Observations
on the Trees & Seasonal Files.
In
the Microsoft “Train Simulator”
By
Frank Thomas.
With
thanks to Paul DeVerter for testing and editing help.
These
are my findings when trying to improve the tree files, (others may have
differing views and I am always open to others views). All I am trying to do is
to help, and to cut out a lot of work for people who want to know more.
Remember
before you do anything, BACK
EVERYTHING UP.
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A
Deciduous
tree, is seasonal, and changes very much with the time of
Year. If you examine the Seasonal Texture files in the Train simulator by
the use of a tool such as the “Route-riter” or any programme that allows
you to look at the ace Texture files, you will find that all named files (eg
USDecidTree1) have several variations of the same file for each of the
seasons, plus extra seasons with Snow coverings, a total of 7 seasonal
changes. (also in the Texture folder are subfolders with Textures for Night
and Snow, more about Snow later).
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Each
season has its own folder (to keep them separate), to be called upon by
the programme when it is running, according to what season is required,
and/or whether it is snowing or not. Looking at the Listing below it is
assumed that the Summer file is the normal file held in the
overall texture file. This would mean that the
Spring version (in its own folder) should be lighter in the shade
of green because the leaf is newly grown and has recently opened, also
the Spring Snow version should have a sprinkle of snow upon it to
look right. (How
can you have snow on the ground and not on the trees). The
Autumn file colour is good, but the Autumn Snow file uses the Winter
file, which is wrong. The Winter file, all green with
snow, is wrong as well. This should be bare branches, and the Winter Snow files
should be bare with more snow on it. Looking at the original Textures,
you can see
they are hopelessly wrong: |
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The following photo illustrates
the files for USDecidTree1 as received in the original default set-up. |
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If you look closely you can see that
only three variations of the same ace file are used and some are misplaced.
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To account for seasonal differences,
the sd file sets forth several possible alternate textures. |
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If the code number is (0)
then the Sim looks only for texture files in the main Texture folder,
which is used for Summer. |
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ESD_Detail_Level ( 9 ) |
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ESD_Alternative_Texture ( 0
) Is fixed and has no
seasonal variations. |
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If
the code number is (1) then the Sim
expects to find an ace file for Summer in the main Texture Folder, and an
altered Snow Texture (for the same item) in the Snow Texture Folder.
Other codes are (252) seasonal,
(256) night and (257)
night and snow, etc. |
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This
is the notation in the sd file
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shape ( USDecidTree1.s |
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ESD_Detail_Level ( 9 ) |
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ESD_Alternative_Texture ( 252
) Is used for vegetation
seasons, only. |
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In the non-vegetation
Seasonal set up, the setting of the shape definition file is 257
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shape ( USBridge1.s |
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ESD_Detail_Level ( 9 ) |
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ESD_Alternative_Texture (257)
Is used for Object or Item variations.
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In
the same way, the shape file calls for night files, to come into play at
night.
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I
found I could reduce the drain (not much) on the hard drive by removing all
the copies of the Vegetation aces that are in the Snow folder, and I have
had no problem so far (touch wood).
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That seems irrelevant, as it
would be easier to place the plants after (and they would use the
vegetation setting for them 252), or manufacture a special item for that
part that would be a part of the overall Item and use the Item Winter
setting 257. |
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Another problem with the USDecidTree1
file (along with the others in the series) is that the texture centres are not
correctly set.

USDecidtree1
USDecidtree2
USDecidtree3
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I have marked the centres of
the files with 256 (Half of a 512 pixel format), and if you examine these
pictures the trunk of the trees, (particularly tree3), are not central.
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The problem with this is,
that the trees made from these texture files, can have very strange
looks. |
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The
above picture of USDecidTree3 (in the forest mode) explains the problem, with
what appears to be two Tree trunks. This is actually one tree, but because the
designer’s tree trunk is not central in the texture file, the tree has to
relate to the offset that was created in the texture file when used in the
forest file system.
I hear you say “The answer is simple,
just remake the texture file, moving the centre point”.
If you look at a single
USDecidtree3, in situ, in the game, it looks good, because the tree was made to
take into consideration the offset texture file when compiling the original
Shape file. Although the forest.dat files do use the same
texture file, it is the way that it uses the texture file that relies on
the centre being set correctly.
The only way you can make good trees,
and forest files, from the same tree texture file, is to have the centre of the
texture file set correctly. This means, of course, not only do you have to
re-centre this texture file, but because you have altered the parameters of
the texture file, (due to the re-centre), you have to remake the Shape
files so they will fit. This is because the relationship between the shape
file and texture file has changed, so you have to start all over again and
rebuild everything.
This is time consuming, and very
frustrating to say the least, but I think worth it, if you do it.
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The USDecidClump1 files &
USDecidClump2 both have the same Texture files
also.
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This group uses the trees as single
objects, placed together in random fashion to form one Object file,
(explained in the Hedge Making Tutor). Handy for putting down a few
trees in one fell swoop, but not having to bother laying down a forest
file. |
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But this has a drawback. If you
have remade all the Texture files and shape files you also have to
remake the Clump shape files, for them to look right. |
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So now you can see why it is so
important when you design or make tree files, or any files that rely on
correct centres, they have to be accurately made, and guess what, it
just as easy to make a good one, as to make a bad one. The only
difference is care, and the way it will look. |
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The USDecidClump3 files,
USDecidClump4 & USClump1 (Block)
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These are strings of trees and a block,
(although called clumps) and use their own set of Texture ace files
(USDecidTrees1) – note the plural “Trees”. They are decent as files in
design, but suffer the same as the other trees, from the lack of variation of
colour and snow in the seasons.

