Clutter is just one way you can use the new Effect Layers. We’ve been working with NVIDIA on their new Turf simulation software (NVIDIA Turf Effects) to incorporate this into the Trainz engine using Effect Layers.
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.
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...
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...
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
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...
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"...
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.