T:ANE (in development) screenshots...

So, has anyone updated their tracks to generate junctions or its still only the built-in track that does it?
There have been a couple of beta testers playing with this so I expect some to come out soon.

It's not a simple change to an existing asset but rather a whole new way of creating track. However, I imagine those who make track can re-use their textures if not their meshes.
 
A few shots of an M class 4-4-0 on an evening 'suburban' service to Lilydale.

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Regards
Zec
 
So, has anyone updated their tracks to generate junctions or its still only the built-in track that does it?

Hello,

yes, I agree with pcas1986 - it is not a simple thing to update a track system which already have been implemented several times ago within the new system including the new junctions - as far as I know.

Since the new track system has been invented within T:ANE, it could not been used to built routes before. Therefore it is not a surprise that no route has it right now.
Also - as mostly at a new thing - there are not as much track types been created supporting dozens of different kinds of gravel or sleepers and so on. But there is something on the way - so I heard.
I could tell you, but I would have to kill you thereafter :-)


Now again some screens from my MILW-Avery-Drexel-Route:

It is about quarter past seven in the morning and the sun sends its first rays in the St. Regis River valley as a transcontinental westbound freight crosses Saltese Trestle on its way up to St. Paul Pass. In the second screen we see that train coming up beside the Substation No. 13 at Eastportal.

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Your's TUME
 
@Zec

Lovely shots, but I couldn't help noticing the dome, particularly in the last shot- is this an example of the TANE texture problem I've raised through the helpdesk?

R3
 
Hi Rumour3
Yeah, it's pretty much the same issue. I've been making reports of it for a while, as there's also built-in content affected by it to varying degrees. The latest RC seems to show it up even more on some parts.


Also, as to procedural tracks. We are working with creators who's tracks are used on built-in routes to update their tracks to work with the procedural track. Some tracks may take more time than others to implement this functionality, at least without replacing tracks on routes (this may cause issues in sessions; and could cause issues with the visuals on the routes). I know for myself, I was waiting for some more improvements before I could really move on with the tracks.

Regards
 
Hi Rumour3
Also, as to procedural tracks. We are working with creators who's tracks are used on built-in routes to update their tracks to work with the procedural track. Some tracks may take more time than others to implement this functionality, at least without replacing tracks on routes (this may cause issues in sessions; and could cause issues with the visuals on the routes). I know for myself, I was waiting for some more improvements before I could really move on with the tracks.

Regards


Yes – I agree with Zec. It is better to introduce the new track system within new routes.

I don’t see a chance to do any replacement automatically at the moment – including the junctions. Just for testing, I installed a junction by using ordinary track and then I used the replacement tool to replace it with track from the new system. The track has been successfully replaced but without appearance of the new junction segment.

In my opinion an automatically replacement of the old track system to the new system would require something like a converter. And to prevent any changes to track marks (which off course would have negative impact to the sessions) such a converter would need to take care aout the positions of any track marks as well.

Therefore I guess that the tracks at existing routes will have to be replaced manually. I probably will do so at the Alberton expansion once I moved the whole thing from TS12 into T:ANE in the near future. I guess I will need about two or three weeks – may be four (if I can use my whole spear after work and during the weekends) for or such a track replacement at that route all the way from Avery to Alberton.

From my point of view all tracks around junctions will have to be removed first and will have to be rebuilt by using the new track system to create the new junctions. But I would recommend to do that junction by junction rather than to rip of all junctions first. Because of my experiences about track marks I would recommend to move the track marks next to the junctions away before any track segments will be deleted. I have got the best results by implementing a temporary piece of track beside the ROW moving all the track marks onto that temporary track segment. After that all track deleting and rebuilding stuff can be done without any risk to loose of to affect the track marks. After the track replacement has been done all track marks can be moved back as required and the temporary track pieces can be deleted.

Personally I am looking quite forward to the possibility to create seasonal tracks for the new system.

