Well I've been having a fiddle with some bits and pieces on this track.
So panorama, just an image with some emission, put into a custom panorama shader (mainly just so you can scale the fog intuitively, also adds emission for glowing stuff)
It's badly cut out, but hey, just testing.
Road is just the asphalt shader Stereo and I were messing with last year or so.
Sky dome is new, just using a panoramic type sky vs the top down one. So slightly customised night sky grabbed off cg skies for testing.
Sky shader is just the rgb raster multiplied up so the kLux outputs are about right for a night sky (multiplied using 'clouds' variable)
Time is actually a day time, but with a very low sunny setting, so the sun is actually casting a soft shadow and very low intensity to be the moon (edited shadow params in constants.cg and racer.ini via batches/ini.exe for easier tweaking in tracks, so it's lower res and softer)
Erm, the lamps are using the billboard type shader Stereo wrote for Bay Route 9. Probably could look better here with a better texture etc. Banding seems a bit of an issue. Needs a really bright spot but a more subtle falloff element. Oh for 16 or 32bpc for these types of jobs.
Not sure if the intensities are realistic or not. I still need to figure out some calibration scenes in Racer so I can figure out what 'exposure' settings in Racer equate to real camera settings... then we can simply take real images with real settings, colour pick, and check in equivalent Racer screenies to get intensities about right.
It's probably all fairly ball park apart from the glows around the lights which seem too intense still... dropping emission looks better for the falloff glow, but then the middle is too dim... high bpc alpha needed... hmmm, maybe could maybe take rgba as a monotone and stack to get an equivalent 32bpc single channel alpha mask? Colour with a fixed emission value? Stereo does that sound feasible to make the tweak in the 'glow' shader?
Cheers
Dave