Just working on a simple mod that will apply the TSW3+ TimeOfDay v4 sky to all legacy routes - just because there isn't one yet, only a few single route (and outdated North America) mods out there. Note, this will not change any of the emissives and light sources, so it is only really to be used in daylight conditions, to give you an impression how a remaster would look like. The process of doing so is fairly simple - it's just replacing some "3"s with a "4" in a route specific file, and checking for existence of a SkyLight Intensity value, resetting it to 1 in case. MAG München - Augsburg BML London - Brighton NTP Leeds - Manchester TVL Darlington - Saltburn This means if you want to drive the old routes at night, you should just rename the suffix of the mod before starting the game (e.g. "*.pak.INACTIVE"). Should be finished this evening..
It's more of a demo - for a real remaster all tunnel volumes and light sources need to be tweaked, which is not what I will be doing or can do, as it's a fairly big project, ask Liam . It works fairly well in daytime conditions though. It'll have a brighter ambient light at night but all light sources will appear too dim to illuminate stations correctly.
Yes I am sure it is a big job but this at least should take some of the darkness away from the older routes.
I haven't played any of the old routes simply because I couldn't stand the old dim lighting any more. Note that some stock like the MAG/KAH ICE3 would need to have its glass reflective parameters adjusted (IRL it should have an anti-reflective coating anyway), it's simply too reflective from the inside, which is amplified by TOD4.
Clinchfield - note the autumn trees (not depicted here) will still look terrible and would need to be replaced. CRR Elkhorn - St. Paul ECW Brighton - Eastbourne HBK Hamburg - Lübeck ARL Chur - Arosa
RSN Hagen - Finnentrop HSC Johnstown - Altoona (Horsehoe Curve) DCZ Dresden - Chemnitz (Tharandter Rampe) interestingly this was using a TODv3A version
next one done, SFJ San Francisco - San Jose (Peninsula Corridor) LZN Luzern - Sursee TOR Oakville Subdivision
GWE Paddington - Reading (will be removed from the mod as soon as the official remaster is out) SPG Sand Patch Grade RRO Wuppertal - Hagen WCL Penzance - Truro
Mod is done. Bakerloo is the only route not included, as it's mostly tunnels. https://www.trainsimcommunity.com/m.../c19-patches/i5126-tsw4-to-dv4-for-all-routes Enjoy!
That's what I'm explaining in the initial post - and why route remasters are a lot of work, as you must tune all the lightsources and emissive textures (like the PIS) to the new lighting - which is nothing I want to do or have time for, I'll leave that to DTG Liam eventually. All this mod does is it replaces the old with the new sky and lighting - not changing anything on the route scenery. Imho it's nice to see how fresh routes like SPG, TVL or NTP can look. And for those, PIS is not of relevance anyway. I saw cullentabaczynski wanting to have this for other routes than the available mods offered, so I just made it. It's just to show you how the routes look in TSW3+ light. You're free to find it silly and remove it.
Spikee1975 This mod already exists on trainsim.cz. It’s been there since not long after TSW3 released. http://www.trainsim.cz/?mod=article&showid=2585&query= I’m not 100% certain he updated it to be compatible with TSW4 to be fair.
Spikee1975 Will you transfer this mod to TSW5? It's gorgeous, but unfortunately there're just 4 weeks to enjoy that....
JetWash I really was wondering why nobody done this (but only checking tsc) FreddieTheShepherd Of course. This is the simplest of mods possible, it's literally just opening the .umap file and changing "V3" to "V4". (And checking for existence of SkyLight Intensity, resetting to 1 if present. Modern TOD4 routes do not use certain parameters anymore (MoonLight, SunLight, SkyLight), but if present they can override TOD4 properties while some others are simply ignored by TOD4. Name entries 5 to 10 can probably be ignored as the TOD4 system doesn't need these texture declarations, but I've changed them to 4 nevertheless. (To be fair I haven't even checked if these references do exist in the core files for TOD4. EDIT: They don't exist, and are just skipped. So really only one entry has to be changed.) This mod should work on TSW5 anyway, I doubt they'll be making changes to these legacy route files any more other than repaking them and updating the metadata. And as soon as the next remaster's out, I'll just remove the GWE folder from the mod so the updated official umap will be loaded. You'll notice that GWE is their first UK route - the signal emissives are differently made, affected by the bright TOD4 ambience. You can hardly see them, while on other routes they're not affected by the lighting. Testing Peninsula Corridor, the loco headlights and interior lighting match TOD4 much better than TOD3. Cab cars won't blind you in daylight TOD4.
