High Resolution Ground Textures

dricketts

Trainz Luvr since 2004
I'm getting ready to start applying textures to a route I've been working on for a while. I want to make sure I use the best high quality ground textures available. I'm building the route to run error free in 2009, 2010, and 2012.

Is there a way to make sure one is using/identifying the newer high resolution textures without only using the naked eye and judgment?
 
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You used to be able to pick them using the Trainzbuild tag, but there are now about a zillion 'repaired' lo-rez textures with current build numbers so that no longer works. Look to the file size. A lo-rex texture runs a couple of hundred kb at most. Hi res run as big as 6 or 8 Mb, but anything over 1Mb is worth a look - they don't have to be gargantuan to be good!. You will also pretty quickly get to know which creators to look for...

Andy :)
 
This one always gets me too, I end up with a hundred little test blobs on the floor trying to find the high res ones.
Maybe they should all start with the prefix HR. :wave:
 
The 'Undo' key is your friend! It also keeps all those tried-but-rejected textures out of the kuid table...

Andy ;(

So are you saying briefly using a texture will list it in the kuid table as a dependency for the route? Even if it is completely painted over.
 
So are you saying briefly using a texture will list it in the kuid table as a dependency for the route? Even if it is completely painted over.

Completely painting it over twice (with different textures) so it absolutely does not show will remove it from the route after two saves. Lots of experiment went into working that out a long time ago lol. But truly if a texture has been used on a route and the route saved with that texture on it then the kuid is more'n likely held for ever no matter what you do later.

Apply / Undo will keep your kuid table lean and mean while experimenting with textures. Or play around, work out what textures you would like to use then quit without saving, reload and do the ground for real...

Andy :)
 
>1mb

I search for environmental textures and only look at matching textures that are greater than 1 megabyte. In fact 4mb is nicer. The larger the file the better the resolution. There are textures with high build numbers that are small 90kb files = lo-resolution.
 
The 'Undo' key is your friend! It also keeps all those tried-but-rejected textures out of the kuid table...

Andy ;(
Ha, you have obviously never been under the dreaded evil rath of the demonic UNDO monster.:eek:
Having lost many an hours work or even a weeks due to this beast, I stay well away from it, many years of experience have taught me that much. :wave:
 
Ha, you have obviously never been under the dreaded evil rath of the demonic UNDO monster.:eek:
Having lost many an hours work or even a weeks due to this beast, I stay well away from it, many years of experience have taught me that much. :wave:

That problem doesn't exist in 2010 or TS12. I use undo all the time.
 
That problem doesn't exist in 2010 or TS12. I use undo all the time.


As do I. It works INSTANTLY now in TS2010. I don't think I'd be creating routes if it didn't......

And the Paste command also works instantly. What a boon to route making to have these tools "fixed."
 
Ha, you have obviously never been under the dreaded evil rath of the demonic UNDO monster.:eek:

I wouldn't use Undo to save my life in 04, but since we are talking hi-res textures I assumed we would be talking about recent versions only where (as pointed out) the dread UndoBug is dead...

Andy ;)
 
That's interesting Andy.

I've never, ever, had a problem using Undo in TRS2004. I can't imagine life without it!

I recall reading a couple of years ago that the problem first started with TRS2006.

Cheers
Casper
:)
 
I wouldn't use Undo to save my life in 04, but since we are talking hi-res textures I assumed we would be talking about recent versions only where (as pointed out) the dread UndoBug is dead...

Andy ;)

There's still a lot of people that still swear that CCP is the enemy:hehe:

Just how do those rumors get started?:cool:
 
Doubt it'd be hard for someone to write a small program which runs through your content folder and checks if the ground textures are larger than 128x128 and then edits the KUID file with a 'HR' as a prefix to the name... (HR = High Res)
 
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