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		<id>https://wiki.trainzsimulator.com/index.php?title=Main_Page&amp;diff=47686</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Main_Page&amp;diff=47686"/>
		<updated>2026-11-05T02:11:02Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Trainz Wiki Main Page - the online home for detailed information about the Trainz Simulator product range!&lt;br /&gt;
&lt;br /&gt;
= Latest News = &lt;br /&gt;
== &#039;&#039;&#039;[[Trainz_Plus | Trainz Plus]]&#039;&#039;&#039;== &lt;br /&gt;
[[Trainz_Plus | Trainz Plus]] is the latest version of Trainz that gets regular feature and content updates.&lt;br /&gt;
&lt;br /&gt;
You can see the list of past [[Trainz_Plus | Trainz Plus updates here.]]&lt;br /&gt;
&lt;br /&gt;
[[File:2020-02-13_093916.png|500px]]&lt;br /&gt;
&lt;br /&gt;
To ensure you always have the latest version of Trainz investigate our membership options at [[https://info.trainzsimulator.com/trainz-plus the Trainz Plus Landing Page]] or simply log in to MyTrainz to join.&lt;br /&gt;
&lt;br /&gt;
==Other useful links:==&lt;br /&gt;
*  [https://docs.trainzsimulator.com/docs/trainz-plus  Trainz Plus Online Documentation]&amp;lt;br&amp;gt;&lt;br /&gt;
* [https://docs.trainzsimulator.com/docs/surveyor20 S20 Overview]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[How_to_Use_S20_Tools | S20 Tools ]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[How_to_Use_S20_Palettes |S20 Palettes ]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[TSWT | Trainz Simulator World Tour]]&#039;&#039;&#039;==  &lt;br /&gt;
&lt;br /&gt;
Desktop Official Release Date: July 15, 2026. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* To find out more about the product, visit [[https://info.trainzsimulator.com/xbox the official website]].&lt;br /&gt;
[[File:2022-07-12 tswt_wiki_banner.png|500px|link=https://info.trainzsimulator.com/xbox]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[TRS22 | Trainz Railroad Simulator 2022]]&#039;&#039;&#039;==  &lt;br /&gt;
&lt;br /&gt;
Pre-orders / Early Access: Dec 1, 2021&amp;lt;br&amp;gt;&lt;br /&gt;
Official Release Date: May 31, 2022. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* To find out more about the product, visit [[https://store.trainzportal.com/pages/trainz-railroad-simulator-2022: the Trainz Store]].&lt;br /&gt;
[[File:2022-07-12 114855.png|500px|link=https://store.trainzportal.com/pages/trainz-railroad-simulator-2022]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[TRS19 | Trainz Railroad Simulator 2019]]&#039;&#039;&#039;==  &lt;br /&gt;
&lt;br /&gt;
Official Release Date: December 21, 2018. &amp;lt;br&amp;gt;&lt;br /&gt;
* To find out more about the product, visit [[TRS19]] or [[http://trs19.trainzportal.com: the TRS19 Landing Page]].&lt;br /&gt;
* To purchase the product, visit [[http://store.trainzportal.com/products/trainz-railroad-simulator-2019: the Trainz Store]].&lt;br /&gt;
[[File:Background1-1-1920x1080.jpg|500px|link=https://store.trainzportal.com/products/trainz-railroad-simulator-2019]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;[http://store.trainzportal.com/products/trainz-a-new-era Trainz: A New Era]&#039;&#039;&#039;==&lt;br /&gt;
Released May 15, 2015. Promoted through Kickstarter in late 2013 and then through [[http://anewera.trainzportal.com: TrainzPortal]], the development of [[Trainz_A_New_Era|Trainz: A New Era (TANE)]] was originally supported by 1792 &amp;quot;supporters&amp;quot;, then by signing up with Koch Media/Deep Silver to help us complete development. With a brand new game engine and a range of new features, TANE set a new benchmark for train simulators around the world.&lt;br /&gt;
&lt;br /&gt;
[[File:tane_support_btn.png |link=http://faq.trainzportal.com]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;[http://store.trainzportal.com/products/trainz-model-railroad-2017 Trainz Model Railroad 2017]&#039;&#039;&#039;==&lt;br /&gt;
To celebrate 15 years of Trainz, N3V Games unveiled &amp;quot;Trainz Model Railroad 2017&amp;quot; (TMR17). Released December 2016, this edition focuses attention on a range of smaller &amp;quot;model&amp;quot; layouts, complete with walls, floorboards, fascia curtains and that real model layout feeling.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Trainz Versions = &lt;br /&gt;
Trainz now operates on PC, Mac, iOS and Android systems. New sections of this wiki are being added continually to update the different versions for different systems. More information on the history of Trainz versions can be found at https://en.wikipedia.org/wiki/Trainz.&lt;br /&gt;
&lt;br /&gt;
For information on Trainz on Mobile go to: [[Platform-mobile|Platform-Mobile]]&lt;br /&gt;
&lt;br /&gt;
= Help Pages =&lt;br /&gt;
&lt;br /&gt;
With the release of Trainz Railroad Simulator 2019 (and TANE SP3), we&#039;ve introduced [[File:2018-10-11 151542.png|link=Help:Getting Started|480x300px|frame|left| a new in-game Help Page]]. &amp;lt;br&amp;gt;&lt;br /&gt;
This provides several new ways to find out answers to all your Trainz questions. Choose from four help options from the in-game Help Home Page:  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Ask A Question gives you access to the enormous (and helpful) Trainz Community.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Use the in-game ? to click on active links which take you directly to the appropriate Trainz Wiki webpage&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Search the Wiki brings you back to this page where you can access other Wiki links such as the Search option, Hot To pages etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* For specific help with orders, game access, DLC etc, please use the Support link. Please note that support does not answer &amp;quot;how to&amp;quot; type game questions.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:2018-10-11 144838.png|link=https://forums.auran.com/trainz/forumdisplay.php?100-In-Game-Help-Requests|480x300px|frame|left|In-game Questions and Answers]]You don&#039;t even have to leave the game to get answers to your questions. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Ask For Help - Simply ask a question and it will be posted to the special Trainz Help Forum. Other Trainz Community Members can then assist you by answering those questions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* My Questions - Review the questions you have asked, check the answers you have received, and close any answered questions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* For specific help with orders, game access, DLC etc, please use the Support link. Please note that support does not answer &amp;quot;how to&amp;quot; type game questions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* The In-game Help Home Page also provide links to a range of Wiki Pages.&lt;br /&gt;
&lt;br /&gt;
Please click on the image to view the Help Forum, or click on this link for the [[Help:TRS19|TRS19 Help Page]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[Image:Helpmode1.jpg||link=Help:Getting Started|480x240px|frame|left|The context sensitive (?) button is shown top right]]The [[Help:Main Page|Help Pages for game functionality]] are accessible from clicking on the &amp;quot;Game Help Main Page&amp;quot; link in the left hand column or by using the [[Help:Help_Mode|(?) button]] from the game&#039;s menu bar. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*These &amp;quot;Game Help&amp;quot; pages explain the function of each of the user interface components, such as what happens when you click on a particular button in-game, or how to use a particular function.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*You can also type your search query in the left hand margin Search box, or in the in-game Search box that opens when you click on the (?) icon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*While functionality may differ in some versions of the game, the concepts are generally similar between versions. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*For more general information about how to complete a certain goal, such as How to Create a Session, check out the [[HowToGuides|&amp;quot;How-To Guides&amp;quot;]] (also accessible from the link in the left hand column).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
Please be aware that the wiki is a source of information, similar to a book. It is not intended as an interactive chat or helpdesk. If you can&#039;t find what you are looking for here, general questions should be asked via the [http://www.auran.com/trainz/forum Trainz Forums].&lt;br /&gt;
&lt;br /&gt;
=Trainz Online Documentation=&lt;br /&gt;
With the introduction of TRS22 and Trainz Plus, we now have an [https://docs.trainzsimulator.com/ online documentation website] that provides searchable Knowledge Base articles and online guides. &lt;br /&gt;
&lt;br /&gt;
Some users may find this alternative better than the user-updated Trainz wiki.&lt;br /&gt;
&lt;br /&gt;
= How-To Guides =&lt;br /&gt;
The [[HowTo]] guides are a series of documents describing how to achieve various tasks within the Trainz environment. It covers a broad range of topics suitable for beginners using Trainz for the first time through to experienced content creators. Each guide covers a specific topic in detail and explains all the steps required to achieve a task, such as [[HowTo/Create a session]].&lt;br /&gt;
&lt;br /&gt;
= Community =&lt;br /&gt;
Visit the [http://www.auran.com/trainz/forum Trainz Forums] for advice and friendly banter and meet thousands of other like-minded train fans from around the world.&lt;br /&gt;
&lt;br /&gt;
= Content Creation =&lt;br /&gt;
Dedicated content creation information may be found at the [[Content Creation]] pages. These pages are targeted for intermediate-to-advanced users, and explain the theory behind the formation of various types of content. These pages are a valuable resource to stay on top of the evolving content creation requirements as we take Trainz into the next generation of high resolution, high quality content.&lt;br /&gt;
&lt;br /&gt;
== Content Creation Tutorial Website ==&lt;br /&gt;
A new resource has been created providing a wide range of Content Creation Tutorials at [http://contentcreation.trainzsimulator.com/ this page].&lt;br /&gt;
&lt;br /&gt;
= Updating the Trainz Wiki = &lt;br /&gt;
This wiki is created by both N3VGames (the developers behind Trainz) and by the Trainz Community (requires a Planet Auran login and registered Trainz product to gain edit rights). &lt;br /&gt;
&lt;br /&gt;
It is a continually evolving repository of information. Trainz Content Creators and fans should feel free to add their own pages to this site, however please be sure to keep page names distinct and meaningful. Pages with ambiguous names that are likely to conflict with other uses will be renamed or removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Help:Help_Mode]]&lt;br /&gt;
*[[Help:Main_Page]]&lt;br /&gt;
*[[HowToGuides]]&lt;br /&gt;
*[[Content Creation]]&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Main_Page&amp;diff=47685</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Main_Page&amp;diff=47685"/>
		<updated>2026-11-05T02:10:49Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Trainz Wiki Main Page - the online home for detailed information about the Trainz Simulator product range!&lt;br /&gt;
&lt;br /&gt;
= Latest News = &lt;br /&gt;
== &#039;&#039;&#039;[[Trainz_Plus | Trainz Plus]]&#039;&#039;&#039;== &lt;br /&gt;
[[Trainz_Plus | Trainz Plus]] is the latest version of Trainz that gets regular feature and content updates..&lt;br /&gt;
&lt;br /&gt;
You can see the list of past [[Trainz_Plus | Trainz Plus updates here.]]&lt;br /&gt;
&lt;br /&gt;
[[File:2020-02-13_093916.png|500px]]&lt;br /&gt;
&lt;br /&gt;
To ensure you always have the latest version of Trainz investigate our membership options at [[https://info.trainzsimulator.com/trainz-plus the Trainz Plus Landing Page]] or simply log in to MyTrainz to join.&lt;br /&gt;
&lt;br /&gt;
==Other useful links:==&lt;br /&gt;
*  [https://docs.trainzsimulator.com/docs/trainz-plus  Trainz Plus Online Documentation]&amp;lt;br&amp;gt;&lt;br /&gt;
* [https://docs.trainzsimulator.com/docs/surveyor20 S20 Overview]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[How_to_Use_S20_Tools | S20 Tools ]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[How_to_Use_S20_Palettes |S20 Palettes ]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[TSWT | Trainz Simulator World Tour]]&#039;&#039;&#039;==  &lt;br /&gt;
&lt;br /&gt;
Desktop Official Release Date: July 15, 2026. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* To find out more about the product, visit [[https://info.trainzsimulator.com/xbox the official website]].&lt;br /&gt;
[[File:2022-07-12 tswt_wiki_banner.png|500px|link=https://info.trainzsimulator.com/xbox]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[TRS22 | Trainz Railroad Simulator 2022]]&#039;&#039;&#039;==  &lt;br /&gt;
&lt;br /&gt;
Pre-orders / Early Access: Dec 1, 2021&amp;lt;br&amp;gt;&lt;br /&gt;
Official Release Date: May 31, 2022. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* To find out more about the product, visit [[https://store.trainzportal.com/pages/trainz-railroad-simulator-2022: the Trainz Store]].&lt;br /&gt;
[[File:2022-07-12 114855.png|500px|link=https://store.trainzportal.com/pages/trainz-railroad-simulator-2022]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[TRS19 | Trainz Railroad Simulator 2019]]&#039;&#039;&#039;==  &lt;br /&gt;
&lt;br /&gt;
Official Release Date: December 21, 2018. &amp;lt;br&amp;gt;&lt;br /&gt;
* To find out more about the product, visit [[TRS19]] or [[http://trs19.trainzportal.com: the TRS19 Landing Page]].&lt;br /&gt;
* To purchase the product, visit [[http://store.trainzportal.com/products/trainz-railroad-simulator-2019: the Trainz Store]].&lt;br /&gt;
[[File:Background1-1-1920x1080.jpg|500px|link=https://store.trainzportal.com/products/trainz-railroad-simulator-2019]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;[http://store.trainzportal.com/products/trainz-a-new-era Trainz: A New Era]&#039;&#039;&#039;==&lt;br /&gt;
Released May 15, 2015. Promoted through Kickstarter in late 2013 and then through [[http://anewera.trainzportal.com: TrainzPortal]], the development of [[Trainz_A_New_Era|Trainz: A New Era (TANE)]] was originally supported by 1792 &amp;quot;supporters&amp;quot;, then by signing up with Koch Media/Deep Silver to help us complete development. With a brand new game engine and a range of new features, TANE set a new benchmark for train simulators around the world.&lt;br /&gt;
&lt;br /&gt;
[[File:tane_support_btn.png |link=http://faq.trainzportal.com]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;[http://store.trainzportal.com/products/trainz-model-railroad-2017 Trainz Model Railroad 2017]&#039;&#039;&#039;==&lt;br /&gt;
