After making the power pole pack, I'm now moved over to making streetlights. Much like automobiles, streetlight are used to show and era. There are very few detailed streetlights out there to use on your route. Most streetlight models out there are generic at best. This first streetlight pack I'm working on are streetlights on metal poles, these include city and highway street lights. This is the first streetlight, a city street light with a typical modern GE M400 light head. This style of streetlight were used from the late 50's to the modern day. While these light light up at night I opted not add a light pool. This way route builders can add their own light pool. I use the lights from the RCAP pack. I'm re-working my models to lower the poly count. I'm currently making a VO-20 light head, these were widely used in the 50's and 60's. A lot more coming soon.
It has been a slow go for modeling these city streetlight as I've spent the last couple of day digging myself out of the latest snowstorm! However I'm back on task with the next street light. This light features a VO-20 lamp head. These lights were developed in the late 1940's and were widely used from the 50's and 60's. I recall even seeing these streetlights on bigger roadways in the early 1970's.
Here is the next City Streetlight. This 3rd streetlight has a GE Form 109 clamshell light head. These lights were widely used in the 1960's. the next two will be a bit older.
Here is #4 City Streetlight. (on the far right) This one has a GE Form 79 "gumball style light". These lights were used from the 40's to the early 70's. I'm noticing that the glossiness of the streetlight are not showing in TSC and I'm not sure why. The specular setting are set right in Blender and the in the Blender renders they look great. I'm starting to wonder if I'm forgetting some setting in Blender?
What shader did you use? How it looks in Blender should just be ignored, it only exports the parameters in the IGS options.
Looking into this specular hardness issue, I found that Briage does allow for the specular hardness to come through, but it doesn't seem to work. Checking the box uses the first UV argument number which is adjusted automatically to the specular setting in Blender. I cranked up the specular numbers on the last streetlight just to see what it would do... but it made no difference to the model imported into TSC.
TrainBasicObjectDiffuse doesn't support specular. Only shaders with "spec" in their names support this.