Your’s TUME
 
UltraScenery Forest 01 Payware Package Screenshots
Tree Settings - Ultra
Textures - Highest
Video Card - EVGA Nvidia 660GT 2GB DDR5 192Bit
Frame Rates Shown

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martinvk, that track looks great, Im really looking forward to implementing some bullhead track into my layout when it gets made - actually, Im not, its going to be a huge job to replace it all, but that new track looks to good not to use, much more realistic.

mcguirel, your trees look great, I'll be in for some of those once TANE is installed and sorted out. Us layout builders like me appreciate nice assets and TANE is sure lacking good trees at the moment.
 
mcguirel, your trees look great, I'll be in for some of those once TANE is installed and sorted out. Us layout builders like me appreciate nice assets and TANE is sure lacking good trees at the moment.


More than trees, I miss suitable bushes, shrubs and undergrowth for several kinds of climate areas which supports season change functionality. At the moment I am using trees positioned in a height of about -4 or-5 meters, to create suitable looking shrubs inside both of my projects. But I would like to change this situation in the future. But the shrub problem even occurred in TS2010 and TS12. And sometimes if I found a nice looking shrub in the list of scenery content, than it did not support season change and so I could not use it for my projects.

BTW: Shrubs and undergrowth to be placed along the ROW could been made just as “small trees” to support a high performance. Of course a shrub should not look like a small zoomed tree. It needs to have its own shape, but it could share its leaves and its texture with several other trees which should save on PC-power for a good performance support. In case of a forest like at my MILW-Avery-Drexel-Route we could have may be four or five kinds of deciduous trees (besides the conifers) – meaning four or five mesh libraries including trees of different appearance and some shrubs sharing the same stuff, rather than to have trees and shrubs independently of each other which needs a lot more PC-power.
Just some thoughts from me :-)


Your’s TUME
 
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mcguirel, your trees look great, I'll be in for some of those once TANE is installed and sorted out. Us layout builders like me appreciate nice assets and TANE is sure lacking good trees at the moment.

Thank You for your compliment Iannz.....
Yes, most definitely and thru a lot of dedication and problem solving I believe I have done just that and added more performance with major poly count reductions :D

More than trees, I miss suitable bushes, shrubs and undergrowth for several kinds of climate areas which supports season change functionality.

BTW: Shrubs and undergrowth to be placed along the ROW could been made just as “small trees” to support a high performance. Of course a shrub should not look like a small zoomed tree. It needs to have its own shape, but it could share its leaves and its texture with several other trees which should save on PC-power for a good performance support.
Just some thoughts from me :-)

Tume, I created just that of which you have mentioned with two textures.
The undergrowth shrubs are 275 polys (single asset) up to 1225 polys (largest group asset of 7 shrubs of different sizes) with multiple configurations of fall foliage colors for variety, awesome performance, and easy large area fill capabilities. :udrool:
While utilizing trees as shrubs can be done, I do not suggest this as added poly count weight to an area whereas most of the poly count weight is below the tile thus UltraScenery's Performance Driven Solution :wave:
My package also includes a few very short small trees for tree sprouting scenes (alive and dead varieties) to fill in near the trackside between the forest fill trees :p
 
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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....

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Not overly happy with how all of these came out, but the overall effects I think were much better then TS12 ever could have produced. I'm still playing with the setting in my game to get them to do what I want. I only have 8GB Ram and Hinton with its Built-in Speed Trees (JR Track is fine on other routes with more assets sans speed trees), eats ALL of it. I think in the not too distant future I'm going to try to invest in another 8GB stick, but not sure yet.

I'll be SUPER happy when JR releases new versions of their track. The one big issue I have with the Auran Built in stuff that does the junctions are the sleepers seem ridiculously huge... Not saying they aren't like that anywhere in the world, but they're bigger then the sleepers that I'm used to seeing...

-Falcus
 
System Ram is complimented by a Page File thus while quicker access via System Ram than the Page File you can increase this issue.
I highly recommend a set minimum and maximum in the Page File Settings as well as have this Page File on a different drive other than Windows & Trainz.......

As for Video Card, this is where you'll get the best upgrade with T:ANE..........
I want to get a 970 GTX 4GB or 960 GTX 4GB if determined the last .5GB VRAM is same clock speed as the first 3.5GB, but gotta wait till Fall for such upgrade and I can't wait as my 660 GTX 2GB is not cutting it. Built-In Routes @ 12 to 20FPS or New Routes with my SpeedTreess @ 35 to 45FPS depending upon amount of completion of a given area isn't satisfying........ I had to invest my proceeds to important life needs than splurging on a video card right now :'(
 
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