T:ANE NEW FEATURES

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=Procedural Animated Junctions=
 
=Procedural Animated Junctions=
  
With the new "TANE" track, when you create a junction all the additional elements such as frogs, blades and sleepers are created and adjusted in real time. Older track can be replaced simply using the "Replace Assets" feature.
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With the new "T:ANE" procedural track, when you create a junction including all the additional elements such as frogs, blades and sleepers in real time just by laying track like you are used to. Older track can also be replaced simply using the "Replace Assets" feature.  
 +
Information for Content Creators can be found at: [[How_To/Build_Procedural_Track_for_T:ANE]]
  
 
=Superelevation=
 
=Superelevation=
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=Weather & PFX Collision=
 
=Weather & PFX Collision=
 
Smoke will collide with scenery objects and "supported" spline objects such as tunnels and bridges. Rain and snow now collide with the terrain and do not enter tunnels.  
 
Smoke will collide with scenery objects and "supported" spline objects such as tunnels and bridges. Rain and snow now collide with the terrain and do not enter tunnels.  
 
=Cabin Sway=
 
Adjust track condition and car suspension to increase or decrease the amount of pitch and roll with each car at various speeds.
 
 
Future wishlist:
 
* the train cabin usually has rigid connection to traincar body, so here should be the sway of driver's head relative to cabin...
 
  
 
=Train Motion=
 
=Train Motion=
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(v) Start your loco and watch using external camera for visual bumps
 
(v) Start your loco and watch using external camera for visual bumps
  
==Adjust the track condition==
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You can also edit the parameters of each bump using the trackmark properties tool in Surveyor.
 
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(i) Load your test route in Surveyor, and open the Track Tab
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(ii) Click on the Properties tool (?) and click on the track. Adjust the default track condition from 50 to 1. Repeat for various track segments.
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Note: You may want to place objects or paint the terrain next to where you change the track condition to see where you "should" notice the effect.
+
  
 
==Create your own "Bump"assets==
 
==Create your own "Bump"assets==
  
(i) Open Content Manager and using the Custom filter, search for Invisible Track Bump (asset will be available on DLS soon)
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If you're in to content creation you can add "bumps" to any trackside or crossing asset using the following config file tag:
  
(ii) R-Click >  Duplicate to clone the asset, then select the new asset and R-Click > Edit Config File text
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  track-bump-angles
  
(ii) Rename the line:
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This is a 2 float tag which takes a pitch angle followed by a roll angle, both in degrees. Script functions also exist on class Trackside to get or alter these values at runtime.
  
username                                "Invisible Track Bump"  to
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==Adjust the track condition==
  
username                                "Invisible Track Bump 1"
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(i) Load your test route in Surveyor, and open the Track Tab
  
(iii) Change the line:
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(ii) Click on "Advanced" to open the advanced tab
track-bump-angles                      1,0  to
+
  
track-bump-angles                      0,1
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(iii) Alter the track condition from "Default" to a number between 0 and 100, where 0 is terrible and 100 is perfect
  
(iv) Close and save the config file
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(iv) Lay a track stretch and it will automatically have the set track condition
  
(v) R-Click > Submit Edits
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You can also use the "Get track condition" tool to check the condition of an existing stretch, and the "Apply track condition" tool to alter it.<br>
  
Note: Close Trainz and re-open (Start Trainz) after creating your bump assets for the changes to take effect.
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Note: Random jolt movement will never occur on perfect condition track.<br>
 
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==Try out your new Bump 1 asset==
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(i) Place your new bump onto the track in Surveyor, run your test drive over the bump in Driver and see what happens differently with your new asset.
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Hint: Rock and _ _ _ _
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(ii) Create more assets following the same process trying different values other than 0 and 1.
+
  
 
==Adjust Rolling Stock Suspension==
 
==Adjust Rolling Stock Suspension==
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(i) Add the following lines to the file that opens  
 
(i) Add the following lines to the file that opens  
  
suspension-stiffness         0.1
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  suspension-stiffness       0.1
 
