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Pe11e

No Vector Road Lights with UTX

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Until this is fixed I have opted to use UTX lighting with FTXG.

I'm coming to the same conclusion myself. UTX lighting is nice in combination with FTXG lights as your pictures show. UTX lights however are best in urban areas and are rather uneven along roads outside the cities. This is where FTXG lights literallly shines and where we are lacking at the moment I think.


i9 9900k - 32 gb RAM @ 3200mhz - 2070 RTX 8gb

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Well then OSM based roads may be your thing. Be adviced though, you will get quite alot of dense rural/urban/suburban roads where there obviously is a town / willage in real life that will not show up in the sim. For that you would need OSM buildings too, but those data are sparse in many areas. France and Netherlands are especially good though, if you can find those (mentioned openvfr has the Netherlands it seems).

 

I tried freeware Germany OpenVFR, and I don't like it. I mean it is amazing detail vise, every street and road is there, river, village, city, etc, BUT it ruins visual immersion with FTXG. Too many roads and stuff just don't look good overlapping fantastic FTXG textures.

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Another thread on this issue over at the Flight1 UTX forums. Seems like a solution is possible if ORBX and Scenery Solutions can agree on how to implement it. I guess it comes down to how many of their customers are concerned with the issue.

 

EDIT: @Pe11e yes I've also tried to get openvfr to work with FTXG and UTX, but got the same issues you mention. For now I've settled with UTX and FTXG both fully enabled.


i9 9900k - 32 gb RAM @ 3200mhz - 2070 RTX 8gb

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I don't understand...quote from another thread..

 

Untitled_zpsac2f444c.jpg

 

You have anything better to do than go from one FTXG thread to another and farting??

 

C.

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I don't understand...quote from another thread..

 

I'm the person who posted that in the other thread. I'd very much appreciate it if you didn't use it to pursue your agenda of stirring the Orbx pot at every opportunity.

 

 

 

Now then, back onto the subject at hand....

 

Having a look in Orbx/Scripts/FTX Central/Regions/ there's a file called terrain_global.cfg

 

Looking inside it looks like this is what FTXG appends to the terrain.cfg to call out the new vector road lighted road textures. At a guess I'd say it would be possible to amend the UTX road entries in the terrain.cfg to point to the Orbx modified road textures instead.

 

Does anyone want to have a go? I'm a bit busy at the moment with other stuff and might not have the time at the moment to sit down and work all this out. It might be a start though for someone else with the time available....


Nick

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Looking inside it looks like this is what FTXG appends to the terrain.cfg to call out the new vector road lighted road textures. At a guess I'd say it would be possible to amend the UTX road entries in the terrain.cfg to point to the Orbx modified road textures instead.

 

Does anyone want to have a go?

Sounds right. I had a look though, and I think you need to know what road entries to change. Default/FTXG road textures are named quite differently than the UT_Road entries. Not sure I got the skills to pull this off. Or the time / will to learn all the different entries...


i9 9900k - 32 gb RAM @ 3200mhz - 2070 RTX 8gb

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What I'm doing now Is I copied the excl UTX folder and now I have one for days and one for nights (this one only with the RDU####s removed), beets restarting FSX, can now do with a simple scenery library editing.

 

 

allen

 

After a lot of experimenting, this is by far the best and most comfortable method to use FTXG vector night lights together with UTX. Thank you Allen.

 

Harry


- Harry J.

i7-7820X (@4.9 GHz), 32GB RAM (@3467) 2080Ti (3440x1440), SSD 500GB, (Win10x64),  SSD 1TB (P3Dv4.4). FSGlobalNG (mesh), ORBX (Global+Vector+OLC, all FTX Regions - NO TE products, many Airports), DDscenery (NY, SEA, MIA), Airports (FT, FB, FSDT, AS); PMDG (737, 747, 777), MJC DQ400, RA Piston Duke, A2A C172. ASP4+ASCA+EnvTex/EnvShade+ REX SF3D. F1 GTN650+750. AIG OCI/UTL AI-Traffic.

 

 

 

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Here is what I did to get them working with the UTX roads.  Please do so at your own risk though and back-up the terrain.cfg file in the main FSX directory.  Find the entries below in the terrain.cfg file and add these lines.  The guid#'s point to 4 different vector autogen object entries (the vector lights) that FTXG inserts further up in the file.  I'm not sure if these guid numbers vary system to system, so you may wish to check.  You can use whichever ID for whichever road, set the density, ect..  You can also add them to the rural roads (I didn't in my case).

