T:ANE (in development) screenshots...

Cheers! Thanks a bunch!

More fun, this time out west:

These pics are now scrolling as my desktop backgrounds, but if you don't mind me asking, what is the red rectangle under the Orange units rear truck in the first pic? It looks like invisible track in surveyor, but it shouldn't be visible in driver. Or is it something else?
 
These pics are now scrolling as my desktop backgrounds, but if you don't mind me asking, what is the red rectangle under the Orange units rear truck in the first pic? It looks like invisible track in surveyor, but it shouldn't be visible in driver. Or is it something else?

That is the invisible track for the gantry. The shots are taken in surveyor
 
Thanks everyone! Glad the shots are liked, thanks to tram__ for the nice shader tweaks to get such a nice result! Lots of things I want to change and get better with, these were just of a random scene I made in an hour or two to test foliage/textures out. Hopefully some more 3d vegetation will be made eventually that looks alright in T:ANE. As good as the vegetation looks, 3d just works better with the shadows.

The frames I get are decent I suppose (not sure on the exact number, maybe 10-20 consistent frames), not too laggy, though it is more noticeable when the scene starts to get filled up with things, but nothing too major. I feel like T:ANE in itself feels... Laggy/loose, the camera doesn't respond as it did in TS12, might just be me.

And looks like trainman7616 beat me to it, yeah that is from the gantry haha. I took the shots in surveyor using the alt+u shortcut, lets me edit the scene as I see fit, forgot about the invisitrack still showing :o

Hopefully in time you'll be seeing many more shots from me... Possibly of a more prototypical variety!
Josh
 
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Thanks everyone! Glad the shots are liked, thanks to Tram__ for the nice shader tweaks to get such a nice result! Lots of things I want to change and get better with, these were just of a random scene I made in an hour or two to test foliage/textures out. Hopefully some more 3d vegetation will be made eventually that looks alright in T:ANE. As good as the vegetation looks, 3d just works better with the shadows. This time the diorama testing actually has a purpose, I'll be using desert stuff a LOT in the coming months I think...Josh
-That texture pallet would look good on my Cajon Sub route, if I ever got around to continue working on it.

-Joe
 
I can say that TANE really suffers as soon as you start getting dense scenes, well when you have shadows enabled that is. I wish n3v would implement the skybox fix from tram's shaders. It looks so much better in game.

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Nice work Hewi thanks for showing sum Aussie content in Tane. Any chance of showing us a 90 Class in that same consist next time your in game please.
Cheers Mick.
 
Here you go :)

A loaded coal is photographed whilst waiting for the day's main attraction...

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And the next day, an empty coal heads back to the mines in poor conditions...

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Great shots PDKoesker but you should try taking shots during the morning hours on that route, it looks 10 times better than during the day time.
 
Much improved...

Just noticed this scene in the C&O Hinton ("Hauling Empties" session) route that comes with T:ANE, but with the Early Release SP1:

CampOempties_zpseopyk2ve.jpg


This is much improved over the original dreary route, I'd say!

BTW, this is not edited in any way, although Post-Processing is set to Ultra. Not all of the options were maximized, since I captured this screenshot during an actual run on a laptop computer. Frame rate wasn't very good, but the program was keeping up, and the jumping was not too annoying (about 2 fps). I have noticed that frame updates seem to be prioritized somewhat over camera angle changes in ER/SP1 compared with the earlier HF2 version.
 
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