Best Looking Track

My brain is where yours is Paul. :confused: I guess this is the new method you are referring to.

chuff

Basically, to quote:
Performance

Performance for TS2009 stitched track is considered superior to all previous track implementations. Actual performance penalties will vary based on the following factors:

* Distance at which the High-detail LODs drop out. Generally this should be extremely close.
* Number of polygons in the lower LODs. Generally this should be very low.
* Number of materials used. Ideally, a single material is used for all meshes, rather than one or more per mesh.
* Length of each mesh (longer is better).
* Efficiency of the "track-lod-tree" container.
* User-customisable detail settings.
* etc.

So there's an awful lot of stuff to get right to get the most out of this method. If you really want a headache read this: http://online.ts2009.com/mediaWiki/index.php5/"track-lod-tree"_container

As I understand it, it's quite expected that the high and low detail meshes will be different lengths, so a well produced new track should not get kinks up close. It's also possible to force the game to use the shorter hi-detail mesh for short sections in the distance to avoid kinking.

What we really need is tutorials/examples...

Paul
 
Basically, to quote:


So there's an awful lot of stuff to get right to get the most out of this method. If you really want a headache read this: http://online.ts2009.com/mediaWiki/index.php5/"track-lod-tree"_container

As I understand it, it's quite expected that the high and low detail meshes will be different lengths, so a well produced new track should not get kinks up close. It's also possible to force the game to use the shorter hi-detail mesh for short sections in the distance to avoid kinking.

What we really need is tutorials/examples...

Paul


Too right, As I mentioned to a well known contributor earlier. I personally despise the conformity of this new needle and thread idea. (Knowing the stitch method is unlike sewing up the rear of your trousers). I gather the new implement will not only consist to track alone, but to all splined scenery meshes ?

Tutes and other examples may soon emerge when users familiarize themselves with the new method, the old method by then will be discarded. Hmm yes, it sounds like a lengthy and painful process.

Suppose it's better to learn now, than having to learn a whole lot more down the track. So to speak!

chuff ;)
 
I’m finding it increasingly difficult to know what is, and isn’t, TS2009 track.

Much of what is labelled TS2009 works perfectly well in earlier versions. I tend to go with seeing what I like and then downloading it, and trying it. If it doesn’t work, sometimes a minor tweak in the config.txt file will sort it, otherwise there nothing lost – I simply delete it.

I’ve seen some screenshots of some newer track which seems to have a very high definition ballast textures. Unfortunately with some, when viewed close up, the effect gives the appearance of shiny pebbles or polished marble rather than rough and ready ballast. The ballast edges just seem to fade out rather than have the speckled effect which the older tracks have, which helps with the visual merging into the surrounding ground textures. Furthermore some of the newer rails, when viewed close to, look out of focus compared with the pin sharp (and in my view unrealistic) ballast.

What does seem to work well are the tracks made with realistic sharply focused rails which stand above realistic looking sleepers and fasteners, nice shadowing and a bit of rust and grime under each of the rails. Setting those effects against lower definition ballast increases the illusion of realism IMHO. From that point of view, the ZPZ Tor beton tracks are a triumph.
 
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TSM tracks from tsmteam and any tracks from trainzup, free and doesn't hog the resources.
 
After testing all the superior looking tracks out there, I am back to Chunky Mesh types: MP Wood v2, MP Rusty, MP Tunneltrack Dark, MP Transition-(Wood to Rusty).

Can anyone please tell me where I can find MP Transition (Wood to Rusty). I've searched all builds in the DLS, including the user name 'philskene' but I can't find it. I know some of his assets are on the HP site but I can't find this.
Thanks, Neil
 
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