 

[Texture.393]
Name=UT_ROAD_3_T_URBAN
guid={310896D3-A126-48b9-BDEF-416CAC59B368}
Textures=UTAD3.BMP,UTAD3.BMP,UTAD3.BMP,UTAD3.BMP,UTAD3.BMP,UTCD3TL_LM.BMP
Layout=3_PLUS_4
StripWidthMeters=25
FlattenMode=flat
FlattenPriority=21000
LandClassRemapType=none
VectorAutogen={24A157E8-59BA-7748-AB32-7A688036A873} (Large divided highway with road signs and generic signs and large billboards and median barrrier and middle lights)
ExcludeAutogen=Yes
RenderToTexture=Yes
RenderPriority=104255
Water=No

 

[Texture.394]
Name=UT_ROAD_3_F_URBAN
guid={320B8490-1CA5-4736-9622-3B837460821C}
Textures=UTAD3.BMP,UTAD3.BMP,UTAD3.BMP,UTAD3.BMP,UTAD3.BMP,UTCD3FL_LM.BMP
Layout=3_PLUS_4
StripWidthMeters=25
FlattenMode=flat
FlattenPriority=21000
LandClassRemapType=none
VectorAutogen={24A157E8-59BA-7748-AB32-7A688036A873} (Large divided highway with road signs and generic signs and large billboards and median barrrier and middle lights)
ExcludeAutogen=Yes
RenderToTexture=Yes
RenderPriority=104255
Water=No
 

 

[Texture.398]
Name=UT_ROAD_2_B_URBAN
guid={200F151C-1600-428d-868A-483E906C0A42}
Textures=UTCU2.BMP,UTCU2.BMP,UTCU2.BMP,UTCU2.BMP,UTCU2.BMP,UTCU2AL_LM.BMP
Layout=3_PLUS_4
StripWidthMeters=25
FlattenMode=flat
FlattenPriority=21000
LandClassRemapType=none
VectorAutogen={079F0A35-198F-AC4B-B5BF-BD27A1462736} (Large divided highway with road signs and generic signs and large billboards and median barrrier and middle lights)
ExcludeAutogen=Yes
RenderToTexture=Yes
RenderPriority=103250
Water=No

 

[Texture.399]
Name=UT_ROAD_2_T_URBAN
guid={210896D3-A126-48b9-BDEF-416CAC59B368}
Textures=UTAD2.BMP,UTAD2.BMP,UTAD2.BMP,UTAD2.BMP,UTAD2.BMP,UTCD2TL_LM.BMP
Layout=3_PLUS_4
StripWidthMeters=13
FlattenMode=flat
FlattenPriority=21000
LandClassRemapType=none
VectorAutogen={079F0A35-198F-AC4B-B5BF-BD27A1462736} (Large divided highway with road signs and generic signs and large billboards and median barrrier and middle lights)
ExcludeAutogen=Yes
RenderToTexture=Yes
RenderPriority=103255
Water=No

 

[Texture.400]
Name=UT_ROAD_2_F_URBAN
guid={220B8490-1CA5-4736-9622-3B837460821C}
Textures=UTAD2.BMP,UTAD2.BMP,UTAD2.BMP,UTAD2.BMP,UTAD2.BMP,UTCD2FL_LM.BMP
Layout=3_PLUS_4
StripWidthMeters=13
FlattenMode=flat
FlattenPriority=21000
LandClassRemapType=none
VectorAutogen={079F0A35-198F-AC4B-B5BF-BD27A1462736} (Large divided highway with road signs and generic signs and large billboards and median barrrier and middle lights)
ExcludeAutogen=Yes
RenderToTexture=Yes
RenderPriority=103255
Water=No

 

[Texture.404]
Name=UT_ROAD_1_B_URBAN_MAJOR
guid={100F151C-1600-428d-868A-483E906C0A42}
Textures=UTCU1.BMP,UTCU1.BMP,UTCU1.BMP,UTCU1.BMP,UTCU1.BMP,UTCU1AL_LM.BMP
Layout=7_PLUS_4
StripWidthMeters=13
FlattenMode=flat
FlattenPriority=21000
LandClassRemapType=none
VectorAutogen={81F596DE-70CF-DC43-BFCC-6F64A456DB23} (Medium road with light poles and telephone poles)
ExcludeAutogen=Yes
RenderToTexture=Yes
RenderPriority=102250
Water=No

 

[Texture.405]
Name=UT_ROAD_1_F_URBAN
guid={120B8490-1CA5-4736-9622-3B837460821C}
Textures=UTAD1.BMP,UTAD1.BMP,UTAD1.BMP,UTAD1.BMP,UTAD1.BMP,UTCD1FL_LM.BMP
Layout=7_PLUS_4
StripWidthMeters=13
FlattenMode=flat
FlattenPriority=21000
LandClassRemapType=none
VectorAutogen={1D64764E-9F03-894D-AA40-847233974C2C} (Small road with telephone poles only)
ExcludeAutogen=Yes
RenderToTexture=Yes
RenderPriority=102255
Water=No

 

[Texture.406]
Name=UT_ROAD_1_T_URBAN
guid={110896D3-A126-48b9-BDEF-416CAC59B368}
Textures=UTAD1.BMP,UTAD1.BMP,UTAD1.BMP,UTAD1.BMP,UTAD1.BMP,UTCD1TL_LM.BMP
Layout=7_PLUS_4
StripWidthMeters=13
FlattenMode=flat
FlattenPriority=21000
LandClassRemapType=none
VectorAutogen={1D64764E-9F03-894D-AA40-847233974C2C} (Small road with telephone poles only)
ExcludeAutogen=Yes
RenderToTexture=Yes
RenderPriority=102255
Water=No
 

