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Trainz Blogs

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Crossfade LOD Transitions for Clutter Effects
November 09 2017

For the TRS18 clutter effect, we offer new crossfade LOD transitions which mask any ugly mesh swaps by fading one mesh into the other over a certain distance.

Parallax vs. Normal Mapped Objects
November 03 2017

The new parallax materials, which include height map information, aren't restricted to ground textures. This technique can also be used on object for some stunning effects...

Dev Diary - Ground Clutter
October 27 2017

How would you like to scatter rocks, rubbish (trash) or weeds around your layout just by using a paintbrush? This dream is becoming a reality "soon". Find out more...

Texture Atlases and Mesh Libraries
October 20 2017

Last week we talked about Draw Calls and Textures. This week, we're taking things one step further and exploring further content creation optimisations using Texture Atlases and Mesh Libraries

Draw Calls and Materials
October 13 2017

In addition to using LODs to keep your poly count down, there are other tips and tricks that will further improve the performance of your content in-game. A must-read for all serious content creators...

Controlling Level of Detail Distance
October 06 2017

The next version of Trainz isn't all about pretty new graphical features - we're improving other systems as well. This week we look at "Level of Detail"...

Scripts in Trainz A New Era
October 14 2016

Discover more about running scripts in Trainz a New Era

Using the Trainz AI in Sessions: Part 2
January 31 2014

The Trainz AI is a very powerful, very flexible system but without a clear understanding of what it is doing and why, it can prove to be frustrating and difficult. In Part 2, we'll cover how trips are broken up.


Using the Trainz AI in Sessions: Part 1
January 24 2014

The Trainz AI is a very powerful, very flexible system but without a clear understanding of what it is doing and why, it can prove to be frustrating and difficult.

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