T:ANE (in development) screenshots...

I got a EVGA GTX970 SC:
http://www.frys.com/product/8299876...wv36O7u79Xpq98p7_shRrBXv_Btx6yvu65RoCiiTw_wcB

Very happy with it. Total newb at playing with advanced Graphics things though, so I've been learning slowly. This thing bottle necks a little at the Motherboard as the PCI is only 2.0, but other then that seems like I get pretty decent service out of it.

Reason I want the more ram is when I open my task manager with Hinton Running its always 95% plus used (With no other active applications) and peaks at 100% at times. Game runs *okish*, get generally ~20 FPS with occasional drops. I think less resource intensive assets would help, as well as perhaps figuring out settings. First time I've heard about a paging file, so I'll research that tonight. The news about your Speed Trees and your FPS is what I was hoping for (I'm toying with them, haven't populated a route with them yet though, of course you know my first use of them will be on Seattle, and before I mass paste them around as I want them I have to find that *right* balance for the look I want XD ).

-Falcus
 
That is a really good shot Falcus. Those speed trees look really good. I have seen a couple of pictures with track that look like they were created by JR, but probably only available from the payware route or for club car members. Hopefully in the future, all the versions of JR track will be available.
 
That is a really good shot Falcus. Those speed trees look really good. I have seen a couple of pictures with track that look like they were created by JR, but probably only available from the payware route or for club car members. Hopefully in the future, all the versions of JR track will be available.

Thanks!

I will say, those are N3V Built-in Speed trees that came with TANE. I'm honestly not that impressed with them (They're not that bad, but I think of them as the bare minimum of what TANE should be capable of now). They're too light green for the US IMHO, and they are HUGE resource hogs as far as I'm concerned.... I've been more impressed with Mcguirel's trees so far. N3V might still fix them (Tane is 2 days away), but I'm not holding my breath (Id be dead before TANE release..... eep...)

Also yes, the JR track is all available for free from their site currently. CloakedGhost TTBOMK is the only one with payware Track. Even the JR Track for their routes can be had if you download the dependencies for them. I also recall certain JR members mentioning they would be revisiting Track after TANE release at some point, so hopefully we'll see some Auto - Generating Points at Switch's/turn-outs from JR as well (Fingers Crossed).

-Falcus
 
The GTX 970 is made for PCIx16 3.0 so you are also probably gimping yourself with 2.0. I do like Brittany's new trees and shrubs, all I need now is some good ground textures to go along with them. For track the built in TANE track that start with 1 and ends with TANE can't remember the in between looks very nice, has gray ballast and good looking ties.
 
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Steaming through the crisp mountain air with a load of cattle.

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Blasting slowly across the crossing into Shelley.

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As the train approaches the other end of Shelley yard, the driver skillfully brings the train to a stop.

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Having been turned, coupled to the guards van, and shunted into the platform, DD 560 waits in the platform before returning to Cudgewa.

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The 'BONA' (loco and van) roll out of Shelley on their way to bring the next load of cattle up the mountain.

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Further down the hill, the driver makes use of the air brakes to keep the train under control.

Regards
Zec
 
Something a Little closer to Home.... IDK how the lighting looks in West Virginia in Reality (Never been there), but I thought these captured what I imagine it to be like fairly well....
-Falcus

My usual frank opinion follows: The pics are pretty and well composed shots, but they certainly don't look natural. "Too pastel." No strong dark colors and no strong light colors, like you see in real life. The colors in the screen-grabs are basically all midtones. You can see shadows and highlights, but they're unnaturally weak and washed out looking. There are practically no constants to speak of in the scenes. Everything is "flat" and lifeless looking. It looks like a picture painted/drawn with watercolors or colored pencils.
 
Spline Is Not Yet Released, but again works as it should unlike that of the Built-In Splines I have viewed to date.
Blends well with many of my UltraTextures For T:ANE which is 100% Freeware

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..., but they certainly don't look natural. "Too pastel." No strong dark colors and no strong light colors, ....
Funny how for the longest time, Trainz was accused of looking too "toy" like with the strong unnatural colors. Ya just can't win.
 