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Tall Tree
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This is the weirdest group and
appears as a single tall tree, and as Tall Tree blocks. The colour of
these are such that I just can’ t be bothered to use them. They also
suffer from the Winter file being somewhat orange. (If you use them, do
the Winter-Snow to Winter file swap). |
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USFir1 (trees)
& USFirs1(Strings)
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These are different, inasmuch as
the seasons do not really matter with regards to colour changes, (except
if it is your Hobby or Job to notice these things) as they are classed
as coniferous and evergreens, so look the same all year round. |
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If
you look at the ace files, you will see a similar set up as the first picture,
showing the USDecidTree1 set up
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The Firs texture files are as
follows
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Four Green used for:
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Norm (Summer) |
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Spring |
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Winter |
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Autumn |
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Four Green with Snow
used for:
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Winter Snow |
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Spring Snow |
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Autumn Snow |
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Snow
(Surplus you can remove) |
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The
USFir1 is for a single tree, and USFirs1 are for Strings,
(n.b.USFirs1).
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The only thing I found, that I
was not happy with concerning the textures of this group, was that the
Winter ace was without snow, so had the same flaw as the earlier
USDecidTree file, Snow on the ground but not in the trees. |
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So it would look better if you
put a copy of the Winter-Snow ace, into the Winter File folder to
replace the Winter ace. |
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The files were made correctly
centred, and so have no real problems. |
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Autofirs (it
is not in the ref file to be used)
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This is a strange group, and is
only used as far as I can tell, for the Firs Forest files. |
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If you look at the ace file they
look odd as they are squat in design, and are reshaped for use by the
forest.dat file system. |
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Making Seasonal Texture Ace Files
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You will see that it has not flooded
out everything, (This is due to the settings of the Tool Options
and these you set to get the required result) it has just highlighted some
areas and you will now save that as “Spring texture”. Now you
have a Spring texture to use, that you did not have before. |
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Next is the need for some Snow, so
select the Spray tool.
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Again by selecting the various
settings in the Spray Tool Options use the Spray to give a powdery
look to the tree, and you can now save this one again as “Spring Snow”
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Now you have 3 variations,
Summer (original), Spring, and Spring Snow. |
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I
am not going any further with this, as you now have the Idea, and the way to do
the work, you required. Just carry on with changing the colours to suit, and
saving. The rest is what you make it. The only way to learn and improve is to
play around and see what you can do.
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When all are completed as textures,
convert back to ace files with a converter (like ACEIT) to use by placing
the ace files in the respective texture folders.
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You have now gained the
Tree seed, (of knowledge) water with perseverance, and let it grow. |
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I wrote this text, in the hope that someone may learn from my mistakes, and they
will have gained a little knowledge, if this has happened, then I am happy I did
it.
______________________________Freebie_______________________________________
I
am enclosing a set of USDecidTree files (that I made to replace my own files).
If you wish you can do a swap to see the difference.
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There is a problem with the
USDecidTrees1 texture, as this group (Strings) is mainly used as a
block cover, to prevent the horizon being seen. |
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My own Winter/Snow textures (of this
group) are therefore made as a compromise to maintain this use. |
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I would suggest you make a copy of
the route you wish to try the files in, so that if these new textures are
not to your liking, you can easily change back. |
CLICK HERE TO DOWNLOAD
USDecidTree.zip
The contents of the
attached file folder, DecidTrees, contains the following:
1.
Texture aces.
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USDecidtree1. all seasons ace. files |
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USDecidtree2. all seasons ace. files |
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USDecidtree3. all seasons ace. files |
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USDecidTrees1. all seasons ace. files ( Used in the Strings & Block) |
2.
Shape files (both s and sd).
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USClump1.s (Block)
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USDecidtree1 |
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USDecidtree2 |
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USDecidtree3 |
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USDecidclump1 (group) |
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USDecidclump2 (group) |
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USDecidclump3 (String) |
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USDecidclump4 (String) |
3. Wordy.txt
a readme file, which includes the ref file wording, in case it is needed.
4. Page.bmp a
photo showing all of the revised trees
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These
files use the same Names as the existing or default MSTS files, Before
you start, it
is important to understand that these files REPLACE the existing textures
and Shape files.
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In the route you have
chosen, open each seasonal file folder and copy the same named new ace
files into it. (Spring into Spring, Winter
into Winter, etc) a notice will pop up asking if you wish to replace the
files, |
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Press the OK button and that is
it, move to the next set of season aces etc. |
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Copy the shape files into
the shape folder.
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(The Clump files only
require that you replace the Shape files, as they use the same
texture files already changed). |
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Do
not however alter or remove the
Ref file details in the ref file, and/or the Forrest file details,
as these original details are needed, because you have changed
nothing except the texture and shape contents. |
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The original trees
will no
longer be available in the route as you have replaced them
with the new ones.
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(This applies to the one
route you are working on, as each route has its own set of trees,
and if you want the new trees in another route, you will have to
repeat the process in each route). |
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These new files will then
replace, without problems, the existing Trees that are already placed in
position in the Route. |
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If you do a reinstallation of your
Train Simulator for any reason, you will have to reinstall these new trees. |
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If you are putting the trees into a
new route (without any trees) you will have to provide the ref file with the
information to use them. |
Below is a picture (
page. bmp) of the
New Textures Used in the making of the New Texture files found in DecidTrees.zip

Copyright © 2005 by Frank Thomas. All
Rights Reserved
No
reproduction without the consent of the Author
(F-4)
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