Observations


Home Tree's in TSM Observations Alpha Channel Trees Hedges

 

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.

 

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. 

Shape Definition file e.g. file only for illustration

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shape (USBridge.s
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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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 You may note that I did not mention Snow File with the trees and vegetation. That is because the snow file does not seem to be called for in the Shape Definition (sd) file with regard to trees and vegetation.

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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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 From experiments I have done, no Snow files have been brought into play, using a (sd) 252 number.  Therefore the only conclusion is they are not needed for vegetation use.

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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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 When 257 is called for in the sd file, it is for Items, (not vegetation), such as Buildings, Bridges, Houses etc., that require a covering of snow to match with the seasonal change of Winter, with Snow on the ground.

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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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The only reason I can see for a Vegetation Snow ace would be for use in a group of set items put together to form, say, a “Station” with vegetation on the platform, and the 257 Snow file would be called up in the winter setting.

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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.

 

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.

 

 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”.

 A BIG NO - as it is not that simple.

 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)

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.

 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.

 

Making Seasonal Texture Ace Files

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 This is complex, but is not difficult to explain, and it does require a good knowledge of the use of the “Paint Programme” you use (e.g. Paint Shop Pro).
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The paint programme must be able to use TGA files (see previous “Tree Making” tutorials), and you have to know-how to use the Paint Programme.

 What you read now is as an explanation, and is included as just an exercise to show how. It is up to you if you wish to carry on and complete the exercise.

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Start with a copy of the Normal (USDecidTree1) green ace file, that you have converted back to a TGA picture file (Texture), (with Route-riter or other converter) and load it into your Paint programme. (If you are starting with a new Texture file, this conversion won’t be needed)
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 Do not forget that you may go into the History back up, and remove any mistake, or copy another start file, and carry on regardless until you are happy with what you have done.

  

          

 

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Load up the mask so you can see the marquee (marching ants), this will enable you to do work on the textures, as the marquee will keep your work inside the tree and out of the background.

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Using the Flood fill tool, selecting a shade of pale yellow/green, and by juggling the parameters of the tool, flood the tree area with the colour.

 

          

 

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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.

 

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.

  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

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