To celebrate 15 years of Trainz, N3V Games unveiled &amp;quot;Trainz Model Railroad 2017&amp;quot; (TMR17). Released December 2016, this edition focuses attention on a range of smaller &amp;quot;model&amp;quot; layouts, complete with walls, floorboards, fascia curtains and that real model layout feeling.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Trainz Versions = &lt;br /&gt;
Trainz now operates on PC, Mac, iOS and Android systems. New sections of this wiki are being added continually to update the different versions for different systems. More information on the history of Trainz versions can be found at https://en.wikipedia.org/wiki/Trainz.&lt;br /&gt;
&lt;br /&gt;
For information on Trainz on Mobile go to: [[Platform-mobile|Platform-Mobile]]&lt;br /&gt;
&lt;br /&gt;
= Help Pages =&lt;br /&gt;
&lt;br /&gt;
With the release of Trainz Railroad Simulator 2019 (and TANE SP3), we&#039;ve introduced [[File:2018-10-11 151542.png|link=Help:Getting Started|480x300px|frame|left| a new in-game Help Page]]. &amp;lt;br&amp;gt;&lt;br /&gt;
This provides several new ways to find out answers to all your Trainz questions. Choose from four help options from the in-game Help Home Page:  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Ask A Question gives you access to the enormous (and helpful) Trainz Community.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Use the in-game ? to click on active links which take you directly to the appropriate Trainz Wiki webpage&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Search the Wiki brings you back to this page where you can access other Wiki links such as the Search option, Hot To pages etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* For specific help with orders, game access, DLC etc, please use the Support link. Please note that support does not answer &amp;quot;how to&amp;quot; type game questions.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:2018-10-11 144838.png|link=https://forums.auran.com/trainz/forumdisplay.php?100-In-Game-Help-Requests|480x300px|frame|left|In-game Questions and Answers]]You don&#039;t even have to leave the game to get answers to your questions. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Ask For Help - Simply ask a question and it will be posted to the special Trainz Help Forum. Other Trainz Community Members can then assist you by answering those questions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* My Questions - Review the questions you have asked, check the answers you have received, and close any answered questions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* For specific help with orders, game access, DLC etc, please use the Support link. Please note that support does not answer &amp;quot;how to&amp;quot; type game questions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* The In-game Help Home Page also provide links to a range of Wiki Pages.&lt;br /&gt;
&lt;br /&gt;
Please click on the image to view the Help Forum, or click on this link for the [[Help:TRS19|TRS19 Help Page]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[Image:Helpmode1.jpg||link=Help:Getting Started|480x240px|frame|left|The context sensitive (?) button is shown top right]]The [[Help:Main Page|Help Pages for game functionality]] are accessible from clicking on the &amp;quot;Game Help Main Page&amp;quot; link in the left hand column or by using the [[Help:Help_Mode|(?) button]] from the game&#039;s menu bar. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*These &amp;quot;Game Help&amp;quot; pages explain the function of each of the user interface components, such as what happens when you click on a particular button in-game, or how to use a particular function.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*You can also type your search query in the left hand margin Search box, or in the in-game Search box that opens when you click on the (?) icon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*While functionality may differ in some versions of the game, the concepts are generally similar between versions. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*For more general information about how to complete a certain goal, such as How to Create a Session, check out the [[HowToGuides|&amp;quot;How-To Guides&amp;quot;]] (also accessible from the link in the left hand column).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
Please be aware that the wiki is a source of information, similar to a book. It is not intended as an interactive chat or helpdesk. If you can&#039;t find what you are looking for here, general questions should be asked via the [http://www.auran.com/trainz/forum Trainz Forums].&lt;br /&gt;
&lt;br /&gt;
=Trainz Online Documentation=&lt;br /&gt;
With the introduction of TRS22 and Trainz Plus, we now have an [https://docs.trainzsimulator.com/ online documentation website] that provides searchable Knowledge Base articles and online guides. &lt;br /&gt;
&lt;br /&gt;
Some users may find this alternative better than the user-updated Trainz wiki.&lt;br /&gt;
&lt;br /&gt;
= How-To Guides =&lt;br /&gt;
The [[HowTo]] guides are a series of documents describing how to achieve various tasks within the Trainz environment. It covers a broad range of topics suitable for beginners using Trainz for the first time through to experienced content creators. Each guide covers a specific topic in detail and explains all the steps required to achieve a task, such as [[HowTo/Create a session]].&lt;br /&gt;
&lt;br /&gt;
= Community =&lt;br /&gt;
Visit the [http://www.auran.com/trainz/forum Trainz Forums] for advice and friendly banter and meet thousands of other like-minded train fans from around the world.&lt;br /&gt;
&lt;br /&gt;
= Content Creation =&lt;br /&gt;
Dedicated content creation information may be found at the [[Content Creation]] pages. These pages are targeted for intermediate-to-advanced users, and explain the theory behind the formation of various types of content. These pages are a valuable resource to stay on top of the evolving content creation requirements as we take Trainz into the next generation of high resolution, high quality content.&lt;br /&gt;
&lt;br /&gt;
== Content Creation Tutorial Website ==&lt;br /&gt;
A new resource has been created providing a wide range of Content Creation Tutorials at [http://contentcreation.trainzsimulator.com/ this page].&lt;br /&gt;
&lt;br /&gt;
= Updating the Trainz Wiki = &lt;br /&gt;
This wiki is created by both N3VGames (the developers behind Trainz) and by the Trainz Community (requires a Planet Auran login and registered Trainz product to gain edit rights). &lt;br /&gt;
&lt;br /&gt;
It is a continually evolving repository of information. Trainz Content Creators and fans should feel free to add their own pages to this site, however please be sure to keep page names distinct and meaningful. Pages with ambiguous names that are likely to conflict with other uses will be renamed or removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Help:Help_Mode]]&lt;br /&gt;
*[[Help:Main_Page]]&lt;br /&gt;
*[[HowToGuides]]&lt;br /&gt;
*[[Content Creation]]&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.pbrmetal&amp;diff=47644</id>
		<title>M.pbrmetal</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.pbrmetal&amp;diff=47644"/>
		<updated>2026-10-19T04:52:44Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[m.pbrmetal]] is the most basic PBR-based material type used in Trainz, and should be the default material type of choice for any mesh unless some specific feature of some other material type is required. All PBR materials are defined using a multitude of texture channels (not just a simple RGB image) which define various aspects of the material on a per-texel basis. One major advantage of this approach is that a single in-game [[material]] can be used to display various different real-world materials, rather than requiring multiple separate in-game materials with different parameters. Trainz uses a Metallic/Roughness style [[Physically Based Rendering|PBR workflow]].&lt;br /&gt;
&lt;br /&gt;
It should be noted that the &amp;quot;metal&amp;quot; in the name of this material refers to the physical property used in the lighting equations; it does not mean that the material is only appropriate for metallic surfaces.&lt;br /&gt;
&lt;br /&gt;
This page describes [[&amp;quot;Trainz-build&amp;quot; number|content format v4.6]] and assumes that the [[FBX file format]] is used as a data source for any meshes.&lt;br /&gt;
&lt;br /&gt;
=Texture Slots=&lt;br /&gt;
The following texture slots are used for this material. All textures should typically have the same dimensions unless they represent a uniform color, however this is not strictly enforced.&lt;br /&gt;
&lt;br /&gt;
==Albedo==&lt;br /&gt;
RGB: The [[albedo map]] defines the base color of each texel. The sRGB color space is used.&lt;br /&gt;
&lt;br /&gt;
Please note that there is no alpha channel support. For the most robust result, the alpha channel should be omitted or set to 1.0 (white). Note that unlike legacy Trainz materials, PBR materials do not autodetect opacity mode based on the texture in use. The content creator must select the appropriate material for their desired outcome. Runtime texture replacement should not expect to replace an opaque texture with a blended or masked texture and have the material update automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albedo Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:pbralbedomap1.jpg|border|middle|x200px]]&lt;br /&gt;
&lt;br /&gt;
==Normal==&lt;br /&gt;
RGB: Surface [[normal map]]. This defines which way the surface is facing, relative to the interpolated vertex normals. Since this is an XYZ format rather than color data, it should never be modified in Photoshop. Using Photoshop to add a fourth channel or copy/paste smaller textures into a [[texture atlas]] is acceptable. Per-pixel manipulation or use of filters on the &amp;quot;RGB&amp;quot; channels is not acceptable.&lt;br /&gt;
&lt;br /&gt;
A: [[Parallax Occlusion Map|Displacement height]]. 0.0 represents the deepest possible value, while 1.0 represents the shallowest possible value. While it is possible to paint this data in Photoshop, a linear color space must be used, and far superior results will be available through other data sources. The parallax height and the surface normal must be kept in sync, which means that a third-party tool must be used to generate the surface normal from the parallax height if you are painting this map manually.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal Texture Example with no Alpha Channel (Parallax)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:pbrnormalmap1.jpg|border|middle|x200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal Texture Example with Alpha Channel (Parallax)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:pbrnormalwithalpha.jpg|border|middle|x200px]]&lt;br /&gt;
&lt;br /&gt;
==Parameter==&lt;br /&gt;
This texture is comprised of four separate channels which each form a separate data element. Linear color space (not sRGB) is used for these channels.&lt;br /&gt;
&lt;br /&gt;
[[File:pbrparametersall.jpg|border|middle|x200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Parameters (Emissive - Red Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:[[File:pbrparametersemissivemap1.jpg|border|middle|x200px]]&lt;br /&gt;
&lt;br /&gt;
:R: Emissive. This causes the texture to have an internal glow, even when no external light is present. Used for phosphors, permanently-lit markings, etc. The glow color is based on the albedo. Note that this glow does not cast light upon surrounding surfaces except via the Bloom post-processing effect. You might want to consider making this a gray / dark gray color on some assets that you want more of the albedo color to show through indirect (ambient) lit surfaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Parameters (Roughness - Green Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:[[File:pbrparametersroughnessmap1.jpg|border|middle|x200px]]&lt;br /&gt;
&lt;br /&gt;
:G: Roughness. Defines whether the surface reflections are shiny (0.0) or matte (1.0). See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Parameters (Ambient Occlusion - Blue Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:[[File:pbrparametersambientocclusionmap1.jpg|border|middle|x200px]]&lt;br /&gt;
&lt;br /&gt;
:B: Ambient Occlusion. Defines whether the surface is exposed to ambient lighting conditions (1.0) or affected only by direct lighting (0.0).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Parameters (Metallic - Alpha Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:[[File:pbrparametersmetallicmap1.jpg|border|middle|x200px]]&lt;br /&gt;
&lt;br /&gt;
:A: Metallicity. Defines whether the surface is metallic (1.0) with the albedo used to colorize reflected light, or dielectric (0.0) with the albedo used to colorize the surface. While intermediate values are not physically accurate, they may be used to emulate subsurfaces which are partially metallic. See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
The following images show this material type with a few basic configurations of roughness and metallicity, under identical environmental conditions.&lt;br /&gt;
&lt;br /&gt;
[[File:m.pbrmetal-0.png|border|middle|x200px]] [[File:m.pbrmetal-1.png|border|middle|x200px]] [[File:m.pbrmetal-2.png|border|middle|x200px]] [[File:m.pbrmetal-3.png|border|middle|x200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:trainz_material_cast_iron.jpg|border|middle|x512px]]&lt;br /&gt;
&lt;br /&gt;
Example asset download:&lt;br /&gt;
&lt;br /&gt;
[https://download.trainzportal.com/tutorials/Trainz_Material_-_pbrmetal_(cast_iron).cdp Trainz Material - pbrmetal (cast iron)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:trainz_material_gloss_paint.jpg|border|middle|x512px]]&lt;br /&gt;
&lt;br /&gt;
Example asset download:&lt;br /&gt;
&lt;br /&gt;
[https://download.trainzportal.com/tutorials/Trainz_Material_-_pbrmetal_(gloss_paint).cdp Trainz Material - pbrmetal (gloss paint)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:trainz_material_painted_metal.jpg|border|middle|x512px]]&lt;br /&gt;
&lt;br /&gt;
Example asset download:&lt;br /&gt;
&lt;br /&gt;
[https://download.trainzportal.com/tutorials/Trainz_Material_-_pbrmetal_(painted_metal).cdp Trainz Material - pbrmetal (painted metal)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:trainz_material_rubber.jpg|border|middle|x512px]]&lt;br /&gt;
&lt;br /&gt;
Example asset download:&lt;br /&gt;
&lt;br /&gt;
[https://download.trainzportal.com/tutorials/Trainz_Material_-_pbrmetal_(rubber).cdp Trainz Material - pbrmetal (rubber)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:trainz_material_stainless_steel.jpg|border|middle|x512px]]&lt;br /&gt;
&lt;br /&gt;
