TRS2012 has a snow line?

BraselC5048

Active member
Pencil42 just posted some 3' gauge tracks for TRS2012 that automatically change to a snow version above the snow line. Which gives me a big question - TRS2012 has a snow line? How's that work? My TRS2009 route actually climbs above the snow line, then goes back down again, and I'm wondering if the snow line feature would be enough to make me upgrade.
 
Good Morning BraselC5048
The snow-line function, as part of our full seasonal asset support, was introduced in TS2010 and has received improvements (including support for seasonal tracks) in Trainz Simulator 12. The seasonal asset system is based on two settings in your route and session.

The first, is the date, which is set by a calender in the environmental settings. This allows you to change between seasons (note, some creators may include some 'half way' models as well, so there may be more than 4 'seasons' on an object!).

The second is the snow-line setting. This is, simply, the elevation above 'sea level' (0m, or a new/unmodified baseboard) at which you will see snow. As of TS12, this allows all objects except ground textures, to have any value set for the snow line. At this stage, ground textures still require you to set the snow-line below 0m (which will ensure the whole map has a snow texture applied to assets that support snow/seasonal functions).

Regards
 
So in other words, it doesn't do anything for ground textures, and there's no transition zone when it comes to trees, for example. I think I'll stick with doing it the old fashioned way, separate assets for "snow" and "no snow." There's only maybe 2 different buildings above the snow line anyway, and one already had a winter version, and the other I gave one. Since ground textures won't change, you can't really move the snow line with the seasons.
 
You started this thread with "Pencil42 just posted some 3' gauge tracks for TRS2012 that automatically change to a snow version above the snow line." What's the kuids for them? I have been slowly building a large route with lots of seasonal elements so I can create more scenarios so I won't get bored with it when I'm done! I would be interested in seasonal tracks! Thanks!
 
So in other words...........there's no transition zone when it comes to trees, for example....................

If the trees (or any scenery objects) have been configured for snow textures, it's easy to tell by looking at the config file. If it contains lines like this;

season-selector
{
above-snow-line "1"

branch-true
{
output-season "1"
}

...then it will display a snow version if the altitude of the object happens to be above whatever you have set as the snowline altitude for the map.

I'm a bit confused by what Zec said about season-enabled ground textures...I thought they also change to snow as long as the ground is higher than the snowline setting. I stand to be corrected on that.
 
So in other words, it doesn't do anything for ground textures, and there's no transition zone when it comes to trees, for example. I think I'll stick with doing it the old fashioned way, separate assets for "snow" and "no snow." There's only maybe 2 different buildings above the snow line anyway, and one already had a winter version, and the other I gave one. Since ground textures won't change, you can't really move the snow line with the seasons.

Just search under the username Pencil42, they're near the top of the first page.

By a transition zone, I ment trees that are only somewhat snowy, to put right at the snow line. Otherwise it would be too abrupt.
 
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