Funny how for the longest time, Trainz was accused of looking too "toy" like with the strong unnatural colors. Ya just can't win.

"Winning" would be more natural looking colors. Surely there's a way to achieve something between too strong and too weak, e.g. realistic colors and contrast.
 
Funny how for the longest time, Trainz was accused of looking too "toy" like with the strong unnatural colors. Ya just can't win.

I agree with Martinvk............. The lighting is just fine, what the issue is is the old content or new content in T:ANE not appearing correctly for quality reasons of the assets.
What you are stating wva-usa actually points to the content itself, not the dynamic lighting....... Realistic Colors and so forth CAN BE ACHIEVED as I have demonstrated above in my screenshot.
Quality Control of assets in T:ANE especially splines (which by the way are handled just fine by T:ANE if done properly even though some may state otherwise) is the more leading issue.....

It comes down to people need to invest more time into their content and I believe my next statement should be implemented moving forward.........
Also, now all new content should require Bump Maps and Per Pixel Specular Maps IMHO and then you will see T:ANE Shine in it's current form.........
 
My usual frank opinion follows: The pics are pretty and well composed shots, but they certainly don't look natural. "Too pastel." No strong dark colors and no strong light colors, like you see in real life. The colors in the screen-grabs are basically all midtones. You can see shadows and highlights, but they're unnaturally weak and washed out looking. There are practically no constants to speak of in the scenes. Everything is "flat" and lifeless looking. It looks like a picture painted/drawn with watercolors or colored pencils.

No skin off my nose. Its not my route, nor my trees (Which I've already hammered on 2 posts before the one I've quoted above). That's the stock Hinton Division Route provided with TANE..... I was speaking just about the lighting. To me, the way the sky looks and the level of saturation reflected by all objects dark or light is what makes this up (Regardless of color). I've always been really sensitive to ambient light, even up here in the northern climates (Overcast will probably always be my favorite type of weather after Snowing). So what I was trying to say, is that "the lighting is about what I would imagine for West Virgina, particularly in the early summer or so", though I should have been more specific I suppose.

As far as dead or lifeless, no more or less then most Sepia or B&W railroad photos I see, which is an improvement over alot of the TS12 photos I've seen including my own. But yes, theres a reason why my recent entry of a similar shot to those posted previously was done in Semi-Sepia, mostly to hide the short-comings.....

@McGuirel:
Agreed, but with the caveat that low poly low texture stuff will probably always have a place away from trackside.

-Falcus
 
No skin off my nose. Its not my route, nor my trees (Which I've already hammered on 2 posts before the one I've quoted above). That's the stock Hinton Division Route provided with TANE.....

I'm not trying to take any skin off your nose. :) I'm just trying to have a conversation.

I realize it's the Hinton Div. Actually I don't think you can fault the route. Let's compare the simulation vs. the real thing...

Sim-vs-Actual.png


The trees in the foreground in the sim and the real world look about very similar. But look at the mountains and the shadows. The luminosity range is noticeably greater in the real world photo. I don't think you can't blame that difference on the route. The trees look fine. The terrain looks fine. The track and textures look fine.

I was speaking just about the lighting. To me, the way the sky looks and the level of saturation reflected by all objects dark or light is what makes this up (Regardless of color). I've always been really sensitive to ambient light, even up here in the northern climates (Overcast will probably always be my favorite type of weather after Snowing). So what I was trying to say, is that "the lighting is about what I would imagine for West Virgina, particularly in the early summer or so", though I should have been more specific I suppose.

Well, I don't have to do much imaging... I can walk out my front door and look up at the same sky you'll see in the real New River Gorge, since I'm just a few miles from it. :)

But I too was talking about the lighting. The overall lighting effect I seem to notice in a lot of screen-grabs basically looks very compressed and very flat. They look like someone compressed the mid-range luminosity levels in photo editor. For example, the shadows in the sim look gray, not black as in the photo on the right. Again, I don't think you can blame that on the route.