Example asset download:&lt;br /&gt;
&lt;br /&gt;
[https://download.trainzportal.com/tutorials/Trainz_Material_-_pbrmetal_(stainless_steel).cdp Trainz Material - pbrmetal (stainless steel)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:chart_roughness_metallic.jpg|border|middle|x512px]]&lt;br /&gt;
&lt;br /&gt;
Example asset (route + objects) download:&lt;br /&gt;
&lt;br /&gt;
[https://download.trainzportal.com/tutorials/pbr_roughness_metallic_chart_180831a.cdp PBR Roughness / Metallic Chart]&lt;br /&gt;
&lt;br /&gt;
=3ds Max Material Configuration=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Texture Assignment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:pbrmetal3dsmaxtextureassignment.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Blender Material Configuration V2.79b=&lt;br /&gt;
&lt;br /&gt;
You must use the Blender Render option in Blender as the Cycles Render in V2.79b doesn&#039;t export the texture names associated with the material.  &lt;br /&gt;
&lt;br /&gt;
The albedo and normal textures have no special requirements but the parameters texture must use the Influence-&amp;gt;Specular-&amp;gt;Hardness tag (checkbox).  The value of the hardness is not exported by the Blender FBX exporter.  Sample settings are shown below.  Note that the normal texture does not use an alpha channel in this example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_PBRMetal_albedo_setting.jpg|border|middle|x700px]]  [[File:Blender_PBRMetal_normal_setting.jpg|border|middle|x700px]]  [[File:Blender_PBRMetal_parameters_setting.jpg|border|middle|x700px]]&lt;br /&gt;
&lt;br /&gt;
=Blender Material Configuration (2.8+)=&lt;br /&gt;
&lt;br /&gt;
The shader node is a Principled BSDF shader and the FBX exporter supports the export of some texture names but not all.  The following connections should be made:&lt;br /&gt;
&lt;br /&gt;
Albedo texture to the Base Color input.&lt;br /&gt;
&lt;br /&gt;
Parameter texture to the Roughness input.&lt;br /&gt;
&lt;br /&gt;
The normal texture, via a normal converter set to Tangent, to the Normal input.&lt;br /&gt;
&lt;br /&gt;
The 3D view of the mesh does not show a true PBR render.&lt;br /&gt;
&lt;br /&gt;
You will need to update the texture.txt files created by the Trainz FBX importer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:MpbrmetalExportBlender2.8beyond.png|border|middle|x700px]]&lt;br /&gt;
&lt;br /&gt;
=Maya LT Material Configuration=&lt;br /&gt;
&lt;br /&gt;
Maya LT uses a Phong shader and the parameters texture should be linked to the shader Cosine Power input via a Set Range node.  Note that the input and output of this node both use Value X.  The Normal Map must be passed through a Bump converter and then connected to the shader Normal input.  The Bump converter &amp;quot;Use as&amp;quot; value within the attributes editor must use the &amp;quot;Tangent Space Normals&amp;quot; option.  See the images below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note.  The material name shown in these images has &amp;quot;FBXASC046&amp;quot; where the full stops (periods) appear in the name box.m.pbrmetal.  Maya LT does not permit full stops (periods) in name and substitutes an underscore which doesn&#039;t work for Trainz.  FBXASC046 gets replaced with a full stop on export.  N3V are looking at this issue.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Sample_pbrmetal_material.jpg|border|middle]]&lt;br /&gt;
[[File:Sample_pbrmetal_material_properties.jpg|border|middle]]  [[File:Bump_normal_converter_properties.jpg|border|middle]]&lt;br /&gt;
&lt;br /&gt;
=Substance Painter Export Preset=&lt;br /&gt;
&lt;br /&gt;
Export preset for Substance Painter. This preset puts every map you need into Albedo, Normal and Parameter texture channels. As result you will get 3 textures, ready for importing into game.&lt;br /&gt;
&lt;br /&gt;
The link below is a preset that has height maps enabled by default.   &lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/ukp3p8uw53332ay/Trainz2019_WithHeight.spexp?dl=0 Trainz 2019 Exporter with Height Maps Enabled]&lt;br /&gt;
&lt;br /&gt;
The link below contains a preset that does not have height maps enabled, which may be more useful to some on rollingstock.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/4gzmuzdy8g7nwzc/Trainz2019.spexp?dl=0 Trainz 2019 Exporter with Height Maps Disabled]&lt;br /&gt;
&lt;br /&gt;
==Installing the Preset==&lt;br /&gt;
&lt;br /&gt;
First download either or both presets to your computer from the links above. Open Substance Painter and navigate to File -&amp;gt; Import Resources. &lt;br /&gt;
&lt;br /&gt;
[[File:Step2.png]]&lt;br /&gt;
&lt;br /&gt;
At the top of the new window, click on &amp;quot;Add resources.&amp;quot; Then locate your preset you&#039;d like to import.&lt;br /&gt;
&lt;br /&gt;
[[File:Step3.png]]&lt;br /&gt;
&lt;br /&gt;
After selecting the preset Substance Painter should already recognize that it is an export preset. &lt;br /&gt;
&lt;br /&gt;
[[File:Step4.png]]&lt;br /&gt;
&lt;br /&gt;
In the dropdown window at the bottom right corner of the active window, you can select where you want to save it. You can either save this into your project file you are currently working on, or add it to your shelf. If you save it to your shelf you won&#039;t have to import it for every project, so this is the best method! After you are done, click Import.&lt;br /&gt;
&lt;br /&gt;
[[File:Step5N.png]]&lt;br /&gt;
&lt;br /&gt;
==Exporting Textures==&lt;br /&gt;
&lt;br /&gt;
When you are ready to export your textures from your project, navigate at the top left to File -&amp;gt; Export Textures. &lt;br /&gt;
&lt;br /&gt;
[[File:Step6.png]]&lt;br /&gt;
&lt;br /&gt;
In this new window, select the dropdown window near &amp;quot;Config&amp;quot; and select your Trainz 2019 preset from the dropdown window. After you select which texture size you want to export or which materials to export, hit export and your textures will export! At the top of the window will be the directory where your textures will export to. In my case, it is exporting to K:\Class 47\Textures\game\lit up. You can change the directory by simply clicking on it.&lt;br /&gt;
&lt;br /&gt;
[[File:Step7.png]]&lt;br /&gt;
&lt;br /&gt;
That&#039;s all you have to do! These presets will support all PBR materials including pbrmetalmasked, and glass. However to use alphas you will need to enable opacity in the Texture Set Settings.&lt;br /&gt;
&lt;br /&gt;
[[Category:Material types| ]]&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Content creation]]&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=TSWT&amp;diff=46806</id>
		<title>TSWT</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=TSWT&amp;diff=46806"/>
		<updated>2026-07-15T02:43:39Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:tswt_wiki_banner.jpg|750px|link=https://info.trainzsimulator.com/xbox]]&lt;br /&gt;
&lt;br /&gt;
All Aboard for the Ultimate Train Driving Adventure: Trainz Simulator: World Tour!&lt;br /&gt;
&lt;br /&gt;
Step into the driver’s seat and embark on an epic train-driving experience. Trainz Simulator: World Tour takes you across 4 stunning locales in 3 countries—spanning the rugged landscapes of the USA, the iconic railways of Great Britain, and the untamed beauty of the Australian Outback.&lt;br /&gt;
&lt;br /&gt;
Explore 4 Stunningly Detailed Routes&lt;br /&gt;
Dive into the immersive world of railroading with routes inspired by real-world locations:&lt;br /&gt;
* Coal Country, USA&lt;br /&gt;
* West From Denver, USA (prototypical)&lt;br /&gt;
* East Coast Main Line: Edinburgh to Dundee, UK (prototypical)&lt;br /&gt;
* Bairnsdale to Orbost, Australia (prototypical)&lt;br /&gt;
&lt;br /&gt;
16 Gameplay Sessions to Master&lt;br /&gt;
With 4 unique gameplay sessions per route, you’ll command a total of 16 immersive challenges. Begin your journey hauling coal in the USA before heading to the UK’s historic railways, and finally over to rural Australia.&lt;br /&gt;
&lt;br /&gt;
Control Trains from Around the Globe&lt;br /&gt;
From powerful diesels to iconic steam locomotives, take charge of world-class engines, including:&lt;br /&gt;
* CSX GP38-2 Diesel&lt;br /&gt;
* UP GP38-2 Diesel&lt;br /&gt;
* C&amp;amp;O 2-8-4 Kanawha Steam&lt;br /&gt;
* BR 9F Evening Star Steam&lt;br /&gt;
* BR HST Inter-City 125 Diesel&lt;br /&gt;
* BR Class 40 Diesel&lt;br /&gt;
* BR Class 47 Diesel&lt;br /&gt;
* Amtrack P42DC hauling Superliner Cars&lt;br /&gt;
* CSX SW1500 Switcher&lt;br /&gt;
* BR Class 08 Shunter&lt;br /&gt;
* VR T Class Diesel&lt;br /&gt;
* VR K190 Steam&lt;br /&gt;
And that’s just the start!&lt;br /&gt;
&lt;br /&gt;
With a vast array of rolling stock to haul and missions to complete, every session offers a new and thrilling experience.&lt;br /&gt;
&lt;br /&gt;
Whether you’re shunting freight, racing against time, or navigating challenging terrains, Trainz Simulator: World Tour is your ticket to a brand new train-driving adventure.&lt;br /&gt;
&lt;br /&gt;
Get on board today!&lt;br /&gt;
&lt;br /&gt;
For detailed information on the content and features for Trainz Simulator World Tour, visit &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://info.trainzsimulator.com/xbox the TSWT official website]&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=TSWT&amp;diff=46805</id>
		<title>TSWT</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=TSWT&amp;diff=46805"/>
		<updated>2026-07-15T02:42:45Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:tswt_wiki_banner.jpg|750px]]&lt;br /&gt;
&lt;br /&gt;
All Aboard for the Ultimate Train Driving Adventure: Trainz Simulator: World Tour!&lt;br /&gt;
&lt;br /&gt;
Step into the driver’s seat and embark on an epic train-driving experience. Trainz Simulator: World Tour takes you across 4 stunning locales in 3 countries—spanning the rugged landscapes of the USA, the iconic railways of Great Britain, and the untamed beauty of the Australian Outback.&lt;br /&gt;
&lt;br /&gt;
Explore 4 Stunningly Detailed Routes&lt;br /&gt;
Dive into the immersive world of railroading with routes inspired by real-world locations:&lt;br /&gt;
* Coal Country, USA&lt;br /&gt;
* West From Denver, USA (prototypical)&lt;br /&gt;
* East Coast Main Line: Edinburgh to Dundee, UK (prototypical)&lt;br /&gt;
* Bairnsdale to Orbost, Australia (prototypical)&lt;br /&gt;
&lt;br /&gt;
16 Gameplay Sessions to Master&lt;br /&gt;
With 4 unique gameplay sessions per route, you’ll command a total of 16 immersive challenges. Begin your journey hauling coal in the USA before heading to the UK’s historic railways, and finally over to rural Australia.&lt;br /&gt;
&lt;br /&gt;
Control Trains from Around the Globe&lt;br /&gt;
From powerful diesels to iconic steam locomotives, take charge of world-class engines, including:&lt;br /&gt;
* CSX GP38-2 Diesel&lt;br /&gt;
* UP GP38-2 Diesel&lt;br /&gt;
* C&amp;amp;O 2-8-4 Kanawha Steam&lt;br /&gt;
* BR 9F Evening Star Steam&lt;br /&gt;
* BR HST Inter-City 125 Diesel&lt;br /&gt;
* BR Class 40 Diesel&lt;br /&gt;
* BR Class 47 Diesel&lt;br /&gt;
* Amtrack P42DC hauling Superliner Cars&lt;br /&gt;
* CSX SW1500 Switcher&lt;br /&gt;
* BR Class 08 Shunter&lt;br /&gt;
* VR T Class Diesel&lt;br /&gt;
* VR K190 Steam&lt;br /&gt;
And that’s just the start!&lt;br /&gt;
&lt;br /&gt;
With a vast array of rolling stock to haul and missions to complete, every session offers a new and thrilling experience.&lt;br /&gt;
&lt;br /&gt;
Whether you’re shunting freight, racing against time, or navigating challenging terrains, Trainz Simulator: World Tour is your ticket to a brand new train-driving adventure.&lt;br /&gt;
&lt;br /&gt;
Get on board today!&lt;br /&gt;
&lt;br /&gt;
For detailed information on the content and features for Trainz Simulator World Tour, visit &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://info.trainzsimulator.com/xbox the TSWT official website]&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:Tswt_wiki_banner.jpg&amp;diff=46804</id>
		<title>File:Tswt wiki banner.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:Tswt_wiki_banner.jpg&amp;diff=46804"/>
		<updated>2026-07-15T02:41:28Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=TSWT&amp;diff=46803</id>
		<title>TSWT</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=TSWT&amp;diff=46803"/>
		<updated>2026-07-15T02:39:29Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:tswt_wiki_banner.jpg|750px]]&lt;br /&gt;
&lt;br /&gt;
All Aboard for the Ultimate Train Driving Adventure: Trainz Simulator: World Tour!&lt;br /&gt;
&lt;br /&gt;
Step into the driver’s seat and embark on an epic train-driving experience. Trainz Simulator: World Tour takes you across 4 stunning locales in 3 countries—spanning the rugged landscapes of the USA, the iconic railways of Great Britain, and the untamed beauty of the Australian Outback.&lt;br /&gt;
&lt;br /&gt;
Explore 4 Stunningly Detailed Routes&lt;br /&gt;
Dive into the immersive world of railroading with routes inspired by real-world locations:&lt;br /&gt;
* Coal Country, USA&lt;br /&gt;
* West From Denver, USA (prototypical)&lt;br /&gt;
* East Coast Main Line: Edinburgh to Dundee, UK (prototypical)&lt;br /&gt;
* Bairnsdale to Orbost, Australia (prototypical)&lt;br /&gt;
&lt;br /&gt;
16 Gameplay Sessions to Master&lt;br /&gt;
With 4 unique gameplay sessions per route, you’ll command a total of 16 immersive challenges. Begin your journey hauling coal in the USA before heading to the UK’s historic railways, and finally over to rural Australia.&lt;br /&gt;
&lt;br /&gt;
Control Trains from Around the Globe&lt;br /&gt;
From powerful diesels to iconic steam locomotives, take charge of world-class engines, including:&lt;br /&gt;
* CSX GP38-2 Diesel&lt;br /&gt;
* UP GP38-2 Diesel&lt;br /&gt;
* C&amp;amp;O 2-8-4 Kanawha Steam&lt;br /&gt;
* BR 9F Evening Star Steam&lt;br /&gt;
* BR HST Inter-City 125 Diesel&lt;br /&gt;
* BR Class 40 Diesel&lt;br /&gt;
* BR Class 47 Diesel&lt;br /&gt;
* Amtrack P42DC hauling Superliner Cars&lt;br /&gt;
* CSX SW1500 Switcher&lt;br /&gt;
* BR Class 08 Shunter&lt;br /&gt;
* VR T Class Diesel&lt;br /&gt;
* VR K190 Steam&lt;br /&gt;
And that’s just the start!&lt;br /&gt;
&lt;br /&gt;
With a vast array of rolling stock to haul and missions to complete, every session offers a new and thrilling experience.&lt;br /&gt;
&lt;br /&gt;
Whether you’re shunting freight, racing against time, or navigating challenging terrains, Trainz Simulator: World Tour is your ticket to a brand new train-driving adventure.&lt;br /&gt;
&lt;br /&gt;
Get on board today!&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=TSWT&amp;diff=46802</id>
		<title>TSWT</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=TSWT&amp;diff=46802"/>
		<updated>2026-07-15T02:38:47Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: Created page with &amp;quot;All Aboard for the Ultimate Train Driving Adventure: Trainz Simulator: World Tour!  Step into the driver’s seat and embark on an epic train-driving experience. Trainz Simula...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All Aboard for the Ultimate Train Driving Adventure: Trainz Simulator: World Tour!&lt;br /&gt;
