Blurred Road markings

edion2

New member
I just recently finished my port area. I re-skinned a road spline to cover my tracks to create markings on the pavement to denote the "keep clear" area for the RR right of way in the mostly paved environment. These are "invented" markings. Prototypes are more complicated.

Please note that the double yellow and the safety orange lines blurs "prematurely" as it recedes in distance.

Q: Is this a result of some settings in TRS 2006? Is there a way to fix this so it blurs farther back in distance OR is this just the way things are ?

Note : 1280X720 screen shot.

 
Increase your Anistropic (sp?) Filtering on a program usable by your graphics card.

For Nvidia cards i suggest Nhancer or Ntune (google :p )

Not really sure on what to use for ATi cards, sorry.

Gangsta.
 
What a simple and elegant solution to an old issue I also had with some roads. Now my lane markings stay clean as they fade in the distance.

Thanks, never too old to learn :)
 
In the texture.txt file for the material, use:

Hint=Dynamic

Ian

Just don't go overboard and use this on absolutely everything. It has been said (by Auran) that using it too much adversly affects TRS. Especially if using it with opacity mapping.

Mike.
 
LINES ARE FIXED !

NOW . . . . THATS A LOT BETTER !!



THANK YOU VULCAN !! :p :D

What a difference a line of text can make ! AN ELEGANT SOLUTION INDEED !


OK . . . Mike 10,

When is it "overboard" ?? And what kind of an effect is an "adverse effect" ?? Can you expand on this a bit?

Thanks guys !
 
Overboard would be to go through and change everything to use this. There is definitely a case for using it sparingly where it really makes a difference. Your two thin lines are an example of where it makes a real difference. I've been using it for the windows in my signal boxes so the glazing bars are still defined as you move away from them.

Adverse effects could be reduced frame rates and issues with opacity where Trainz cannot tell which plane should be in front of the other.

Ian knows his stuff, that's why he suggested using it. I just wanted to caution people not to go too mad with it where it won't make such a difference ;)

Mike.
 
Mike is correct, use it only where required:

Pavement lines, yellow platform lines, horizontal lines on a locomotive, or a brick wall will look better at shallow angles. These are things close to a train, where detail matters.

Ian
 
There you go:

bricks4.texture.txt

Primary=bricks4.tga
Tile=st
Hint=Dynamic

I included some notes in the CCG for TC and for TRS2006, same page 357, on the use of the Hint and Tile tags, could be useful. However, Auran do not recommend using this function, it has a negative effect on frame rate. In TS12, set the Anisotropic filter in one of the menues.

Ian
 
Last edited:
There you go:

bricks4.texture.txt

Primary=bricks4.tga
Tile=st
Hint=Dynamic

I included some notes in the CCG for TC and for TRS2006, same page 357, on the use of the Hint and Tile tags, could be useful.

Ian

Hello Ian

Thanks I've got it now.

Regards

Ahsan:D
ATW Team
 
There you go:

bricks4.texture.txt

Primary=bricks4.tga
Tile=st
Hint=Dynamic

I included some notes in the CCG for TC and for TRS2006, same page 357, on the use of the Hint and Tile tags, could be useful.

Ian

I was curious as well at one time ...

Thanks Ian as always, sir!!!:p
 
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