Trainz Blogs

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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.


Cab Interiors
January 10 2014

When the player enters cab view, the cab interior model occupies the majority of the screen. It's important therefore that cab interior is up to the punishment of close scrutiny.


Content creation for Trainz: A New Era
November 08 2013

5 Tips for getting the most out of your assets in the upcoming Trainz: A New Era

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