[Texture.408]
Name=UT_ROAD_1_B_URBAN_MINOR
guid={7938B3BF-2CE6-4204-A1CB-B72382FC4D23}
Textures=UTCU1.BMP,UTCU1.BMP,UTCU1.BMP,UTCU1.BMP,UTCU1.BMP,UTCU1AL_LM.BMP
Layout=7_PLUS_4
StripWidthMeters=7
FlattenMode=none
FlattenPriority=21000
LandClassRemapType=none
VectorAutogen={1D64764E-9F03-894D-AA40-847233974C2C} (Small road with telephone poles only)
ExcludeAutogen=Yes
RenderToTexture=Yes
RenderPriority=102250
Water=No

 

[Texture.412]
Name=UT_ROAD_RAMP_T
guid={12C2D8CD-71FF-48df-816B-63BA782DE639}
Textures=UTAD1.BMP,UTAD1.BMP,UTAD1.BMP,UTAD1.BMP,UTAD1.BMP,UTCD1TL_LM.BMP
Layout=7_PLUS_4
StripWidthMeters=13
FlattenMode=flat
FlattenPriority=21000
LandClassRemapType=none
VectorAutogen={079F0A35-198F-AC4B-B5BF-BD27A1462736} (Large divided highway with road signs and generic signs and large billboards and median barrrier and middle lights)
ExcludeAutogen=Yes
RenderToTexture=Yes
RenderPriority=101250
Water=No

 

[Texture.413]
Name=UT_ROAD_RAMP_F
guid={22C2D8CD-71FF-48df-816B-63BA782DE639}
Textures=UTAD1.BMP,UTAD1.BMP,UTAD1.BMP,UTAD1.BMP,UTAD1.BMP,UTCD1FL_LM.BMP
Layout=7_PLUS_4
StripWidthMeters=13
FlattenMode=flat
FlattenPriority=21000
LandClassRemapType=none
VectorAutogen={079F0A35-198F-AC4B-B5BF-BD27A1462736} (Large divided highway with road signs and generic signs and large billboards and median barrrier and middle lights)
ExcludeAutogen=Yes
RenderToTexture=Yes
RenderPriority=101250
Water=No

  • Upvote 8

Galen

 

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Here is what I did to get them working with the UTX roads.

 

You are definitely on the right track.. here's my result (just north of Aalborg in Denmark)

Roads are now atleast partially lit up with FTXG lights. I guess I would need to edit even more?

 

bjwe.jpg
 
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i9 9900k - 32 gb RAM @ 3200mhz - 2070 RTX 8gb

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I'm getting closer. Edited some of the rural road entries in terrain.cfg as well and got even more vector lights. Same area here:

 

fzj7.jpg
 
I have not checked how it looks in daytime yet though.
 

i9 9900k - 32 gb RAM @ 3200mhz - 2070 RTX 8gb

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Would you mind to share what you've changed in the terrain.cfg?

Well yes, I added the same changes themachine suggested on the previous page to the rural entries in terrain.cfg.

 

 

Example, he edited:

 

[Texture.394]

Name=UT_ROAD_3_F_URBAN

guid={320B8490-1CA5-4736-9622-3B837460821C}

Textures=UTAD3.BMP,UTAD3.BMP,UTAD3.BMP,UTAD3.BMP,UTAD3.BMP,UTCD3FL_LM.BMP

Layout=3_PLUS_4

StripWidthMeters=25

FlattenMode=flat

FlattenPriority=21000

LandClassRemapType=none

VectorAutogen={24A157E8-59BA-7748-AB32-7A688036A873} (Large divided highway with road signs and generic signs and large billboards and median barrrier and middle lights)

ExcludeAutogen=Yes

RenderToTexture=Yes

RenderPriority=104255

Water=No

 

 

Then I did the same edit to rural roads:

 

[Texture.395]
Name=UT_ROAD_3_B_RURAL
guid={301FD2D0-A151-4c63-9E2E-B555EBAB24D7}
Textures=UTAU3A.BMP,UTAU3A.BMP,UTAU3A.BMP,UTAU3A.BMP,UTAU3A.BMP,UTCU3A_LM.BMP
Layout=3_PLUS_4
StripWidthMeters=31
FlattenMode=flat
FlattenPriority=21000
LandClassRemapType=none
VectorAutogen={24A157E8-59BA-7748-AB32-7A688036A873} (Large divided highway with road signs and generic signs and large billboards and median barrrier and middle lights)
ExcludeAutogen=Yes
RenderToTexture=Yes
RenderPriority=104250
Water=No
 
 
 
Giving "ROAD_3_X_RURAL" the same VectorAutogen as "ROAD_3_X_URBAN". Then I did the same to all ROAD_2 and ROAD_1 entries as well. 
 
I guess though that ideally we should give different vectors to rural as compared to urban, but I'm not there yet. So far this looks promising.
 
I'm currently checking if it looks weird in daytime, so far no problem.
  • Upvote 2

i9 9900k - 32 gb RAM @ 3200mhz - 2070 RTX 8gb

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