xxuntitledxx wrote: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
After many years of building routes I recently had a rethink about how I should build my forests, weeds, undergrowth, track and roads. For years I have been populating my tracks with dense weeds and undergrowth which is time consuming to say the least and I have honestly grown sick of. This part of route building is my least favorite which can require several thousand such assets per tile at a time to achieve the result I have been looking for. The more assets you drop into a tile the lower your performance with this dated sim, something that I have been trying to find creative ways to circumvent and I had run out of options on some tiles having to settle for a significant drop in frame rate.
Over the holidays I watched my nephews and my son play Fortnite off and on for several hours. The procedural scenery within the game grabbed my attention and got me thinking could Train Simulator Classic be made to use procedural scenery effectively and what criteria would be required to do so. Long story short, after some in depth experimentation I have created a quicker way of building a detailed route which enhanced the performance of my most dense tiles by allowing me to delete unneeded undergrowth and weeds. I gained up to 35 FPS on some tiles by changing my method which I honestly think looks better than my old method which I will explain further.
Procedural scenery within Train Simulator by default looks awful. Part of the reason is that it pokes through track, roads and the majority of the textures do not mesh with a route. But what if you created procedural flora textures that blend with scenery assets and fit under track and roads. Let’s face it, grass and undergrowth are pretty much everywhere in the real world, why not do the same for the virtual world. Grass and undergrowth now exist everywhere by default in my route and only where I tell it not to. In order to do this, I had to do the following:
1. Create a new procedural Flora texture file which blends with my scenery assets. I kept one of the 16 textures blank (with alpha) which will be used by terrain textures that have no grass, such as asphalt and concrete. This allows for better blending around the edges of each tile in the sim from what I have found rather than opting for no procedural within the Terrain Texturing file for a individual texture.
2. Edit my Terrain Texturing file to define what procedural Flora to use for each terrain texture which I edited a 113 entries for in my file.
3. Swap out all my roads to use only road assets which are above grade with shoulders. Repaint the roads and add shoulder neutral colored texturing (dirt color) to those who have none.
4. Delete all track side and roadside weed lines along with undergrowth. As I noted above, this is thousands of objects on some tiles. Replace with selective assets weeds around perimeter of trees, bush and embankments where needed. All other will now be done by procedural.
5. Edit procedural weeds along right away with a variety of textures to make blend with scenery assets used.
Below are some pics and notes with my own route "rebuilding" over the past few days.
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