Transport Fever 2

Transport Fever 2

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Shader Enhancement
   
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Misc: Shader
File Size
Posted
Updated
981.866 KB
Nov 30, 2019 @ 7:15am
Mar 9, 2023 @ 10:27am
8 Change Notes ( view )

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Shader Enhancement

In 1 collection by Enzojz
TpF2 Infrastructure from Enzojz
17 items
Description
This mod fix and add extra effects on shaders.
- Enables shadow free materials
- Enables lightmap
- Enhanced UV projection solutions
Popular Discussions View All (2)
1
Apr 5, 2023 @ 12:53am
Latest mod update crashes game build 35049
RadiKyle
0
May 5, 2021 @ 6:00am
Bugfix for metal-gloss-ao uv coord for PHYS_NRML_OP
GordonDry
37 Comments
RadiKyle May 24 @ 9:14am 
...Also confirmed this occurs on different PCs (UG devs confirmed as well), and it also occurs with Build 35049 from May 2022, so it seems it's not a new/recent issue. Your change notes indicate you first added op map support in ~May 2021? So maybe the issue has been there from the beginning?
RadiKyle May 22 @ 5:43am 
Hey again, did more testing, it seems this mod is having issues with material operations/opmaps (both normal and transparent types). Getting significantly different rendering (usually darker) from this shader mod, especially with op set to multiply or linear burn. (Setting no_op renders normally.) This is with unshadowed surfaces in full light, such as rooftops and concrete platforms on vanilla cargo rail station buildings.
RadiKyle May 20 @ 3:32pm 
Hey @Enzojz , I'm working on a mod and traced a rendering issue back to this shader mod. I'm getting excessively dark renderings on unshadowed surfaces (example screenshots: https://imgur.com/a/QglirpX ) . You can see the ballast, sleepers, and masts all render darker. There are also missing shadows for the background trees/buildings, and for the grass too it seems. Is this as expected with this shader mod?
silencer4 Jan 6 @ 10:12am 
Looks like this mod crashes my game when I'm doing some terrain manipulation. Mainly for example making passages for ships.
Enzojz  [author] Jul 5, 2021 @ 2:04pm 
@ReCoKo nz meams the u = tangent direction and v = z coordiantes, it reads tangent data and bi-tangent data from the mesh, so please make sure the tangents are in horizontal direction (you should be able to check them in model editor, if I were correct)
In fact I don't know how tangents are calculated in each software, the principal is normals, tangents and bi-tangents are always orthogonale to each other, how ever if I export from 3dsmax, and if the model is in a cube, the tangents are always horizontal. I don't know the case of blender so maybe you need to reseach a little. but first, make sure you are woking on a cube or something regular if you use nz
ReCoKo Jul 5, 2021 @ 12:10pm 
Hello. I encountered a problem with this mod. I am currently making a mod for train/road crossings with walls that should use this mod. For the first one this went perfectly fine. A vertical wall with bricks. On the second crossing though, it does not work at all. Everything i tried doesnt seem to work, even though i use the exact same .mtl for both walls.

I am using an opacity of -513 with a similar map_op1 to your nz.dds in the flying junction mod.
Pizzaguy Jan 28, 2021 @ 5:48pm 
ok ive uploaded 3 screenshots, 1 with the glitched roads, one with normal roads, and the distance between the 2 screenshots I took at each city. The problem seems to happen around the edges. I am terribly sorry for the slow response time.
Enzojz  [author] Jan 17, 2021 @ 1:58pm 
@james.walster Press F12 then upload it to steam
Pizzaguy Jan 17, 2021 @ 1:09pm 
how can I send a screenshot?
Enzojz  [author] Jan 13, 2021 @ 12:12pm 
@james.walster Screenshot?