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  suspension-damping         0.1
suspension-damping       0.1
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  suspension-pitch-limit    10
 
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  suspension-roll-limit     25
suspension-pitch-limit    10
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suspension-roll-limit         25
+
  
 
These relate to:
 
These relate to:
  
suspension-stiffness - The stiffness of the suspension, from 0 to 1 where 0 is floppy and 1 is completely rigid. Defaults to 0.75<br>
+
suspension-stiffness - The stiffness of the suspension, from 0 to 1 where 0 is floppy and 1 is completely rigid. Defaults to 0.75.<br>
 
suspension-damping - Degree of suspension damping, where 0-1 is underdamped (will oscillate back and forward to gradually settle), 1 is critically damped (will move back to equilibrium as quickly as possible), >1 is overdamped (will move back to equilibrium more slowly). Defaults to 0.3.<br>
 
suspension-damping - Degree of suspension damping, where 0-1 is underdamped (will oscillate back and forward to gradually settle), 1 is critically damped (will move back to equilibrium as quickly as possible), >1 is overdamped (will move back to equilibrium more slowly). Defaults to 0.3.<br>
suspension-pitch-limit - maximum pitch angle of the vehicle, in degrees. Defaults to 0.5<br>
+
suspension-pitch-limit - maximum pitch angle of the vehicle, in degrees. Defaults to 0.5.<br>
suspension-roll-limit - maximum roll angle of the vehicle, in degrees. Defaults to 4<br>
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suspension-roll-limit - maximum roll angle of the vehicle, in degrees. Defaults to 4.<br>
Note: random jolt movement will only occur on below average track (condition scalar >.5). As with other movement it also gets worse at high speed<br>
+
  
 
=Interlocking Towers=
 
=Interlocking Towers=
  
Feature coming soon (not available in day 1 release version)
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Interlocking Towers are a new asset type which allows advanced session creators custom control over signals, junctions and crossings in order to define custom pre-set "paths" for trains to drive. This feature is added in TANE Service Pack 1.<br>
 +
 
 +
A full guide on how to configure an Interlocking Tower in game is available [[HowTo/Configure_An_Interlocking_Tower|here]].
  
 
=New Graphics Features=
 
=New Graphics Features=
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* Per-pixel HDR lighting
 
* Per-pixel HDR lighting
 
* A range of Post-processing effects including:
 
* A range of Post-processing effects including:
 +
** Sun effects
 
** Near and far depth of field blur
 
** Near and far depth of field blur
 
** HDR Tonemapping
 
** HDR Tonemapping
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** Grayscale
 
** Grayscale
 
** Sepia
 
** Sepia
* Water reflections
+
* New water shaders, including more detailed reflections
* Water shaders
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* Updated SpeedTree version
  
 
=Other "Cool New Stuff"=
 
=Other "Cool New Stuff"=
* Ctrl+Mousewheel in Driver and Surveyor to change your field of view
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* New "Objectives" system and associated session rules.
* Shift-Mousewheel (or shift-arrow) in Driver and Surveyor to make finer adjustments to your camera
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* Ctrl Mousewheel in Driver and Surveyor to change your field of view.
* Ctrl-shift-drag for even finer object height adjustment
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* Shift +/- to adjust your draw distance without opening the Settings window.
* Shift +/- to adjust your draw distance without opening the Setting window
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* Bulk asset replace/move/delete and random scenery placement. (Added in Service Pack 1.)
 
* Lots more to come...
 
* Lots more to come...
  
 
=See Also=
 
=See Also=
  
* [[T:ANE NEW FEATURES]]
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* [[TANE|T:ANE Home Page]]
* [[T:ANE LATEST CHANGES]]
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* [[Help:TANE_General_FAQs]]
  
  
 
* [[Help:Main_Page]]
 
* [[Help:Main_Page]]

Latest revision as of 11:43, 26 November 2015

Trainz: A New Era introduces a range of new features that Trainz fans have been waiting for for many years. This page introduces you to some of those features:

Page is under construction...