&lt;br /&gt;
Step into the driver’s seat and embark on an epic train-driving experience. Trainz Simulator: World Tour takes you across 4 stunning locales in 3 countries—spanning the rugged landscapes of the USA, the iconic railways of Great Britain, and the untamed beauty of the Australian Outback.&lt;br /&gt;
&lt;br /&gt;
Explore 4 Stunningly Detailed Routes&lt;br /&gt;
Dive into the immersive world of railroading with routes inspired by real-world locations:&lt;br /&gt;
* Coal Country, USA&lt;br /&gt;
* West From Denver, USA (prototypical)&lt;br /&gt;
* East Coast Main Line: Edinburgh to Dundee, UK (prototypical)&lt;br /&gt;
* Bairnsdale to Orbost, Australia (prototypical)&lt;br /&gt;
&lt;br /&gt;
16 Gameplay Sessions to Master&lt;br /&gt;
With 4 unique gameplay sessions per route, you’ll command a total of 16 immersive challenges. Begin your journey hauling coal in the USA before heading to the UK’s historic railways, and finally over to rural Australia.&lt;br /&gt;
&lt;br /&gt;
Control Trains from Around the Globe&lt;br /&gt;
From powerful diesels to iconic steam locomotives, take charge of world-class engines, including:&lt;br /&gt;
* CSX GP38-2 Diesel&lt;br /&gt;
* UP GP38-2 Diesel&lt;br /&gt;
* C&amp;amp;O 2-8-4 Kanawha Steam&lt;br /&gt;
* BR 9F Evening Star Steam&lt;br /&gt;
* BR HST Inter-City 125 Diesel&lt;br /&gt;
* BR Class 40 Diesel&lt;br /&gt;
* BR Class 47 Diesel&lt;br /&gt;
* Amtrack P42DC hauling Superliner Cars&lt;br /&gt;
* CSX SW1500 Switcher&lt;br /&gt;
* BR Class 08 Shunter&lt;br /&gt;
* VR T Class Diesel&lt;br /&gt;
* VR K190 Steam&lt;br /&gt;
And that’s just the start!&lt;br /&gt;
&lt;br /&gt;
With a vast array of rolling stock to haul and missions to complete, every session offers a new and thrilling experience.&lt;br /&gt;
&lt;br /&gt;
Whether you’re shunting freight, racing against time, or navigating challenging terrains, Trainz Simulator: World Tour is your ticket to a brand new train-driving adventure.&lt;br /&gt;
&lt;br /&gt;
Get on board today!&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Main_Page&amp;diff=46801</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Main_Page&amp;diff=46801"/>
		<updated>2026-07-15T02:37:49Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: /*  Trainz Simulator World Tour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Trainz Wiki Main Page - the online home for detailed information about the Trainz Simulator product range!&lt;br /&gt;
&lt;br /&gt;
= Latest News = &lt;br /&gt;
== &#039;&#039;&#039;[[Trainz_Plus | Trainz Plus]]&#039;&#039;&#039;== &lt;br /&gt;
[[Trainz_Plus | Trainz Plus]] is the latest version of Trainz that gets regular feature and content updates. &lt;br /&gt;
&lt;br /&gt;
You can see the list of past [[Trainz_Plus | Trainz Plus updates here.]]&lt;br /&gt;
&lt;br /&gt;
[[File:2020-02-13_093916.png|500px]]&lt;br /&gt;
&lt;br /&gt;
To ensure you always have the latest version of Trainz investigate our membership options at [[https://info.trainzsimulator.com/trainz-plus the Trainz Plus Landing Page]] or simply log in to MyTrainz to join.&lt;br /&gt;
&lt;br /&gt;
==Other useful links:==&lt;br /&gt;
*  [https://docs.trainzsimulator.com/docs/trainz-plus  Trainz Plus Online Documentation]&amp;lt;br&amp;gt;&lt;br /&gt;
* [https://docs.trainzsimulator.com/docs/surveyor20 S20 Overview]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[How_to_Use_S20_Tools | S20 Tools ]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[How_to_Use_S20_Palettes |S20 Palettes ]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[TSWT | Trainz Simulator World Tour]]&#039;&#039;&#039;==  &lt;br /&gt;
&lt;br /&gt;
Desktop Official Release Date: July 15, 2026. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* To find out more about the product, visit [[https://info.trainzsimulator.com/xbox the official website]].&lt;br /&gt;
[[File:2022-07-12 tswt_wiki_banner.png|500px|link=https://info.trainzsimulator.com/xbox]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[TRS22 | Trainz Railroad Simulator 2022]]&#039;&#039;&#039;==  &lt;br /&gt;
&lt;br /&gt;
Pre-orders / Early Access: Dec 1, 2021&amp;lt;br&amp;gt;&lt;br /&gt;
Official Release Date: May 31, 2022. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* To find out more about the product, visit [[https://store.trainzportal.com/pages/trainz-railroad-simulator-2022: the Trainz Store]].&lt;br /&gt;
[[File:2022-07-12 114855.png|500px|link=https://store.trainzportal.com/pages/trainz-railroad-simulator-2022]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[TRS19 | Trainz Railroad Simulator 2019]]&#039;&#039;&#039;==  &lt;br /&gt;
&lt;br /&gt;
Official Release Date: December 21, 2018. &amp;lt;br&amp;gt;&lt;br /&gt;
* To find out more about the product, visit [[TRS19]] or [[http://trs19.trainzportal.com: the TRS19 Landing Page]].&lt;br /&gt;
* To purchase the product, visit [[http://store.trainzportal.com/products/trainz-railroad-simulator-2019: the Trainz Store]].&lt;br /&gt;
[[File:Background1-1-1920x1080.jpg|500px|link=https://store.trainzportal.com/products/trainz-railroad-simulator-2019]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;[http://store.trainzportal.com/products/trainz-a-new-era Trainz: A New Era]&#039;&#039;&#039;==&lt;br /&gt;
Released May 15, 2015. Promoted through Kickstarter in late 2013 and then through [[http://anewera.trainzportal.com: TrainzPortal]], the development of [[Trainz_A_New_Era|Trainz: A New Era (TANE)]] was originally supported by 1792 &amp;quot;supporters&amp;quot;, then by signing up with Koch Media/Deep Silver to help us complete development. With a brand new game engine and a range of new features, TANE set a new benchmark for train simulators around the world.&lt;br /&gt;
&lt;br /&gt;
[[File:tane_support_btn.png |link=http://faq.trainzportal.com]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;[http://store.trainzportal.com/products/trainz-model-railroad-2017 Trainz Model Railroad 2017]&#039;&#039;&#039;==&lt;br /&gt;
To celebrate 15 years of Trainz, N3V Games unveiled &amp;quot;Trainz Model Railroad 2017&amp;quot; (TMR17). Released December 2016, this edition focuses attention on a range of smaller &amp;quot;model&amp;quot; layouts, complete with walls, floorboards, fascia curtains and that real model layout feeling.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Trainz Versions = &lt;br /&gt;
Trainz now operates on PC, Mac, iOS and Android systems. New sections of this wiki are being added continually to update the different versions for different systems. More information on the history of Trainz versions can be found at https://en.wikipedia.org/wiki/Trainz.&lt;br /&gt;
&lt;br /&gt;
For information on Trainz on Mobile go to: [[Platform-mobile|Platform-Mobile]]&lt;br /&gt;
&lt;br /&gt;
= Help Pages =&lt;br /&gt;
&lt;br /&gt;
With the release of Trainz Railroad Simulator 2019 (and TANE SP3), we&#039;ve introduced [[File:2018-10-11 151542.png|link=Help:Getting Started|480x300px|frame|left| a new in-game Help Page]]. &amp;lt;br&amp;gt;&lt;br /&gt;
This provides several new ways to find out answers to all your Trainz questions. Choose from four help options from the in-game Help Home Page:  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Ask A Question gives you access to the enormous (and helpful) Trainz Community.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Use the in-game ? to click on active links which take you directly to the appropriate Trainz Wiki webpage&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Search the Wiki brings you back to this page where you can access other Wiki links such as the Search option, Hot To pages etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* For specific help with orders, game access, DLC etc, please use the Support link. Please note that support does not answer &amp;quot;how to&amp;quot; type game questions.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:2018-10-11 144838.png|link=https://forums.auran.com/trainz/forumdisplay.php?100-In-Game-Help-Requests|480x300px|frame|left|In-game Questions and Answers]]You don&#039;t even have to leave the game to get answers to your questions. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Ask For Help - Simply ask a question and it will be posted to the special Trainz Help Forum. Other Trainz Community Members can then assist you by answering those questions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* My Questions - Review the questions you have asked, check the answers you have received, and close any answered questions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* For specific help with orders, game access, DLC etc, please use the Support link. Please note that support does not answer &amp;quot;how to&amp;quot; type game questions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* The In-game Help Home Page also provide links to a range of Wiki Pages.&lt;br /&gt;
&lt;br /&gt;
Please click on the image to view the Help Forum, or click on this link for the [[Help:TRS19|TRS19 Help Page]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[Image:Helpmode1.jpg||link=Help:Getting Started|480x240px|frame|left|The context sensitive (?) button is shown top right]]The [[Help:Main Page|Help Pages for game functionality]] are accessible from clicking on the &amp;quot;Game Help Main Page&amp;quot; link in the left hand column or by using the [[Help:Help_Mode|(?) button]] from the game&#039;s menu bar. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*These &amp;quot;Game Help&amp;quot; pages explain the function of each of the user interface components, such as what happens when you click on a particular button in-game, or how to use a particular function.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*You can also type your search query in the left hand margin Search box, or in the in-game Search box that opens when you click on the (?) icon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*While functionality may differ in some versions of the game, the concepts are generally similar between versions. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*For more general information about how to complete a certain goal, such as How to Create a Session, check out the [[HowToGuides|&amp;quot;How-To Guides&amp;quot;]] (also accessible from the link in the left hand column).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
Please be aware that the wiki is a source of information, similar to a book. It is not intended as an interactive chat or helpdesk. If you can&#039;t find what you are looking for here, general questions should be asked via the [http://www.auran.com/trainz/forum Trainz Forums].&lt;br /&gt;
&lt;br /&gt;
=Trainz Online Documentation=&lt;br /&gt;
With the introduction of TRS22 and Trainz Plus, we now have an [https://docs.trainzsimulator.com/ online documentation website] that provides searchable Knowledge Base articles and online guides. &lt;br /&gt;
&lt;br /&gt;
Some users may find this alternative better than the user-updated Trainz wiki.&lt;br /&gt;
&lt;br /&gt;
= How-To Guides =&lt;br /&gt;
The [[HowTo]] guides are a series of documents describing how to achieve various tasks within the Trainz environment. It covers a broad range of topics suitable for beginners using Trainz for the first time through to experienced content creators. Each guide covers a specific topic in detail and explains all the steps required to achieve a task, such as [[HowTo/Create a session]].&lt;br /&gt;
&lt;br /&gt;
= Community =&lt;br /&gt;
Visit the [http://www.auran.com/trainz/forum Trainz Forums] for advice and friendly banter and meet thousands of other like-minded train fans from around the world.&lt;br /&gt;
&lt;br /&gt;
= Content Creation =&lt;br /&gt;
Dedicated content creation information may be found at the [[Content Creation]] pages. These pages are targeted for intermediate-to-advanced users, and explain the theory behind the formation of various types of content. These pages are a valuable resource to stay on top of the evolving content creation requirements as we take Trainz into the next generation of high resolution, high quality content.&lt;br /&gt;
&lt;br /&gt;
== Content Creation Tutorial Website ==&lt;br /&gt;
A new resource has been created providing a wide range of Content Creation Tutorials at [http://contentcreation.trainzsimulator.com/ this page].&lt;br /&gt;
&lt;br /&gt;
= Updating the Trainz Wiki = &lt;br /&gt;
This wiki is created by both N3VGames (the developers behind Trainz) and by the Trainz Community (requires a Planet Auran login and registered Trainz product to gain edit rights). &lt;br /&gt;
&lt;br /&gt;
It is a continually evolving repository of information. Trainz Content Creators and fans should feel free to add their own pages to this site, however please be sure to keep page names distinct and meaningful. Pages with ambiguous names that are likely to conflict with other uses will be renamed or removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Help:Help_Mode]]&lt;br /&gt;
*[[Help:Main_Page]]&lt;br /&gt;
*[[HowToGuides]]&lt;br /&gt;
*[[Content Creation]]&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Main_Page&amp;diff=46800</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Main_Page&amp;diff=46800"/>
		<updated>2026-07-15T02:37:09Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: /*  Trainz Simulator World Tour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Trainz Wiki Main Page - the online home for detailed information about the Trainz Simulator product range!&lt;br /&gt;
&lt;br /&gt;
= Latest News = &lt;br /&gt;
== &#039;&#039;&#039;[[Trainz_Plus | Trainz Plus]]&#039;&#039;&#039;== &lt;br /&gt;
[[Trainz_Plus | Trainz Plus]] is the latest version of Trainz that gets regular feature and content updates. &lt;br /&gt;
&lt;br /&gt;
You can see the list of past [[Trainz_Plus | Trainz Plus updates here.]]&lt;br /&gt;
&lt;br /&gt;
[[File:2020-02-13_093916.png|500px]]&lt;br /&gt;
&lt;br /&gt;
To ensure you always have the latest version of Trainz investigate our membership options at [[https://info.trainzsimulator.com/trainz-plus the Trainz Plus Landing Page]] or simply log in to MyTrainz to join.&lt;br /&gt;
&lt;br /&gt;
==Other useful links:==&lt;br /&gt;
*  [https://docs.trainzsimulator.com/docs/trainz-plus  Trainz Plus Online Documentation]&amp;lt;br&amp;gt;&lt;br /&gt;
* [https://docs.trainzsimulator.com/docs/surveyor20 S20 Overview]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[How_to_Use_S20_Tools | S20 Tools ]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[How_to_Use_S20_Palettes |S20 Palettes ]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[TRS22 | Trainz Simulator World Tour]]&#039;&#039;&#039;==  &lt;br /&gt;
&lt;br /&gt;
