How to Make Good Scenery

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Trainz aficionados are a diverse group with varied interests in one or more aspects of this game of tremendous complexity. Developing the scenery that surrounds the tracks is one such aspect, but one that only a seemingly limited few have mastered. This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply. Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the Topology and Paint tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in TRS2019.

For every route builder, the first consideration is achieving a scenery consistent with the landscape they are mimicking. Choice of objects, particularly vegetation, is perhaps primary, but topology—creating hills, mountains, gullies, etc.— is of equal importance and should be the starting point for a new route or an expansion of an existing route.

Contents

Layout

As a general rule, Trainz users that develop routes tend to follow one of two layouts: the Linear model or the Area model. Placement of map squares end to end allows the Linear model to develop long track runs with minimal effort. Creating a large map of many squares (Area model) takes more effort but can better render distant scenery. The two layouts are sometimes combined with Area layouts used for places of cities, dense industries, and complex train yards, connected by long runs of Linear layouts. Note that layout choice is independent of prototypical vs. imaginary route design. With the linear model, the edge of the map is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model can be used to compress a lot of track in a small baseboard by separation areas with tall features (hills or backdrops) using techniques developed by model railroad builders.

Hills and Mountains

Topography on a Route is developed using the Topography tool in Surveyor mode. Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels. Varied topography establishes glimpses of the wider world as a train moves down the track.

Coloring (Painting)

Water Features

Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the Surveyor Topology - Get height tools menu. Three tools are provided: Add water 'W', Adjust height 'E', and Remove water 'Q'. An input box for setting water surface height is provided. The Add water tool paints a surface in the same manner as coloring, described above. However, the water surface has a number of interesting properties, the most significant being it is transparent and reflective. Improvements in rendering of these properties with each successive Trainz version has certainly been a major contribution to making a realistic GCI.

Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Over a baseboard without coloring, water has a bluish-green cast. Creating muddy water, or an algae-colored pond, is a matter of selecting an underlying color producing the desired result. The intensity of these underlying paints is controlled by the distance between the water surface and the baseboard (water depth). If you slope the feature bottom downward away from the shore, at around 2 meters the water color darkens and the paint color disappears. This property is one of the great improvements made between TANE and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway). Thus, the bottom need not be made any deeper than this depth where the bottom ceases to be visible: ocean depths are not rendered by topology or coloring, so you can bother to color deep water bottom or not.

The paint "MineralWater3" produces an intense aquamarine with a pattern of waves. Other mostly white paints can mimic crashing waves or rough water. "ALWater 2" can mimic waves along a shore.



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