Elvas Tower: Heavily Forested Hillsides Almost Instantly - Elvas Tower

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Heavily Forested Hillsides Almost Instantly A way to cover those distant hills Rate Topic: -----

#1 User is offline   SVRy_Steve 

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Posted 19 March 2025 - 08:22 AM

You could add trees one at a time, but..... Not Me!



By using multi tree, compressed horizontally, ace files and applying them using them as "forest objects" in the route editor, thick distant forests are quick and easy. Compressing them allows more different trees on one ace file, so a variety can be placed in one forest object. They work well at a distance, not for close up viewing! The way forest objects work, they just use the ace file and the size displayed is in the forest.dat. These aces are like billboard trees, but forest objects rotate one face towards the camera. They work well from a good distance, very little rotation, but close up, YUK! So these are most useful at least 1/4 mile from the tracks.

Attached File  compression.jpg (81.57K)
Number of downloads: 7

Here's a single placement, just one forest object tree ace.

Attached File  thick forest hillside2.jpg (442.25K)
Number of downloads: 8

They can cover very large areas like this one covering 1000 meters square with a population setting of 400.

Attached File  covered hillside.jpg (202.12K)
Number of downloads: 3





Any ace artwork can be made into a forest object, no .ref .s or .sd files are needed. I've attached the dist_firpine_grp2.ace" to this tutorial for something to try out. When adding this, it goes in the texture folder of the route and a forest.dat entry needs to be made.

In the forest.dat, right below the top line, is a number, for example 40. This has to match the number of forest objects in the list. For the new forest object to appear, you must increase this by 1 to 41.

SIMISA@@@@@@@@@@JINX0F0t______

40

Forest ( "dist_firpine_grp2" "dist_firpine_grp2.ace" 45.0f 23.0f 0.8f 1.4f)

The numbers (45.0f 23.0f 0.8f 1.4f) are in meters, in spite of the f after them. 45.0f is width, 23.0f is height and the other two are the smallest and largest to be displayed.


So you need to add the following line to the forest.dat and increase the number at the top. It doesn't matter where in the list you place it, I usually put new lines at the bottom so they are easy to find.

Forest ( "dist_firpine_grp2" "dist_firpine_grp2.ace" 45.0f 23.0f 0.8f 1.4f)

Don't forget to save in your text editor before going into TSRE to add your new trees!

Note that TSRE displays these as cruciform shapes but OR shows them as a flat image.

At a distance and behind other single forest object trees and cruciform ones near the tracks, the long flat same level "trees" aren't much of a problem, but they can stick out if you don't hide them!

Attached File  floating edges.jpg (127.25K)
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#2 User is offline   timmuir 

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Posted 19 March 2025 - 11:12 AM

Very useful kink! thank you for the lesson, Steve.

#3 User is offline   timmuir 

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Posted 19 March 2025 - 01:39 PM

:sign_thanks: these that you gave us to try out, look pretty darn good. I wonder if this could be used to make city buildings in the distance, a skyline.

Here's my experiment on my modification of the Puzzle route, which was flat here, dropping off to the great void at the edges. I quickly pulled up some hills and dropped your forest objecst there in various sizes and tree density. These are behind some previously planted deciduous tree blocks.

Attached File  Open Rails 2025-03-19 02-00-09.jpg (2.42MB)
Number of downloads: 24

Way, way better, Steve!

Attached File  Open Rails 2025-03-19 02-00-51.jpg (2.2MB)
Number of downloads: 22

I trailed off the sizes and density on the shoulders of the new hills. This was a quick, down and dirty placement that took no more than a few minutes once i got all my ducks in a row. I didn't notice any frame rate hits, either.

Attached File  Open Rails 2025-03-19 02-02-03.jpg (2.39MB)
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#4 User is offline   CrisGer 

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Posted 24 March 2025 - 04:45 PM

that is a fun technique. I have always hoped to find a way to forest hills with thick tree cover without having to use individual trees. this looks hopeful

thanks Steve fun stuff

Chris

#5 User is offline   SVRy_Steve 

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Posted 24 March 2025 - 04:59 PM

As far as using it for city buildings, remember, it does rotate to follow the camera view. As long as it's far away it might look decent.

#6 User is offline   CrisGer 

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Posted 25 March 2025 - 02:30 PM

i made a distant NYC downtown skyline for 1930 for the Tristate project, it seemed to work pretty well. so not a bad idea in theory. Depends on the maker having skills in Alpha, which i do sometimes and other times not. lol

Chris

#7 User is offline   Jonatan 

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Posted 03 April 2025 - 09:36 AM

That's a neat technique. I like how it looks. Great job, guys! :good:

And lovely to see Tilly earning her keep in that setting, Tim. She fits right in.

#8 User is offline   timmuir 

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Posted 21 May 2025 - 11:19 AM

View PostJonatan, on 03 April 2025 - 09:36 AM, said:

That's a neat technique. I like how it looks. Great job, guys! :good:

And lovely to see Tilly earning her keep in that setting, Tim. She fits right in.

Indeed she does!

Attached File  Open Rails 2025-05-21 12-12-41.jpg (2.7MB)
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Hi Jon, I am sending you good will.

Tilly really is the bee's knees Jon, and am grateful to have an example. :) She sounds and looks great and runs nicely.

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