Contents

[edit] Procedural Animated Junctions

With the new "T:ANE" procedural track, when you create a junction including all the additional elements such as frogs, blades and sleepers in real time just by laying track like you are used to. Older track can also be replaced simply using the "Replace Assets" feature. Information for Content Creators can be found at: How_To/Build_Procedural_Track_for_T:ANE

[edit] Superelevation

To add "tilt" to your track, use the Track Properties dialog and adjust each of the parameters.

[edit] Weather & PFX Collision

Smoke will collide with scenery objects and "supported" spline objects such as tunnels and bridges. Rain and snow now collide with the terrain and do not enter tunnels.

[edit] Train Motion

[edit] Add "bumps" to the track

(i) Load your test route in Surveyor

(ii) Under Track Tab > Trackside Objects find Invisible Track Bump

(iii) Place a few bumps along your track and place a loco and wagons at the head of your track.

(iv) Click on Quickdrive, Save and enter Driver

(v) Start your loco and watch using external camera for visual bumps

You can also edit the parameters of each bump using the trackmark properties tool in Surveyor.

[edit] Create your own "Bump"assets

If you're in to content creation you can add "bumps" to any trackside or crossing asset using the following config file tag:

 track-bump-angles

This is a 2 float tag which takes a pitch angle followed by a roll angle, both in degrees. Script functions also exist on class Trackside to get or alter these values at runtime.

[edit] Adjust the track condition

(i) Load your test route in Surveyor, and open the Track Tab

(ii) Click on "Advanced" to open the advanced tab

(iii) Alter the track condition from "Default" to a number between 0 and 100, where 0 is terrible and 100 is perfect

(iv) Lay a track stretch and it will automatically have the set track condition

You can also use the "Get track condition" tool to check the condition of an existing stretch, and the "Apply track condition" tool to alter it.

Note: Random jolt movement will never occur on perfect condition track.

[edit] Adjust Rolling Stock Suspension

(i) In Content Manager, locate the loco being used then R-Click > Edit Config file Text

(i) Add the following lines to the file that opens

 suspension-stiffness       0.1
 suspension-damping         0.1
 suspension-pitch-limit     10
 suspension-roll-limit      25

These relate to:

suspension-stiffness - The stiffness of the suspension, from 0 to 1 where 0 is floppy and 1 is completely rigid. Defaults to 0.75.
suspension-damping - Degree of suspension damping, where 0-1 is underdamped (will oscillate back and forward to gradually settle), 1 is critically damped (will move back to equilibrium as quickly as possible), >1 is overdamped (will move back to equilibrium more slowly). Defaults to 0.3.
suspension-pitch-limit - maximum pitch angle of the vehicle, in degrees. Defaults to 0.5.
suspension-roll-limit - maximum roll angle of the vehicle, in degrees. Defaults to 4.

[edit] Interlocking Towers

Interlocking Towers are a new asset type which allows advanced session creators custom control over signals, junctions and crossings in order to define custom pre-set "paths" for trains to drive. This feature is added in TANE Service Pack 1.

A full guide on how to configure an Interlocking Tower in game is available here.

[edit] New Graphics Features

  • Full world shadows
  • Per-pixel HDR lighting
  • A range of Post-processing effects including:
    • Sun effects
    • Near and far depth of field blur
    • HDR Tonemapping
    • Bloom
    • Convolution
    • SSAO
    • Grayscale
    • Sepia
  • New water shaders, including more detailed reflections
  • Updated SpeedTree version

[edit] Other "Cool New Stuff"

  • New "Objectives" system and associated session rules.
  • Ctrl Mousewheel in Driver and Surveyor to change your field of view.
  • Shift +/- to adjust your draw distance without opening the Settings window.
  • Bulk asset replace/move/delete and random scenery placement. (Added in Service Pack 1.)
  • Lots more to come...

[edit] See Also


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