Desktop Official Release Date: July 15, 2026. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* To find out more about the product, visit [[https://info.trainzsimulator.com/xbox the official website]].&lt;br /&gt;
[[File:2022-07-12 tswt_wiki_banner.png|500px|link=https://info.trainzsimulator.com/xbox]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[TRS22 | Trainz Railroad Simulator 2022]]&#039;&#039;&#039;==  &lt;br /&gt;
&lt;br /&gt;
Pre-orders / Early Access: Dec 1, 2021&amp;lt;br&amp;gt;&lt;br /&gt;
Official Release Date: May 31, 2022. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* To find out more about the product, visit [[https://store.trainzportal.com/pages/trainz-railroad-simulator-2022: the Trainz Store]].&lt;br /&gt;
[[File:2022-07-12 114855.png|500px|link=https://store.trainzportal.com/pages/trainz-railroad-simulator-2022]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[TRS19 | Trainz Railroad Simulator 2019]]&#039;&#039;&#039;==  &lt;br /&gt;
&lt;br /&gt;
Official Release Date: December 21, 2018. &amp;lt;br&amp;gt;&lt;br /&gt;
* To find out more about the product, visit [[TRS19]] or [[http://trs19.trainzportal.com: the TRS19 Landing Page]].&lt;br /&gt;
* To purchase the product, visit [[http://store.trainzportal.com/products/trainz-railroad-simulator-2019: the Trainz Store]].&lt;br /&gt;
[[File:Background1-1-1920x1080.jpg|500px|link=https://store.trainzportal.com/products/trainz-railroad-simulator-2019]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;[http://store.trainzportal.com/products/trainz-a-new-era Trainz: A New Era]&#039;&#039;&#039;==&lt;br /&gt;
Released May 15, 2015. Promoted through Kickstarter in late 2013 and then through [[http://anewera.trainzportal.com: TrainzPortal]], the development of [[Trainz_A_New_Era|Trainz: A New Era (TANE)]] was originally supported by 1792 &amp;quot;supporters&amp;quot;, then by signing up with Koch Media/Deep Silver to help us complete development. With a brand new game engine and a range of new features, TANE set a new benchmark for train simulators around the world.&lt;br /&gt;
&lt;br /&gt;
[[File:tane_support_btn.png |link=http://faq.trainzportal.com]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;[http://store.trainzportal.com/products/trainz-model-railroad-2017 Trainz Model Railroad 2017]&#039;&#039;&#039;==&lt;br /&gt;
To celebrate 15 years of Trainz, N3V Games unveiled &amp;quot;Trainz Model Railroad 2017&amp;quot; (TMR17). Released December 2016, this edition focuses attention on a range of smaller &amp;quot;model&amp;quot; layouts, complete with walls, floorboards, fascia curtains and that real model layout feeling.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Trainz Versions = &lt;br /&gt;
Trainz now operates on PC, Mac, iOS and Android systems. New sections of this wiki are being added continually to update the different versions for different systems. More information on the history of Trainz versions can be found at https://en.wikipedia.org/wiki/Trainz.&lt;br /&gt;
&lt;br /&gt;
For information on Trainz on Mobile go to: [[Platform-mobile|Platform-Mobile]]&lt;br /&gt;
&lt;br /&gt;
= Help Pages =&lt;br /&gt;
&lt;br /&gt;
With the release of Trainz Railroad Simulator 2019 (and TANE SP3), we&#039;ve introduced [[File:2018-10-11 151542.png|link=Help:Getting Started|480x300px|frame|left| a new in-game Help Page]]. &amp;lt;br&amp;gt;&lt;br /&gt;
This provides several new ways to find out answers to all your Trainz questions. Choose from four help options from the in-game Help Home Page:  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Ask A Question gives you access to the enormous (and helpful) Trainz Community.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Use the in-game ? to click on active links which take you directly to the appropriate Trainz Wiki webpage&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Search the Wiki brings you back to this page where you can access other Wiki links such as the Search option, Hot To pages etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* For specific help with orders, game access, DLC etc, please use the Support link. Please note that support does not answer &amp;quot;how to&amp;quot; type game questions.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:2018-10-11 144838.png|link=https://forums.auran.com/trainz/forumdisplay.php?100-In-Game-Help-Requests|480x300px|frame|left|In-game Questions and Answers]]You don&#039;t even have to leave the game to get answers to your questions. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Ask For Help - Simply ask a question and it will be posted to the special Trainz Help Forum. Other Trainz Community Members can then assist you by answering those questions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* My Questions - Review the questions you have asked, check the answers you have received, and close any answered questions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* For specific help with orders, game access, DLC etc, please use the Support link. Please note that support does not answer &amp;quot;how to&amp;quot; type game questions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* The In-game Help Home Page also provide links to a range of Wiki Pages.&lt;br /&gt;
&lt;br /&gt;
Please click on the image to view the Help Forum, or click on this link for the [[Help:TRS19|TRS19 Help Page]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[Image:Helpmode1.jpg||link=Help:Getting Started|480x240px|frame|left|The context sensitive (?) button is shown top right]]The [[Help:Main Page|Help Pages for game functionality]] are accessible from clicking on the &amp;quot;Game Help Main Page&amp;quot; link in the left hand column or by using the [[Help:Help_Mode|(?) button]] from the game&#039;s menu bar. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*These &amp;quot;Game Help&amp;quot; pages explain the function of each of the user interface components, such as what happens when you click on a particular button in-game, or how to use a particular function.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*You can also type your search query in the left hand margin Search box, or in the in-game Search box that opens when you click on the (?) icon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*While functionality may differ in some versions of the game, the concepts are generally similar between versions. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*For more general information about how to complete a certain goal, such as How to Create a Session, check out the [[HowToGuides|&amp;quot;How-To Guides&amp;quot;]] (also accessible from the link in the left hand column).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
Please be aware that the wiki is a source of information, similar to a book. It is not intended as an interactive chat or helpdesk. If you can&#039;t find what you are looking for here, general questions should be asked via the [http://www.auran.com/trainz/forum Trainz Forums].&lt;br /&gt;
&lt;br /&gt;
=Trainz Online Documentation=&lt;br /&gt;
With the introduction of TRS22 and Trainz Plus, we now have an [https://docs.trainzsimulator.com/ online documentation website] that provides searchable Knowledge Base articles and online guides. &lt;br /&gt;
&lt;br /&gt;
Some users may find this alternative better than the user-updated Trainz wiki.&lt;br /&gt;
&lt;br /&gt;
= How-To Guides =&lt;br /&gt;
The [[HowTo]] guides are a series of documents describing how to achieve various tasks within the Trainz environment. It covers a broad range of topics suitable for beginners using Trainz for the first time through to experienced content creators. Each guide covers a specific topic in detail and explains all the steps required to achieve a task, such as [[HowTo/Create a session]].&lt;br /&gt;
&lt;br /&gt;
= Community =&lt;br /&gt;
Visit the [http://www.auran.com/trainz/forum Trainz Forums] for advice and friendly banter and meet thousands of other like-minded train fans from around the world.&lt;br /&gt;
&lt;br /&gt;
= Content Creation =&lt;br /&gt;
Dedicated content creation information may be found at the [[Content Creation]] pages. These pages are targeted for intermediate-to-advanced users, and explain the theory behind the formation of various types of content. These pages are a valuable resource to stay on top of the evolving content creation requirements as we take Trainz into the next generation of high resolution, high quality content.&lt;br /&gt;
&lt;br /&gt;
== Content Creation Tutorial Website ==&lt;br /&gt;
A new resource has been created providing a wide range of Content Creation Tutorials at [http://contentcreation.trainzsimulator.com/ this page].&lt;br /&gt;
&lt;br /&gt;
= Updating the Trainz Wiki = &lt;br /&gt;
This wiki is created by both N3VGames (the developers behind Trainz) and by the Trainz Community (requires a Planet Auran login and registered Trainz product to gain edit rights). &lt;br /&gt;
&lt;br /&gt;
It is a continually evolving repository of information. Trainz Content Creators and fans should feel free to add their own pages to this site, however please be sure to keep page names distinct and meaningful. Pages with ambiguous names that are likely to conflict with other uses will be renamed or removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Help:Help_Mode]]&lt;br /&gt;
*[[Help:Main_Page]]&lt;br /&gt;
*[[HowToGuides]]&lt;br /&gt;
*[[Content Creation]]&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Main_Page&amp;diff=46799</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Main_Page&amp;diff=46799"/>
		<updated>2026-07-15T02:36:39Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: /*  Trainz Simulator World Tour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Trainz Wiki Main Page - the online home for detailed information about the Trainz Simulator product range!&lt;br /&gt;
&lt;br /&gt;
= Latest News = &lt;br /&gt;
== &#039;&#039;&#039;[[Trainz_Plus | Trainz Plus]]&#039;&#039;&#039;== &lt;br /&gt;
[[Trainz_Plus | Trainz Plus]] is the latest version of Trainz that gets regular feature and content updates. &lt;br /&gt;
&lt;br /&gt;
You can see the list of past [[Trainz_Plus | Trainz Plus updates here.]]&lt;br /&gt;
&lt;br /&gt;
[[File:2020-02-13_093916.png|500px]]&lt;br /&gt;
&lt;br /&gt;
To ensure you always have the latest version of Trainz investigate our membership options at [[https://info.trainzsimulator.com/trainz-plus the Trainz Plus Landing Page]] or simply log in to MyTrainz to join.&lt;br /&gt;
&lt;br /&gt;
==Other useful links:==&lt;br /&gt;
*  [https://docs.trainzsimulator.com/docs/trainz-plus  Trainz Plus Online Documentation]&amp;lt;br&amp;gt;&lt;br /&gt;
* [https://docs.trainzsimulator.com/docs/surveyor20 S20 Overview]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[How_to_Use_S20_Tools | S20 Tools ]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[How_to_Use_S20_Palettes |S20 Palettes ]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[TRS22 | Trainz Simulator World Tour]]&#039;&#039;&#039;==  &lt;br /&gt;
&lt;br /&gt;
Desktop Official Release Date: July 15, 2026. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* To find out more about the product, visit [[https://info.trainzsimulator.com/xbox: the official website]].&lt;br /&gt;
[[File:2022-07-12 tswt_wiki_banner.png|500px|link=https://info.trainzsimulator.com/xbox]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[TRS22 | Trainz Railroad Simulator 2022]]&#039;&#039;&#039;==  &lt;br /&gt;
&lt;br /&gt;
Pre-orders / Early Access: Dec 1, 2021&amp;lt;br&amp;gt;&lt;br /&gt;
Official Release Date: May 31, 2022. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* To find out more about the product, visit [[https://store.trainzportal.com/pages/trainz-railroad-simulator-2022: the Trainz Store]].&lt;br /&gt;
[[File:2022-07-12 114855.png|500px|link=https://store.trainzportal.com/pages/trainz-railroad-simulator-2022]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[TRS19 | Trainz Railroad Simulator 2019]]&#039;&#039;&#039;==  &lt;br /&gt;
&lt;br /&gt;
Official Release Date: December 21, 2018. &amp;lt;br&amp;gt;&lt;br /&gt;
* To find out more about the product, visit [[TRS19]] or [[http://trs19.trainzportal.com: the TRS19 Landing Page]].&lt;br /&gt;
* To purchase the product, visit [[http://store.trainzportal.com/products/trainz-railroad-simulator-2019: the Trainz Store]].&lt;br /&gt;
[[File:Background1-1-1920x1080.jpg|500px|link=https://store.trainzportal.com/products/trainz-railroad-simulator-2019]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;[http://store.trainzportal.com/products/trainz-a-new-era Trainz: A New Era]&#039;&#039;&#039;==&lt;br /&gt;
Released May 15, 2015. Promoted through Kickstarter in late 2013 and then through [[http://anewera.trainzportal.com: TrainzPortal]], the development of [[Trainz_A_New_Era|Trainz: A New Era (TANE)]] was originally supported by 1792 &amp;quot;supporters&amp;quot;, then by signing up with Koch Media/Deep Silver to help us complete development. With a brand new game engine and a range of new features, TANE set a new benchmark for train simulators around the world.&lt;br /&gt;
&lt;br /&gt;
[[File:tane_support_btn.png |link=http://faq.trainzportal.com]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;[http://store.trainzportal.com/products/trainz-model-railroad-2017 Trainz Model Railroad 2017]&#039;&#039;&#039;==&lt;br /&gt;
To celebrate 15 years of Trainz, N3V Games unveiled &amp;quot;Trainz Model Railroad 2017&amp;quot; (TMR17). Released December 2016, this edition focuses attention on a range of smaller &amp;quot;model&amp;quot; layouts, complete with walls, floorboards, fascia curtains and that real model layout feeling.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Trainz Versions = &lt;br /&gt;
Trainz now operates on PC, Mac, iOS and Android systems. New sections of this wiki are being added continually to update the different versions for different systems. More information on the history of Trainz versions can be found at https://en.wikipedia.org/wiki/Trainz.&lt;br /&gt;
&lt;br /&gt;
For information on Trainz on Mobile go to: [[Platform-mobile|Platform-Mobile]]&lt;br /&gt;
&lt;br /&gt;
= Help Pages =&lt;br /&gt;
&lt;br /&gt;
With the release of Trainz Railroad Simulator 2019 (and TANE SP3), we&#039;ve introduced [[File:2018-10-11 151542.png|link=Help:Getting Started|480x300px|frame|left| a new in-game Help Page]]. &amp;lt;br&amp;gt;&lt;br /&gt;