The color of the sky in your route screen-grabs looks about right, _if_ you look straight up, that is. If I look up, straight up, at the sky here, it looks a very pure blue. But the further you move down towards the horizon, the whiter the sky gets. It looks its pure blue color and starts showing more greens. Right at the horizon, it's almost pure white.

As far as dead or lifeless, no more or less then most Sepia or B&W railroad photos I see, which is an improvement over alot of the TS12 photos I've seen including my own. But yes, theres a reason why my recent entry of a similar shot to those posted previously was done in Semi-Sepia, mostly to hide the short-comings.....

Are you editing your screen-grab and playing with the levels or do they look like that originally? When I said the shots look "flat" I mean they seem to lack realistic dynamic range. The mountains in the real photo have depth. When I look at the mountains that surround my home, they have depth. The background mountains in the sim all seem to look very "flat" and yes, in a sense, "lifeless."

But its not just the mountains. The whole scene seem to lack depth. It's compressed. Colors, luminosity, everything... It's like someone cranked up the midtones. In other screen-grabs from T:ANE I see it's like someone cranked up the brightness, to 11. In other shots, it's like someone cranked up the reds, and turned down the blues and greens. The screen-grabs are just "all over the place."

I'd actually just like to know if this "midtone compression" that I notice is because the end users are over-adjusting their color/luminosity/contrast settings, editing their screen-grabs too much "in post", or if it's T:ANE itself actually looks like that.
 
The GTX 970 is made for PCIx16 3.0 so you are also probably gimping yourself with 2.0. I do like Brittany's new trees and shrubs, all I need now is some good ground textures to go along with them. For track the built in TANE track that start with 1 and ends with TANE can't remember the in between looks very nice, has gray ballast and good looking ties.

KenRouf, got just the remedy for you with Freeware Seasonal Per Pixel Lighting UltraTextures that compliment UltraScenery Products: See UltraScenery Freeware Post
 
My usual frank opinion follows: The pics are pretty and well composed shots, but they certainly don't look natural. "Too pastel." No strong dark colors and no strong light colors, like you see in real life. The colors in the screen-grabs are basically all midtones. You can see shadows and highlights, but they're unnaturally weak and washed out looking. There are practically no constants to speak of in the scenes. Everything is "flat" and lifeless looking. It looks like a picture painted/drawn with watercolors or colored pencils.
I would agree with the examples shown, but I noticed that adjusting some of the Post Processing parameters can make a huge difference in the final rendering.
 
But look at the mountains and the shadows. The luminosity range is noticeably greater in the real world photo.
That depends on route illumination settings and post-processing settings.
To set the luminosity range color settings of the route are used. It is possible to set overall luminosity greater with that color settings, used post-processing Convolution with the "Sharpen" filter and "Add" merger.





The color of the sky in your route screen-grabs looks about right, _if_ you look straight up, that is. If I look up, straight up, at the sky here, it looks a very pure blue. But the further you move down towards the horizon, the whiter the sky gets. It looks its pure blue color and starts showing more greens. Right at the horizon, it's almost pure white.
... and with that settings we obtain sky colors automatically :).

Without sharpen filter that illymination settings looks like that:




Screen with same settings (little more red for enviremental illumination :) ) as the upper:

 
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Hi Paul

Nice shot! But the loco looks like a TRS2009 content not the T:ANE:eek:

It's the USRA DLC really released?

Cheers
Felix
I guess so. It's the only one in my inventory and I haven't downloaded anything from the DLS. I just dug it up because it was asked for.

I gave it the once over after placing it in Surveyor and the mesh is a bit chunky. i.e. it looks like a second level LOD. That said, its still a nice looking loco but not as well made as the K4 Kanawha. The interior is nicely done though.

The shot was taken in the Kickstarter County route and I confess I didn't go to too much trouble. :o Others can do better.
 
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