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Trainz Blogs

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Seasonal Support for Procedural Track
January 19 2018

When the season's change, so does the look of your route. To help things along. we're now adding seasonal support for procedural track. Read more...

Parallax Ground Textures
December 07 2017

This week we provide a selection of parallax (height-mapped) ground textures for your viewing pleasure.

Trainz Dev - Turf Effect Layers (sneak peek)
November 30 2017

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.

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"...
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