It was too easy so please don't give me credit folks Though I am still investigating how much some of the included TOD3 parameters are affecting TOD4, and might start tweaking things a little as it's still a long way to go for DTG to eventually remaster all legacy routes. I think SCS software still haven't updated one of their first maps, the UK, for Euro Truck Simulator 2. They will, but it takes time, and ProMods is a superb alternative (better: "upgrade") even including the Highlands.) For example, PostProcessVolumes are not being used anymore. Do these values changing autoexposure, minbrightness, OcclusionRadius have an effect if TOD4 is active? I've set all bOverridexyz parameters to FALSE in the PostProcessVolume to make sure. I've tried to remove some entries but that crashed the game. So the goal is to find "default" values. Will need UUnlocker, as GodMode's console is output-only, not input (can only SET a variable, but not GET)
That's NTP using TOD4 and bescot's and RobS' NTP revamp. https://www.trainsimcommunity.com/m...thern-trans-pennine-manchester-leeds-revamped I'm still not sure if the desaturated look comes from the textures used themselves and is wanted to give the impression of a bygone era, as I cannot find a ColorSaturation modifier in the PostProcessVolume here (CaneCreek and Tharandter Rampe are boosting the colours via PostProcessing). There's apparently a lot of foliage assets around, notably the very bright green ones on Fife Circle which I would personally desaturate a wee bit on texturing level... I still see TSC being a lot more varied there, with more bushes and different shades of green being used (blueish and yellowish green).
A note. Just found out - to improve contrast, you have to disable the route specific predefined Autoexposure bias curves using godmode. These are tuned to TOD3 for the routes affected and don't match TOD4. Untick the box and reinitialize the TOD system. EDIT: Play with it. I find the behaviour to be unpredictable. Needs further investigation on the topic of these curves.
Just to note though that my mod is set up to alter routes on a per route basis so the TOD3 routes are TOD3 in the mod, as they are TOD3 by default. It will likely look very odd with this mod that changes the lighting system on old routes to TOD4. If you wish to utilise it you will need to copy a set of TOD4 settings into the given route’s GodMode box and adjust as necessary. ps If you have them installed you will also need to remove Aran’s Modified Time of Day System as these are also only compatible with the routes as they were originally and will conflict with Spikee’s mod.
Yes I'd second that. Here is TVL in an early evening scenario. Never seen this route look so clear (And I haven't even messed about with any other settings yet as I don't have a clue what I'm doing).
Glad it's fun for you. For me the incentive was to be able to play the old routes which I hadn't touched because of the poor lighting, often made worse by tinted windscreens. On another note, Sherman Hill SD40-2 messes up the autoexposure from the cab, as the cab windows have a terrible milky tint enforcing the autoexposure to overexpose the scene, causing a whiteout through the windows. (not related to this mod, as SH's TOD4 already. Anybody checked if it's possible to fix this with a simple glass texture mod, like in TSC just modifying the alpha channel? I am sure the US' FRA would never approve cab glass tinted like that. I think they don't even allow the glass to have any kind of tint.) JetWash I have put exclamation marks in front of the filename deliberately so it overrides any active TOD3 .umap mod. Provided of course, that other mod wasn't named "!!!!!!!blabla.pak" I cannot check all other mods out there (I am very selective about mods I'm using, that means unpacking them to see what files are affected and spot possible conflicts, removing junk files (some paks include a TSW3pak.exe), eventually merging them into one pak for my own use). Again for those unaware - you can deactivate a mod by simply renaming the suffix, TSW will not load it in case it's not ending with ".pak". I used this to toggle unwanted layers, like the broken 182 Dispolok from Hamburg-Lübeck causing AI trains to not open their passenger doors on timetables which used that loco as layer or sub.
I’m not sure Aran’s thing is modding the same stuff, so will still load in behind yours. I think that’s the case, I haven’t had chance to double check it though.
I don't know. Everyone's having their own set of mods, and should check for themselves. I'm not aware of the mod in question. If someone asks me about a specific conflict, I can go check, but I won't install all mods out there... this is not a paid job So everyone should be able to check for themselves instead of one doing the job for all (impossible). How many "MiniEPs" / "Various mods" are out there you don't know what files they're touching unless you unpack them. I think the most problematic thing is mods that are improperly named, starting with "TS2Prototype-WindowsNoEditor...". They are hiding in between DLC, and people not using a mod manager will have trouble identifying them. I've seen people completely uninstalling the game just to remove mods, where it's just about moving the pak out of the DLC folder. Mods don't write to your registry, you can't really speak of "installing" a mod in the classic sense. You just add a file to a folder, not touching or overwriting anything physically, as modding works through layering the pak contents on top of each other in memory to form a folder tree there. Since idSoftware introduced the clever concept of nondestructive modding by "override not overwrite" using Doom PWAD files. (Might even have already been introduced in their Wolf3D engine, not sure. Mein Leben!!!) This naming should be forbidden, reserved for official DLC, and checked for when uploading to tsc, I think I'll make a suggestion to AlexNL. Nothing simpler and easier to identify than "Foob_GodMode.pak" Note, like tsc I am distinguishing a Mod (pak) from an IniTweak (.ini, .sav).
Just got informed on trainsimcommunity that Main Spessart Bahn wouldn't have the update. Indeed, I forgot to put it on my "TOD3 list". Now updated and included. Should be complete (as said, Bakerloo makes no sense to include) Note platform PIS will not work under TOD4 Also recommended is to reduce Camera Sway to 0.2 or lower as MSB has pretty rough tracks.