This provides several new ways to find out answers to all your Trainz questions. Choose from four help options from the in-game Help Home Page:  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Ask A Question gives you access to the enormous (and helpful) Trainz Community.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Use the in-game ? to click on active links which take you directly to the appropriate Trainz Wiki webpage&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Search the Wiki brings you back to this page where you can access other Wiki links such as the Search option, Hot To pages etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* For specific help with orders, game access, DLC etc, please use the Support link. Please note that support does not answer &amp;quot;how to&amp;quot; type game questions.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:2018-10-11 144838.png|link=https://forums.auran.com/trainz/forumdisplay.php?100-In-Game-Help-Requests|480x300px|frame|left|In-game Questions and Answers]]You don&#039;t even have to leave the game to get answers to your questions. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Ask For Help - Simply ask a question and it will be posted to the special Trainz Help Forum. Other Trainz Community Members can then assist you by answering those questions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* My Questions - Review the questions you have asked, check the answers you have received, and close any answered questions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* For specific help with orders, game access, DLC etc, please use the Support link. Please note that support does not answer &amp;quot;how to&amp;quot; type game questions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* The In-game Help Home Page also provide links to a range of Wiki Pages.&lt;br /&gt;
&lt;br /&gt;
Please click on the image to view the Help Forum, or click on this link for the [[Help:TRS19|TRS19 Help Page]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[Image:Helpmode1.jpg||link=Help:Getting Started|480x240px|frame|left|The context sensitive (?) button is shown top right]]The [[Help:Main Page|Help Pages for game functionality]] are accessible from clicking on the &amp;quot;Game Help Main Page&amp;quot; link in the left hand column or by using the [[Help:Help_Mode|(?) button]] from the game&#039;s menu bar. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*These &amp;quot;Game Help&amp;quot; pages explain the function of each of the user interface components, such as what happens when you click on a particular button in-game, or how to use a particular function.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*You can also type your search query in the left hand margin Search box, or in the in-game Search box that opens when you click on the (?) icon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*While functionality may differ in some versions of the game, the concepts are generally similar between versions. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*For more general information about how to complete a certain goal, such as How to Create a Session, check out the [[HowToGuides|&amp;quot;How-To Guides&amp;quot;]] (also accessible from the link in the left hand column).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
Please be aware that the wiki is a source of information, similar to a book. It is not intended as an interactive chat or helpdesk. If you can&#039;t find what you are looking for here, general questions should be asked via the [http://www.auran.com/trainz/forum Trainz Forums].&lt;br /&gt;
&lt;br /&gt;
=Trainz Online Documentation=&lt;br /&gt;
With the introduction of TRS22 and Trainz Plus, we now have an [https://docs.trainzsimulator.com/ online documentation website] that provides searchable Knowledge Base articles and online guides. &lt;br /&gt;
&lt;br /&gt;
Some users may find this alternative better than the user-updated Trainz wiki.&lt;br /&gt;
&lt;br /&gt;
= How-To Guides =&lt;br /&gt;
The [[HowTo]] guides are a series of documents describing how to achieve various tasks within the Trainz environment. It covers a broad range of topics suitable for beginners using Trainz for the first time through to experienced content creators. Each guide covers a specific topic in detail and explains all the steps required to achieve a task, such as [[HowTo/Create a session]].&lt;br /&gt;
&lt;br /&gt;
= Community =&lt;br /&gt;
Visit the [http://www.auran.com/trainz/forum Trainz Forums] for advice and friendly banter and meet thousands of other like-minded train fans from around the world.&lt;br /&gt;
&lt;br /&gt;
= Content Creation =&lt;br /&gt;
Dedicated content creation information may be found at the [[Content Creation]] pages. These pages are targeted for intermediate-to-advanced users, and explain the theory behind the formation of various types of content. These pages are a valuable resource to stay on top of the evolving content creation requirements as we take Trainz into the next generation of high resolution, high quality content.&lt;br /&gt;
&lt;br /&gt;
== Content Creation Tutorial Website ==&lt;br /&gt;
A new resource has been created providing a wide range of Content Creation Tutorials at [http://contentcreation.trainzsimulator.com/ this page].&lt;br /&gt;
&lt;br /&gt;
= Updating the Trainz Wiki = &lt;br /&gt;
This wiki is created by both N3VGames (the developers behind Trainz) and by the Trainz Community (requires a Planet Auran login and registered Trainz product to gain edit rights). &lt;br /&gt;
&lt;br /&gt;
It is a continually evolving repository of information. Trainz Content Creators and fans should feel free to add their own pages to this site, however please be sure to keep page names distinct and meaningful. Pages with ambiguous names that are likely to conflict with other uses will be renamed or removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Help:Help_Mode]]&lt;br /&gt;
*[[Help:Main_Page]]&lt;br /&gt;
*[[HowToGuides]]&lt;br /&gt;
*[[Content Creation]]&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:2022-07-12_tswt_wiki_banner.png&amp;diff=46797</id>
		<title>File:2022-07-12 tswt wiki banner.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:2022-07-12_tswt_wiki_banner.png&amp;diff=46797"/>
		<updated>2026-07-15T02:35:16Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Main_Page&amp;diff=46796</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Main_Page&amp;diff=46796"/>
		<updated>2026-07-15T02:33:42Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: /* Latest News */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Trainz Wiki Main Page - the online home for detailed information about the Trainz Simulator product range!&lt;br /&gt;
&lt;br /&gt;
= Latest News = &lt;br /&gt;
== &#039;&#039;&#039;[[Trainz_Plus | Trainz Plus]]&#039;&#039;&#039;== &lt;br /&gt;
[[Trainz_Plus | Trainz Plus]] is the latest version of Trainz that gets regular feature and content updates. &lt;br /&gt;
&lt;br /&gt;
You can see the list of past [[Trainz_Plus | Trainz Plus updates here.]]&lt;br /&gt;
&lt;br /&gt;
[[File:2020-02-13_093916.png|500px]]&lt;br /&gt;
&lt;br /&gt;
To ensure you always have the latest version of Trainz investigate our membership options at [[https://info.trainzsimulator.com/trainz-plus the Trainz Plus Landing Page]] or simply log in to MyTrainz to join.&lt;br /&gt;
&lt;br /&gt;
==Other useful links:==&lt;br /&gt;
*  [https://docs.trainzsimulator.com/docs/trainz-plus  Trainz Plus Online Documentation]&amp;lt;br&amp;gt;&lt;br /&gt;
* [https://docs.trainzsimulator.com/docs/surveyor20 S20 Overview]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[How_to_Use_S20_Tools | S20 Tools ]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[How_to_Use_S20_Palettes |S20 Palettes ]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[TRS22 | Trainz Simulator World Tour]]&#039;&#039;&#039;==  &lt;br /&gt;
&lt;br /&gt;
Desktop Official Release Date: July 15, 2026. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* To find out more about the product, visit [[https://store.trainzportal.com/pages/trainz-simulator-world-tour: the Trainz Store]].&lt;br /&gt;
[[File:2022-07-12 tswt_wiki_banner.png|500px|link=https://store.trainzportal.com/pages/trainz-simulator-world-tour]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[TRS22 | Trainz Railroad Simulator 2022]]&#039;&#039;&#039;==  &lt;br /&gt;
&lt;br /&gt;
Pre-orders / Early Access: Dec 1, 2021&amp;lt;br&amp;gt;&lt;br /&gt;
Official Release Date: May 31, 2022. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* To find out more about the product, visit [[https://store.trainzportal.com/pages/trainz-railroad-simulator-2022: the Trainz Store]].&lt;br /&gt;
[[File:2022-07-12 114855.png|500px|link=https://store.trainzportal.com/pages/trainz-railroad-simulator-2022]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[TRS19 | Trainz Railroad Simulator 2019]]&#039;&#039;&#039;==  &lt;br /&gt;
&lt;br /&gt;
Official Release Date: December 21, 2018. &amp;lt;br&amp;gt;&lt;br /&gt;
* To find out more about the product, visit [[TRS19]] or [[http://trs19.trainzportal.com: the TRS19 Landing Page]].&lt;br /&gt;
* To purchase the product, visit [[http://store.trainzportal.com/products/trainz-railroad-simulator-2019: the Trainz Store]].&lt;br /&gt;
[[File:Background1-1-1920x1080.jpg|500px|link=https://store.trainzportal.com/products/trainz-railroad-simulator-2019]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;[http://store.trainzportal.com/products/trainz-a-new-era Trainz: A New Era]&#039;&#039;&#039;==&lt;br /&gt;
Released May 15, 2015. Promoted through Kickstarter in late 2013 and then through [[http://anewera.trainzportal.com: TrainzPortal]], the development of [[Trainz_A_New_Era|Trainz: A New Era (TANE)]] was originally supported by 1792 &amp;quot;supporters&amp;quot;, then by signing up with Koch Media/Deep Silver to help us complete development. With a brand new game engine and a range of new features, TANE set a new benchmark for train simulators around the world.&lt;br /&gt;
&lt;br /&gt;
[[File:tane_support_btn.png |link=http://faq.trainzportal.com]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;[http://store.trainzportal.com/products/trainz-model-railroad-2017 Trainz Model Railroad 2017]&#039;&#039;&#039;==&lt;br /&gt;
To celebrate 15 years of Trainz, N3V Games unveiled &amp;quot;Trainz Model Railroad 2017&amp;quot; (TMR17). Released December 2016, this edition focuses attention on a range of smaller &amp;quot;model&amp;quot; layouts, complete with walls, floorboards, fascia curtains and that real model layout feeling.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Trainz Versions = &lt;br /&gt;
Trainz now operates on PC, Mac, iOS and Android systems. New sections of this wiki are being added continually to update the different versions for different systems. More information on the history of Trainz versions can be found at https://en.wikipedia.org/wiki/Trainz.&lt;br /&gt;
&lt;br /&gt;
For information on Trainz on Mobile go to: [[Platform-mobile|Platform-Mobile]]&lt;br /&gt;
&lt;br /&gt;
= Help Pages =&lt;br /&gt;
&lt;br /&gt;
With the release of Trainz Railroad Simulator 2019 (and TANE SP3), we&#039;ve introduced [[File:2018-10-11 151542.png|link=Help:Getting Started|480x300px|frame|left| a new in-game Help Page]]. &amp;lt;br&amp;gt;&lt;br /&gt;
This provides several new ways to find out answers to all your Trainz questions. Choose from four help options from the in-game Help Home Page:  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Ask A Question gives you access to the enormous (and helpful) Trainz Community.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Use the in-game ? to click on active links which take you directly to the appropriate Trainz Wiki webpage&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Search the Wiki brings you back to this page where you can access other Wiki links such as the Search option, Hot To pages etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* For specific help with orders, game access, DLC etc, please use the Support link. Please note that support does not answer &amp;quot;how to&amp;quot; type game questions.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:2018-10-11 144838.png|link=https://forums.auran.com/trainz/forumdisplay.php?100-In-Game-Help-Requests|480x300px|frame|left|In-game Questions and Answers]]You don&#039;t even have to leave the game to get answers to your questions. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Ask For Help - Simply ask a question and it will be posted to the special Trainz Help Forum. Other Trainz Community Members can then assist you by answering those questions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* My Questions - Review the questions you have asked, check the answers you have received, and close any answered questions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* For specific help with orders, game access, DLC etc, please use the Support link. Please note that support does not answer &amp;quot;how to&amp;quot; type game questions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* The In-game Help Home Page also provide links to a range of Wiki Pages.&lt;br /&gt;
&lt;br /&gt;
Please click on the image to view the Help Forum, or click on this link for the [[Help:TRS19|TRS19 Help Page]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[Image:Helpmode1.jpg||link=Help:Getting Started|480x240px|frame|left|The context sensitive (?) button is shown top right]]The [[Help:Main Page|Help Pages for game functionality]] are accessible from clicking on the &amp;quot;Game Help Main Page&amp;quot; link in the left hand column or by using the [[Help:Help_Mode|(?) button]] from the game&#039;s menu bar. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*These &amp;quot;Game Help&amp;quot; pages explain the function of each of the user interface components, such as what happens when you click on a particular button in-game, or how to use a particular function.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*You can also type your search query in the left hand margin Search box, or in the in-game Search box that opens when you click on the (?) icon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*While functionality may differ in some versions of the game, the concepts are generally similar between versions. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*For more general information about how to complete a certain goal, such as How to Create a Session, check out the [[HowToGuides|&amp;quot;How-To Guides&amp;quot;]] (also accessible from the link in the left hand column).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
Please be aware that the wiki is a source of information, similar to a book. It is not intended as an interactive chat or helpdesk. If you can&#039;t find what you are looking for here, general questions should be asked via the [http://www.auran.com/trainz/forum Trainz Forums].&lt;br /&gt;
&lt;br /&gt;
=Trainz Online Documentation=&lt;br /&gt;
With the introduction of TRS22 and Trainz Plus, we now have an [https://docs.trainzsimulator.com/ online documentation website] that provides searchable Knowledge Base articles and online guides. &lt;br /&gt;
&lt;br /&gt;
Some users may find this alternative better than the user-updated Trainz wiki.&lt;br /&gt;
