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Light the cab with cablight/dashboardlight light points of the cab model
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@@ -173,13 +173,22 @@ scales can also be changed in the **Light clusters** debug window.
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light of the whole cab and weakened the shadows of the sun in it; now a share of that ambient light is kept for the light
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which bounces around the cab (`gfx.lights.cab.bounce`), and the sun shadows stay. With the probe of the cab (below) the
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light which bounces comes from the probe instead and nothing of the lamp is kept in the ambient light.
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- **Lights of the cab model.** Light points (`FreeSpotLight`) of the cab model whose names start with `cablight` (any case)
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are the lamps of the cab: they shine with its lamp switch (off, dimmed, half bright without 110 V), in place of the lamp
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under the top of the cab, which a cab model gets only when it has no `cablight` of its own. Those whose names start with
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`dashboardlight` are the lights of the desk: they shine with the dashboard light (`i-dashboardlight:` /
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`dashboardlight_sw:`). Their colour, power, cone and the optional `Radius:`/`SoftFalloff:`/`CastShadows:` are those of the
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light point (brightness `gfx.lights.freespot.intensity`, the self-illumination threshold doesn't matter), and they fade
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in the daylight as the cab lamp does. Visibility counts: a light point under a submodel that is hidden doesn't shine.
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Other light points of the cab only glare, as before.
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The lamps of models and compartments fade in from the light level at which scenery lamps switch on (`ls_Dark`) to full
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darkness; in daylight they are not gathered at all. The cab lamp and the lamps of scenery models nearest to the camera cast
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shadows (see below); the others (lamps of vehicles, compartments, farther scenery lamps) also light what is behind walls
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within their reach, which is kept short for compartments.
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**Shadows of the cab lamp** (`gfx.lights.shadows`): the cab casts shadows in the light of its lamp, the desk, the seats,
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**Shadows of the cab lamp** (`gfx.lights.shadows`): the cab casts shadows in the light of its lamp (and of the brightest
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`gfx.lights.shadows.cab` lights of the cab model, each with a map of its own; the maps are made as they're needed), the desk, the seats,
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the levers and the walls (light leaves the cab only through the windows, glass doesn't stop it). They come from a cube
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shadow map around the lamp, drawn with the opaque parts of the cab model only. The map is kept in the space of the cab, so
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it stays right as the vehicle moves; it is drawn anew every few frames, for the moving parts of the cab, and at once when
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@@ -239,6 +248,7 @@ shadows of the sun, see `headlight shadows:` in Shift+F12); with the vehicle on
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| `gfx.lights.cab.bounce` | `0.3` | 0..1: share of the former ambient light of the cab lamp kept with the lamp on |
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| `gfx.lights.range` | `300` | distance from the camera the lamps of models and vehicles are gathered from, metres |
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| `gfx.lights.shadows` | `medium` | `no`/`low`/`medium`/`high` (or 0..3): shadows of the cab lamp and the scenery lamps, see above |
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| `gfx.lights.shadows.cab` | `4` | 0..8: how many lights of the cab (the brightest; the lamp, `cablight`/`dashboardlight` light points) cast the shadows of the cab, a cube map each; 0: none |
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| `gfx.lights.shadows.lamps` | `8` | 0..32: how many scenery lamps nearest to the camera cast shadows; 0: none |
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| `gfx.lights.shadows.lamps.size` | `512` | 128..2048: size of a face of the shadow map of a scenery lamp |
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| `gfx.lights.shadows.lamps.range` | `100` | distance from the camera within which scenery lamps cast shadows, metres |
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