dusk is so near. ")... I think. Chinese is not my native tongue, so please bear with me on that.

... and 谢谢!
pivo.m 16 Jan, 2017 @ 8:39am 
yeah the performance is no.1 to solve I hope. Train Fever never solved it really:(
地瓜之秀 16 Jan, 2017 @ 4:58am 
夕阳无限好、
BuffHamster  [author] 15 Jan, 2017 @ 12:23pm 
@FAIL! Sylensis: No, it will not break exisiting saves, in fact, that is how I tested it, with an existing save with about 40-50 different mods.

@Hoodlock: I could , but there is already a mod that does that, and such a mod wouldn't really add very much as the in-game models are not set up for lighting.

Currently, there are two other Skybox mods that I am working on, plus a couple of other mods.
Sylensis 15 Jan, 2017 @ 2:30am 
Will this eventually break a savegame or is it save to use with any savegame?
Hoodlock 14 Jan, 2017 @ 8:18pm 
can you make a night skybox
BuffHamster  [author] 14 Jan, 2017 @ 11:02am 
@pivo.m: Yes, that would certainly be interesting. Unfortunately, it is beyond the ability to mod it into the game as it would have to be a game engine function:
-the Skybox is a static 6-sided box, it is not animated.
-light models are needed for vehicles, streetlights and town buildings, currently the game does not have these.
-vehicle metadata needs to include speed and traction variables that the game engine would recognize.
-current performance issues need to be solved.

[sigh] mods can only take you so far until you reach the limitations of the game engine, still, it would be a cool feature.
BuffHamster  [author] 14 Jan, 2017 @ 10:35am 
@PotoTV: in the first 4 pics? yes, they are, as I didn't adjust the Light Direction until the last moment. Pic #5 has the longer shadow, ... I could make them longer by lowering the "math.tan degrees" input number, but the shadows in the game are not set up to do this very well, it creates a weird "aliasing effect" the longer you make them.
pivo.m 14 Jan, 2017 @ 6:23am 
this game really needs dynamic weather - rain, fog night, day cycles.. It could maybe even affect speed and traction:)
Multiplio 14 Jan, 2017 @ 3:51am 
Simply amazing!
batkizoltan 14 Jan, 2017 @ 3:34am 
Wonderful work! Thank you very much!
tfziehmann 14 Jan, 2017 @ 1:57am 
Thank you for that nice visual upgrade :)
PotoTV 14 Jan, 2017 @ 1:04am 
Aren't the shadows a bit too short?