To the route builders...a question about brush... the plant kind...

Discussion about RailWorks route design.

To the route builders...a question about brush... the plant kind...

Unread postby xxuntitledxx » Thu Dec 18, 2025 11:49 pm

Hi all,

So, I was wondering what thoughts on underbrush in wooded areas is? I have a lot of woods that line my route, and I was wondering if it's worth adding underbrush under the trees if at all. If so, how much do you recommend? As far as woods go, I'm using AP trees and then trying to use other trees further away from the tracks. The AP trees look good but can be a little frame heavy. For brush it's a mix of AP and standard DTG brush. Any other suggestions?

Ken
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Re: To the route builders...a question about brush... the plant kind...

Unread postby mindenjohn » Fri Dec 19, 2025 7:27 am

If you use the assets irregular tool (found in the vegetation list (middle flyout)) you can add two kinds of vegetation to the same area at the same time. In wooded areas I always use this tool with trees and ither grass or scrub as the two tpyes. If you want more than two then use the tool to create 2 irregular areas slightl apart (but mostly on top of each othe. Keeping then slightly apart enbables you to click on them easier to alter the default objects (often Pipes!). It is a very useful tool once you get used to it.
John

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Re: To the route builders...a question about brush... the plant kind...

Unread postby xxuntitledxx » Fri Dec 19, 2025 8:38 pm

That's what I usually do, but I wanted to know who uses underbrush on their routes and how far out if you use it at all. I don't want to go too crazy with details and make my route an FPS killer.
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Re: To the route builders...a question about brush... the plant kind...

Unread postby august1929 » Sat Dec 20, 2025 4:04 am

xxuntitledxx wrote:That's what I usually do, but I wanted to know who uses underbrush on their routes and how far out if you use it at all. I don't want to go too crazy with details and make my route an FPS killer.


In the little that I have done over the years (detailing DLC mainly) I just spend time considering lines of sight and using some blocking assets to add apparent depth to a scene.

You need to think about your intended viewpoint - is it solely from the cab or is it helicopter (or drone) view. Either way more sparse asset placement with careful positioning can give the impression of dense undergrowth. Don't go mad, just carefully place either individual assets or blocks. Sometimes rotation can help with assets that are truly 3D and not just in themselves viewpoint rotating assets.

You also need to consider whether or not winter will make a material difference to the appearance. It is worthwhile doing a test forest area and looking at it across the seasons.

Rod
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Re: To the route builders...a question about brush... the plant kind...

Unread postby august1929 » Sat Dec 20, 2025 5:41 am

...It also depends on how close the rail track is to the woodland and what type of woodland it is.

Reasonably detailed ground cover...good use of ground texture as well.

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...but also a decent distance away from the track.

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Closer is adequately covered by foreground scrub plus a good ground texture.

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Of course conifers will have virtually no ground cover. again good ground texture gives a hint of the surface under the trees.

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All photos from Golden Age Developments West of England route (as provided)

https://www.golden-age-developments.co. ... gland.html

Rod
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