&lt;br /&gt;
= How-To Guides =&lt;br /&gt;
The [[HowTo]] guides are a series of documents describing how to achieve various tasks within the Trainz environment. It covers a broad range of topics suitable for beginners using Trainz for the first time through to experienced content creators. Each guide covers a specific topic in detail and explains all the steps required to achieve a task, such as [[HowTo/Create a session]].&lt;br /&gt;
&lt;br /&gt;
= Community =&lt;br /&gt;
Visit the [http://www.auran.com/trainz/forum Trainz Forums] for advice and friendly banter and meet thousands of other like-minded train fans from around the world.&lt;br /&gt;
&lt;br /&gt;
= Content Creation =&lt;br /&gt;
Dedicated content creation information may be found at the [[Content Creation]] pages. These pages are targeted for intermediate-to-advanced users, and explain the theory behind the formation of various types of content. These pages are a valuable resource to stay on top of the evolving content creation requirements as we take Trainz into the next generation of high resolution, high quality content.&lt;br /&gt;
&lt;br /&gt;
== Content Creation Tutorial Website ==&lt;br /&gt;
A new resource has been created providing a wide range of Content Creation Tutorials at [http://contentcreation.trainzsimulator.com/ this page].&lt;br /&gt;
&lt;br /&gt;
= Updating the Trainz Wiki = &lt;br /&gt;
This wiki is created by both N3VGames (the developers behind Trainz) and by the Trainz Community (requires a Planet Auran login and registered Trainz product to gain edit rights). &lt;br /&gt;
&lt;br /&gt;
It is a continually evolving repository of information. Trainz Content Creators and fans should feel free to add their own pages to this site, however please be sure to keep page names distinct and meaningful. Pages with ambiguous names that are likely to conflict with other uses will be renamed or removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Help:Help_Mode]]&lt;br /&gt;
*[[Help:Main_Page]]&lt;br /&gt;
*[[HowToGuides]]&lt;br /&gt;
*[[Content Creation]]&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=%22mesh-table%22_container&amp;diff=45556</id>
		<title>&quot;mesh-table&quot; container</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=%22mesh-table%22_container&amp;diff=45556"/>
		<updated>2025-11-20T00:07:32Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ORP-top}}&lt;br /&gt;
==KIND Hierarchy==&lt;br /&gt;
The &amp;quot;mesh-table&amp;quot; container is a top-level [[config.txt file]] entry used by various [[Content_Configuration#Content_Types|Content Types]].&lt;br /&gt;
&lt;br /&gt;
The mesh-table is a list of mesh subcontainers with no standalone tags. Each mesh subcontainer uses the following format. Tags are parsed in a standardised format, but not all [[Content_Configuration#Content_Types|Content Types]] support the full range of tags listed below. Each mesh derives its name from the subcontainer&#039;s tag name. These names are used to refer to specific meshes from within the mesh-table and also from script.&lt;br /&gt;
&lt;br /&gt;
This page describes [[trainz-build]] 4.1.&lt;br /&gt;
&lt;br /&gt;
==Known Dependent Parent Types==&lt;br /&gt;
:&#039;&#039;Main article, see: [[KIND Mesh]]&#039;&#039;&lt;br /&gt;
The Content Types listed here use the mesh-table container as part of their definition.&lt;br /&gt;
&lt;br /&gt;
* [[KIND Industry]]&lt;br /&gt;
* [[KIND MOJunction]]&lt;br /&gt;
* [[KIND Pantograph]]&lt;br /&gt;
* [[KIND Scenery]]&lt;br /&gt;
* [[KIND Track]]&lt;br /&gt;
* [[KIND Traincar]]&lt;br /&gt;
&lt;br /&gt;
The following config containers also reference back to their Asset&#039;s mesh-table container in some fashion:&lt;br /&gt;
* [[&amp;quot;junction-vertices&amp;quot; container]]&lt;br /&gt;
* [[&amp;quot;track-lod-tree&amp;quot; container]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also&#039;&#039;&#039;{{bullR}} [[Modeling Guidelines]] {{bull}} [[Modeling Scenery]] &lt;br /&gt;
&lt;br /&gt;
==Level of Detail (LOD)==&lt;br /&gt;
&lt;br /&gt;
For discussions of LOD see [[Level of Detail]], [[LOD Example]], [[mesh-table LOD]] and [[LM.txt file]]&lt;br /&gt;
&lt;br /&gt;
==Mesh subcontainer==&lt;br /&gt;
Each mesh subcontainer supports the following tags. Each tag is shown here with its default value. &lt;br /&gt;
&lt;br /&gt;
{| border=0&lt;br /&gt;
  |+ &lt;br /&gt;
|-&lt;br /&gt;
  | anim&lt;br /&gt;
  | &amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
  | animation-loop-speed&lt;br /&gt;
  | 0&lt;br /&gt;
|-&lt;br /&gt;
  | att&lt;br /&gt;
  | &amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
  | att-parent&lt;br /&gt;
  | &amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
  | auto-create&lt;br /&gt;
  | 0&lt;br /&gt;
|-&lt;br /&gt;
  | collision-data-generation-mode&lt;br /&gt;
  | &amp;quot;default&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
 | collision-mesh&lt;br /&gt;
 | &amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
  | critical-animation&lt;br /&gt;
  | 1&lt;br /&gt;
|-&lt;br /&gt;
  | does-cast-shadows&lt;br /&gt;
  | 1&lt;br /&gt;
|-&lt;br /&gt;
  | effects&lt;br /&gt;
  | {&lt;br /&gt;
|-&lt;br /&gt;
  | }&lt;br /&gt;
|-&lt;br /&gt;
  | lod-level&lt;br /&gt;
  | 255&lt;br /&gt;
|-&lt;br /&gt;
  | mesh&lt;br /&gt;
  | &amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
  | mesh-asset&lt;br /&gt;
  | &amp;lt;NULLKUID&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
  | mesh-scale&lt;br /&gt;
  | 0,0,0&lt;br /&gt;
|-&lt;br /&gt;
  | mesh-season&lt;br /&gt;
  | 255&lt;br /&gt;
|-&lt;br /&gt;
  | night-mesh-base&lt;br /&gt;
  | &amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
  | opacity&lt;br /&gt;
  | 1.0&lt;br /&gt;
|-&lt;br /&gt;
  | orientation&lt;br /&gt;
  | 0,0,0&lt;br /&gt;
|-&lt;br /&gt;
  | position&lt;br /&gt;
  | 0,0,0&lt;br /&gt;
|-&lt;br /&gt;
  | should-respond-to-clicks&lt;br /&gt;
  | 1&lt;br /&gt;
|-&lt;br /&gt;
  | use-parent-bounds&lt;br /&gt;
  | 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;*&amp;lt;/big&amp;gt; The att-parent defaults to &amp;quot;default&amp;quot; which is the parent mesh.  The att-parent tag can include a path.&lt;br /&gt;
&lt;br /&gt;
==Supported Tags==&lt;br /&gt;
Each mesh subcontainer supports the following tags. &lt;br /&gt;
&lt;br /&gt;
===anim===&lt;br /&gt;
:Type:       File&lt;br /&gt;
:Default:    &amp;quot;&amp;quot;&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc:       The animation file (.kin) exported from the 3D modelling tool and/or [[Trainz_Mesh_Importer|TrainzMeshImporter]]. This may include a sub-path.&lt;br /&gt;
&lt;br /&gt;
===animation-loop-speed===&lt;br /&gt;
:Type: Float&lt;br /&gt;
:Default: 0&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: This tag must be present if the asset is to animate when placed. If this tag is not present when placed the animation will not play by default, but may play if controlled by script. A different value (e.g. 0.5, 2.0) may be used in the tag to play the animation at a different speed from that created in the 3D modelling tool.&lt;br /&gt;
&lt;br /&gt;
===att===&lt;br /&gt;
:Type: Attachment point&lt;br /&gt;
:Default: &amp;quot;&amp;quot;&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: The mesh (and animation if present) is inserted at a mesh attachment point rather than the origin (without this line the mesh is placed relative to the origin of the parent model).&lt;br /&gt;
&lt;br /&gt;
===att-parent===&lt;br /&gt;
:Type: Mesh name&lt;br /&gt;
:Default: Defaults to &amp;quot;default&amp;quot; which is the parent mesh&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: The tag tells Trainz in which mesh the attachment point is located. The insertion attachment point is located within the mesh ‘name’ , as listed in the config.txt.&lt;br /&gt;
&lt;br /&gt;
===auto-create===&lt;br /&gt;
:Type: Bool&lt;br /&gt;
:Default: 0&lt;br /&gt;
:Compulsory No&lt;br /&gt;
:Desc: The model is generated automatically when placed, or when you load a map which includes the model. In some instances you don’t want the mesh visible (as this may be controlled through script). If auto-create is 0 the mesh will not be visible when placed.&lt;br /&gt;
&lt;br /&gt;
===collision-data-generation-mode===&lt;br /&gt;
:Type: Collision mode&lt;br /&gt;
:Default: &amp;quot;default&amp;quot;&lt;br /&gt;
:Compulsory No&lt;br /&gt;
:Desc: Determines the method to use to generate collision data for this mesh. Collision data is used to select and move the asset in surveyor, and for physics simulation when necessary.&lt;br /&gt;
:Supported collision data generation modes:&lt;br /&gt;
:* &amp;quot;default&amp;quot; - use game&#039;s default value (in general &amp;quot;collated&amp;quot;, but can vary in specific cases)&lt;br /&gt;
:* &amp;quot;disabled&amp;quot; - completely discard this sub-mesh for collision data generation purposes. Causes the sub-mesh to be fully ignored for asset picking and physics simulation.&lt;br /&gt;
:* &amp;quot;collated&amp;quot; - the geometry of this sub-mesh will be added to that of the other sub-meshes selecting this option (within the asset), and one collision object will be generated for the resulting conglomerate.&lt;br /&gt;
:* &amp;quot;separate-shape-convex-hull&amp;quot; - this sub-mesh will generate its own individual collision object, as a convex hull.&lt;br /&gt;
:* &amp;quot;separate-shape-triangle-mesh&amp;quot; - this sub-mesh will generate its own individual collision object, as a triangle mesh. This is the most accurate option but also the most costly in terms of performance, only use when specifically needed.&lt;br /&gt;
&lt;br /&gt;
If you get the error &amp;quot;Failed to generate collision data&amp;quot;. This will be because one of your meshes must have collision in order for Trainz to generate the collision data from it. If your mesh isn&#039;t suitable for collision generation then look at using a collision mesh. See [[%22mesh-table%22_container#Mesh-Table_Example_.28with_collision.29|Mesh-Table Example (with collision)]] at the bottom of this page on how to do this.&lt;br /&gt;
&lt;br /&gt;
===collision-mesh===&lt;br /&gt;
:Type: Mesh name&lt;br /&gt;
:Default: &amp;quot;&amp;quot;&lt;br /&gt;
:Compulsory No&lt;br /&gt;
:Desc: Specifies a mesh to use instead of this mesh to generate collision data - must be an entry of this mesh-table. The method used to generate the collision data (through the &amp;quot;[[%22mesh-table%22_container#collision-data-generation-mode|collision-data-generation-mode]]&amp;quot; tag) is the one specified on this entry, which is allowed to be different from that of the referenced mesh.&lt;br /&gt;
&lt;br /&gt;
===critical-animation===&lt;br /&gt;
:Type: Bool&lt;br /&gt;
:Default: 1  (TBD: surely this should be false (0))&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: &amp;quot;critical-animation&amp;quot; indicates that this mesh&#039;s animation generates events which are critical to the script system&#039;s behavior. If your asset is not scripted, does not use scripted animation events, or only uses the events for display purposes and will not break if the occasional event is missed, this tag should be set to &#039;&#039;false (0)&#039;&#039;. Leaving this flag set to &#039;&#039;true (1)&#039;&#039; is a &#039;&#039;&#039;significant&#039;&#039;&#039; performance penalty.&lt;br /&gt;
&lt;br /&gt;
====custom-render-plugin====&lt;br /&gt;
:Type: [[KUID]]&lt;br /&gt;
:Default: &amp;quot;&amp;quot;&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc:  TBD&lt;br /&gt;
&lt;br /&gt;
===does-cast-shadows===&lt;br /&gt;
:Type: Bool&lt;br /&gt;
:Default: 1&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: &amp;quot;does-cast-shadows&amp;quot; determines if this mesh will cast shadows when the user has shadows enabled in the settings. Setting this tag to &#039;&#039;false (0)&#039;&#039; means the mesh will not cast shadows. Setting this tag to &#039;&#039;true (1)&#039;&#039; means the mesh will cast shadows.&lt;br /&gt;
:Trainz build 4.4&lt;br /&gt;
&lt;br /&gt;
===effects===&lt;br /&gt;
:Type: [[Corona Effect]] | [[Name Effect]] | [[Attachment Effect]] | [[Animation Effect]] | [[Texture-Replacement Effect]]&lt;br /&gt;
:Default {}&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: The effects container can contain a list of effect subcontainers. The effect subcontainers support the following generic tags.&lt;br /&gt;
&lt;br /&gt;
: kind &amp;quot;&amp;quot;&lt;br /&gt;
: name &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Each effect subcontainer supports additional tags depending on the effect kind. The following effect kinds are supported:&lt;br /&gt;
&lt;br /&gt;
:* [[Corona Effect]]&lt;br /&gt;
:* [[Name Effect]]&lt;br /&gt;
:* [[Attachment Effect]]&lt;br /&gt;
:* [[Animation Effect]]&lt;br /&gt;
:* [[Texture-Replacement Effect]]&lt;br /&gt;
&lt;br /&gt;
===lod-level===&lt;br /&gt;
:Type: Int (0-8)&lt;br /&gt;
:Default: 255&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: The [[mesh-table LOD]] level at which this mesh is displayed. The default value (255) indicates that this mesh is visible at all detail levels.  See also [[KIND Mesh]] for the &#039;mesh-detail-level&#039; tag.&lt;br /&gt;
&lt;br /&gt;
===mesh===&lt;br /&gt;
:Type: Mesh name&lt;br /&gt;
:Default: &amp;quot;&amp;quot; (will raise error if null)&lt;br /&gt;
:Compulsory: Yes (3.4)&lt;br /&gt;
:Desc: The ‘main’ mesh name. This may include a sub-path.  ie: mesh nightwindows/nightwindows.im, where the file nightwindows.im has been placed in the subdirectory nightwindows. Use .im files or reference an [[LM.txt_file]] file if you wish your asset to have ‘Level of Detail’ mesh reduction.&lt;br /&gt;
:The mesh name can also refer to an IM file or an [[LM.txt_file]] file in a mesh asset library if the mesh-asset tag is specified.  The LM.TXT file should be in the mesh asset library.&lt;br /&gt;
&lt;br /&gt;
===mesh-asset===&lt;br /&gt;
:Type: [[KUID]]&lt;br /&gt;
:Default: &amp;lt;NULLKUID&amp;gt;&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Specifies a mesh asset to be used in conjunction with the &#039;mesh&#039; tag when the mesh is not contained within the current asset. The mesh name specified in the &#039;mesh&#039; tag must be located in the mesh asset as Content Manager does not check for the existence of the mesh and will not report an error if it is missing.  If the mesh is not located in the root folder of the mesh asset then the mesh name in the &#039;mesh&#039; tag must include the path to the folder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #ddf5eb;border-style: dotted; width:800px; overflow:auto; &amp;quot;&amp;gt;&lt;br /&gt;
NOTE: There may be several different versions of the mesh asset installed, with different meshes.  The mesh asset KUID number must be the version of the asset in which the mesh in the &#039;mesh&#039; tag exists. &lt;br /&gt;
&lt;br /&gt;
