Hmm, this is probably not the most helpfull answer, because both are usable in my opinion. What's missing in this equation is how both behave when there are items behind both trees either vegetation or otherwise. I have the distinct feeling that ts12 behaves differently then ts2010 in how alpha's are handled, giving the 'better' feel to ts12. (snip) Jan
All answers are helpful, thank you. I am working in 12 at the moment, and have not tested yet in earlier versions.
Sorry to buck the trend, but I prefer the one on the right. The one on the left looks too "cut-out", whereas the one on the right looks more natural. The problem is that you have shown only one tree in isolation. What would a bunch of them look like (at various heights and rotations). Also worth experimenting which various lighting scenarios
No problem, I didn't expect all opinions to be the same, thank you for yours. To answer your question, there is really no difference in different conditions. One looks more distinct, and one looks less. The "ghosting" remains whether backed by other trees, or by a building. It's the color of the background or the objects behind the trees that determines whether this looks acceptable or not.
As I said above my wife described them as a ghost forsest. However by adding a few of the other type it does change what they look like. I still use them - more particularly on the top of a hill in the distance where I only want a hint of whats there rather than it being a stark outline. So its horses for courses. Mid-ground I use both and in the foreground I admit I prefer the speed trees.
Thanks for that. There is something to be said for an indistinct object at long range, and I agree that the Speed Trees are the way of the future, however, we already have "ghost trees" and Speed Trees, so I am not suggesting they will no longer be available to us, I am simply exploring an option for another choice.
I like the one on the left, the night view decided it for me.
Thank you. Oddly enough I find the night view to be the area that needs work!
Hi Ed - I guess I'd go with the one on the left, but with a strong health warning: the problem with screenshots is that they offer a 2D representation of the 3D environment of the game. The tree on the left looks good as a screenshot precisely because it has hard edges, but this means in game that the billboard nature of the model will show only too clearly which, to me, makes them unusable, certainly at less than 500 metres. The tree on the right, because it has soft edges, will probably look better in a 3D environment as the billboards will be less evident., but then you have the problem with the ghosting.
Sadly, I'm not sure that we can get away from the fact that, since TS09, billboard trees don't really hack it anymore, except as distance objects. As we know to our cost, creating realistic 3D foliage is a much more challenging prospect for creators than the good old billboards, but I guess that's the price of progress.
Anyway, good luck with your adventures in flora!
Paul
Thank you Paul, and you're right about most of what you say. I do disagree with the "billboard" nature being more evident with a more distinctly outlined object... up to a point.
Late to the party, but the right one works for me. Trees ARE semi-transparent (though not in the mangled-alpha way!) and the left one just looks too blocky and I suspect will look more so in large numbers. The 'washed out' one to my eye looks like a pretty convincing myrtle or similar. But then like Phil I am Australian and 'washed-out' is the normal look for trees hereabouts...
Thanks Andy, now we are talking about the difference between a tree's "airy" nature, whether you want to say "washed out" or "semi-transparent". I haven't begun to explore the possibilities, but I suspect you and those of your hemisphere

are accustomed to trees with less dense foliage, where you can see other objects through the tree, and have more open space between the leaves. Again, I haven't explored this but I do have some ideas. I am taking very small steps, and this post is my first to gauge the reactions to the subject. I am grateful that I've received so many responses, but haven't decided yet whether to forge ahead in my experiments or just let it be at what it is. Part of me is thinking that we can not have too many choices, and yet, I may be wrong about that. In the end I'm only going to do something if it will be useful, and not end up as just more content to sift through.
Hi Ed,
Way back in the '04 days, whilst working with the amazing DHR Project team, I was frustrated with the 'see-through' effect of many of the Trainz trees & foliage. ie trees in front would tend to semi-fade-out; as trees behind showed through them (instead of being blocked/hidden).
Dave had come up with a novel twist, by introducing a spiral vertical twist into his trees. This helped with the realism to a large extent. I mention it here, in the hope that you will apply the same idea to yours, as you tinker about. It will be interesting to hear of your findings; relevant to your creations. (snip)
Thank you for the lesson. As you probably know, this is a David Drake Tree, artfully crafted for an earlier version of the game, and is built with a spiral design. I have not altered the model in any way, and even though the tree on the left appears darker, I have not made any change to the coloration. Trust me, my skills are limited to very basic manipulation of assets.
Ponder this all you brave route builders; the following picture shows the same trees at sunrise, noon, sunset (although not in the West), and night:
I find I prefer the group on the left in every situation except at night. For those of you with a preference for more "airy" or transparent trees, please know that the illusion created by the blended alphas is fooling the eye to make the tree appear to be less dense. The same tree set against a different background will prove the point. Another tree:
Interestingly this tree, another David Drake creation, is not spiral in design and I think because of this suffers an even worse fate. Although what I have done has made a marginally better tree during the day, I find it suffers at night! I have much to ponder and more experiments to do, but I am confident that somewhere in the degrees of my process the answer lies. I guess the best question to ask is, is it even worth the time and effort? I may spend a little more time on it, or work on it as a back burner project.
Of two minds: it's a shame to lose functionality of an asset that was painfully and artfully crafted for an earlier version, and in doing so lose a choice. It's also embarrassing and futile to continue to flood the DLS with assets that no longer serve a purpose, have lived on past their prime, or that users generally don't have a use for any more. I have purposely not updated some assets I have made for earlier versions because I recognize that they fall into this category.
Thank you all for your comments, they have really helped me shape my course of action!