Example: If the mesh in the &#039;mesh&#039; tag was added in kuid2:12345:9876:2 and does not exist in earlier versions, then this is the kuid number you must specify in the mesh-asset tag; specifying an older revision number (ie kuid:12345:9876 or kuid2:12345:9876:1) will result in errors.  This applies even if the only change between versions is that the mesh is in a different folder.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===mesh-scale===&lt;br /&gt;
:Type: Floatlist&lt;br /&gt;
:Default: 1.0,1.0&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: This tag defines a minimum and maximum scaling value for the mesh, where 1.0 is the size as modelled. Each instance of the mesh that exists in the world will randomise within this range. Randomisation will not change between runs or between Trainz editions, but may change based on factors such as the position of the mesh in the world. This tag is currently only supported on SpeedTree assets; attempts to use this tag on other assets results in undefined behaviour.&lt;br /&gt;
&lt;br /&gt;
===mesh-season===&lt;br /&gt;
:Type: Int (0-250)&lt;br /&gt;
:Default: 255&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: The season index for which this mesh is displayed. The default value (255) indicates that this mesh is visible in all seasons.  See also [[&amp;quot;Season-selector&amp;quot; container]].&lt;br /&gt;
&lt;br /&gt;
===night-mesh-base===&lt;br /&gt;
:Type: Mesh name &lt;br /&gt;
:Default: &amp;quot;&amp;quot;&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Defines this mesh as a &amp;quot;nightmode&amp;quot; mesh. This mesh is visible only at &amp;quot;night&amp;quot; (the exact meaning of which is defined by the [[KIND Scenery#nightmode|nightmode]] tag in the top level of this asset&#039;s [[config.txt file]]. This mesh becomes invisible if the specified base mesh is invisible. Prior to [[&amp;quot;Trainz-build&amp;quot; tag|v4.3]], nightmode meshes have a [[material emissive color]] (currently 2.0, 2.0, 2.0) forcibly applied to them. From v4.3 upward, it is expected that the creator will set any necessary emissive coloration in the [[IM files|mesh file]] itself.&lt;br /&gt;
&lt;br /&gt;
===opacity===&lt;br /&gt;
:Type: Float (0.0 - 1.0)(See below)&lt;br /&gt;
:Default: 1.0&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Specifies the overall transparency of the mesh. Values other than 0.0 or 1.0 employ alpha blending and a value of 0.0 has the same effect as hiding the mesh. Note that this tag is buggy in TS2009 prior to SP4.&lt;br /&gt;
&lt;br /&gt;
===orientation===&lt;br /&gt;
:Type: Floatlist (radians)&lt;br /&gt;
:Default: 0,0,0&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Orientation of X,Y,Z axes. Allows a submesh to be rotated relative to its insertion point.  To reverse a mesh by 180 degrees about the Z axis, add the tag: orientation 0,0,3.14159&lt;br /&gt;
&lt;br /&gt;
===position===&lt;br /&gt;
:Type: Floatlist (metres)&lt;br /&gt;
:Default: 0,0,0&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Position of the mesh using X,Y,Z axes relative to its insertion point.&lt;br /&gt;
&lt;br /&gt;
===radius===&lt;br /&gt;
:Type: Float &lt;br /&gt;
:Default: TBD&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: TBD (should this be in [[&amp;quot;mesh-table&amp;quot;_container_(interior_version)]]?)&lt;br /&gt;
&lt;br /&gt;
===should-respond-to-clicks===&lt;br /&gt;
:Type: Bool &lt;br /&gt;
:Default: True(1)&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: If set to false (0) on a mesh that is part of an asset, it will remove that mesh from the calculation of the &#039;bounding box&#039; that will be used to check whether the user clicked on that particular asset.  This is useful for light ray effects or animations which are significantly outside the normal bounding volume, and may cause movement to focus on the wrong asset.  For instance, a traincar may need a mesh marked with should-respond-to-clicks set to false in order to ensure that the click is detected for the correct traincar when it is part of a consist. First introduced with TS12 SP1 HF4 (build 61388). Default value (True) is the prior behaviour (the mesh &#039;&#039;will&#039;&#039; be considered part of the bounding box for the purpose of registering clicks). &lt;br /&gt;
&lt;br /&gt;
===test-collisions===&lt;br /&gt;
:Type: Bool &lt;br /&gt;
:Default: TBD&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: TBD (should this be in [[&amp;quot;mesh-table&amp;quot;_container_(interior_version)]]?)&lt;br /&gt;
&lt;br /&gt;
===use-parent-bounds===&lt;br /&gt;
:Type: Bool &lt;br /&gt;
:Default: False(0)&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: When enabled, this tag indicates that render culling should occur using the whole object&#039;s bounding box rather than this mesh&#039;s bounding box. Bounding boxes on individual meshes may not update correctly when animation moves the object&#039;s geometry any significant distance from the bind position. This flag can help mitigate such effects, at a tiny performance penalty.&lt;br /&gt;
&lt;br /&gt;
==Mesh-Table Example==&lt;br /&gt;
The following is an example of a simple mesh-table which implements two levels of detail.&lt;br /&gt;
&lt;br /&gt;
 mesh-table&lt;br /&gt;
 {&lt;br /&gt;
   default-lod0&lt;br /&gt;
   {&lt;br /&gt;
     mesh &amp;quot;example-lod0.im&amp;quot;&lt;br /&gt;
     auto-create 1&lt;br /&gt;
     lod-level 0&lt;br /&gt;
   }&lt;br /&gt;
   default-lod1&lt;br /&gt;
   {&lt;br /&gt;
     mesh &amp;quot;example-lod1.im&amp;quot;&lt;br /&gt;
     auto-create 1&lt;br /&gt;
     lod-level 1&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==Mesh-Table Example (with collision)==&lt;br /&gt;
The following is an example of a mesh table with a separate collision mesh. For this, we are using a low polygon collision mesh with no material (null.m.notex) in place of any collision the game would generate for us. It&#039;s important to put the collision-data-generation-mode to &amp;quot;disabled&amp;quot; for every other mesh that is not the collision mesh. Otherwise, the game will assume the mesh can be used for collision and create unwanted results.&lt;br /&gt;
&lt;br /&gt;
 mesh-table&lt;br /&gt;
 {&lt;br /&gt;
   default&lt;br /&gt;
   {&lt;br /&gt;
     mesh &amp;quot;example.lm&amp;quot;&lt;br /&gt;
     auto-create 1&lt;br /&gt;
     collision-data-generation-mode      &amp;quot;disabled&amp;quot;&lt;br /&gt;
     collision-mesh &amp;quot;collision&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
   collision&lt;br /&gt;
   {&lt;br /&gt;
     mesh &amp;quot;collision.trainzmesh&amp;quot;&lt;br /&gt;
     collision-data-generation-mode      &amp;quot;separate-shape-triangle-mesh&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
[[Category:Config Container|mesh-table container]]&lt;br /&gt;
{{ORP-bot|mesh-table container}}&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=%22mesh-table%22_container&amp;diff=45555</id>
		<title>&quot;mesh-table&quot; container</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=%22mesh-table%22_container&amp;diff=45555"/>
		<updated>2025-11-20T00:04:16Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ORP-top}}&lt;br /&gt;
==KIND Hierarchy==&lt;br /&gt;
The &amp;quot;mesh-table&amp;quot; container is a top-level [[config.txt file]] entry used by various [[Content_Configuration#Content_Types|Content Types]].&lt;br /&gt;
&lt;br /&gt;
The mesh-table is a list of mesh subcontainers with no standalone tags. Each mesh subcontainer uses the following format. Tags are parsed in a standardised format, but not all [[Content_Configuration#Content_Types|Content Types]] support the full range of tags listed below. Each mesh derives its name from the subcontainer&#039;s tag name. These names are used to refer to specific meshes from within the mesh-table and also from script.&lt;br /&gt;
&lt;br /&gt;
This page describes [[trainz-build]] 4.1.&lt;br /&gt;
&lt;br /&gt;
==Known Dependent Parent Types==&lt;br /&gt;
:&#039;&#039;Main article, see: [[KIND Mesh]]&#039;&#039;&lt;br /&gt;
The Content Types listed here use the mesh-table container as part of their definition.&lt;br /&gt;
&lt;br /&gt;
* [[KIND Industry]]&lt;br /&gt;
* [[KIND MOJunction]]&lt;br /&gt;
* [[KIND Pantograph]]&lt;br /&gt;
* [[KIND Scenery]]&lt;br /&gt;
* [[KIND Track]]&lt;br /&gt;
* [[KIND Traincar]]&lt;br /&gt;
&lt;br /&gt;
The following config containers also reference back to their Asset&#039;s mesh-table container in some fashion:&lt;br /&gt;
* [[&amp;quot;junction-vertices&amp;quot; container]]&lt;br /&gt;
* [[&amp;quot;track-lod-tree&amp;quot; container]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also&#039;&#039;&#039;{{bullR}} [[Modeling Guidelines]] {{bull}} [[Modeling Scenery]] &lt;br /&gt;
&lt;br /&gt;
==Level of Detail (LOD)==&lt;br /&gt;
&lt;br /&gt;
For discussions of LOD see [[Level of Detail]], [[LOD Example]], [[mesh-table LOD]] and [[LM.txt file]]&lt;br /&gt;
&lt;br /&gt;
==Mesh subcontainer==&lt;br /&gt;
Each mesh subcontainer supports the following tags. Each tag is shown here with its default value. &lt;br /&gt;
&lt;br /&gt;
{| border=0&lt;br /&gt;
  |+ &lt;br /&gt;
|-&lt;br /&gt;
  | anim&lt;br /&gt;
  | &amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
  | animation-loop-speed&lt;br /&gt;
  | 0&lt;br /&gt;
|-&lt;br /&gt;
  | att&lt;br /&gt;
  | &amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
  | att-parent&lt;br /&gt;
  | &amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
  | auto-create&lt;br /&gt;
  | 0&lt;br /&gt;
|-&lt;br /&gt;
  | collision-data-generation-mode&lt;br /&gt;
  | &amp;quot;default&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
 | collision-mesh&lt;br /&gt;
 | &amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
  | critical-animation&lt;br /&gt;
  | 1&lt;br /&gt;
|-&lt;br /&gt;
  | does-cast-shadows&lt;br /&gt;
  | 1&lt;br /&gt;
|-&lt;br /&gt;
  | effects&lt;br /&gt;
  | {&lt;br /&gt;
|-&lt;br /&gt;
  | }&lt;br /&gt;
|-&lt;br /&gt;
  | lod-level&lt;br /&gt;
  | 255&lt;br /&gt;
|-&lt;br /&gt;
  | mesh&lt;br /&gt;
  | &amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
  | mesh-asset&lt;br /&gt;
  | &amp;lt;NULLKUID&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
  | mesh-scale&lt;br /&gt;
  | 0,0,0&lt;br /&gt;
|-&lt;br /&gt;
  | mesh-season&lt;br /&gt;
  | 255&lt;br /&gt;
|-&lt;br /&gt;
  | night-mesh-base&lt;br /&gt;
  | &amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
  | opacity&lt;br /&gt;
  | 1.0&lt;br /&gt;
|-&lt;br /&gt;
  | orientation&lt;br /&gt;
  | 0,0,0&lt;br /&gt;
|-&lt;br /&gt;
  | position&lt;br /&gt;
  | 0,0,0&lt;br /&gt;
|-&lt;br /&gt;
  | should-respond-to-clicks&lt;br /&gt;
  | 1&lt;br /&gt;
|-&lt;br /&gt;
  | use-parent-bounds&lt;br /&gt;
  | 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;*&amp;lt;/big&amp;gt; The att-parent defaults to &amp;quot;default&amp;quot; which is the parent mesh.  The att-parent tag can include a path.&lt;br /&gt;
&lt;br /&gt;
==Supported Tags==&lt;br /&gt;
Each mesh subcontainer supports the following tags. &lt;br /&gt;
&lt;br /&gt;
===anim===&lt;br /&gt;
:Type:       File&lt;br /&gt;
:Default:    &amp;quot;&amp;quot;&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc:       The animation file (.kin) exported from the 3D modelling tool and/or [[Trainz_Mesh_Importer|TrainzMeshImporter]]. This may include a sub-path.&lt;br /&gt;
&lt;br /&gt;
===animation-loop-speed===&lt;br /&gt;
:Type: Float&lt;br /&gt;
:Default: 0&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: This tag must be present if the asset is to animate when placed. If this tag is not present when placed the animation will not play by default, but may play if controlled by script. A different value (e.g. 0.5, 2.0) may be used in the tag to play the animation at a different speed from that created in the 3D modelling tool.&lt;br /&gt;
&lt;br /&gt;
===att===&lt;br /&gt;
:Type: Attachment point&lt;br /&gt;
:Default: &amp;quot;&amp;quot;&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: The mesh (and animation if present) is inserted at a mesh attachment point rather than the origin (without this line the mesh is placed relative to the origin of the parent model).&lt;br /&gt;
&lt;br /&gt;
===att-parent===&lt;br /&gt;
:Type: Mesh name&lt;br /&gt;
:Default: Defaults to &amp;quot;default&amp;quot; which is the parent mesh&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: The tag tells Trainz in which mesh the attachment point is located. The insertion attachment point is located within the mesh ‘name’ , as listed in the config.txt.&lt;br /&gt;
&lt;br /&gt;
===auto-create===&lt;br /&gt;
:Type: Bool&lt;br /&gt;
:Default: 0&lt;br /&gt;
:Compulsory No&lt;br /&gt;
:Desc: The model is generated automatically when placed, or when you load a map which includes the model. In some instances you don’t want the mesh visible (as this may be controlled through script). If auto-create is 0 the mesh will not be visible when placed.&lt;br /&gt;
&lt;br /&gt;
===collision-data-generation-mode===&lt;br /&gt;
:Type: Collision mode&lt;br /&gt;
:Default: &amp;quot;default&amp;quot;&lt;br /&gt;
:Compulsory No&lt;br /&gt;
:Desc: Determines the method to use to generate collision data for this mesh. Collision data is used to select and move the asset in surveyor, and for physics simulation when necessary.&lt;br /&gt;
:Supported collision data generation modes:&lt;br /&gt;
:* &amp;quot;default&amp;quot; - use game&#039;s default value (in general &amp;quot;collated&amp;quot;, but can vary in specific cases)&lt;br /&gt;
:* &amp;quot;disabled&amp;quot; - completely discard this sub-mesh for collision data generation purposes. Causes the sub-mesh to be fully ignored for asset picking and physics simulation.&lt;br /&gt;
:* &amp;quot;collated&amp;quot; - the geometry of this sub-mesh will be added to that of the other sub-meshes selecting this option (within the asset), and one collision object will be generated for the resulting conglomerate.&lt;br /&gt;
:* &amp;quot;separate-shape-convex-hull&amp;quot; - this sub-mesh will generate its own individual collision object, as a convex hull.&lt;br /&gt;
:* &amp;quot;separate-shape-triangle-mesh&amp;quot; - this sub-mesh will generate its own individual collision object, as a triangle mesh. This is the most accurate option but also the most costly in terms of performance, only use when specifically needed.&lt;br /&gt;
&lt;br /&gt;
If you get the error &amp;quot;Failed to generate collision data&amp;quot;. This will be because one of your meshes must have collision in order for Trainz to generate the collision data from it. If your mesh isn&#039;t suitable for collision generation then look at using a collision mesh. See Mesh-Table Example (with collision) at the bottom of this page on how to do this.&lt;br /&gt;
&lt;br /&gt;
===collision-mesh===&lt;br /&gt;
:Type: Mesh name&lt;br /&gt;
:Default: &amp;quot;&amp;quot;&lt;br /&gt;
:Compulsory No&lt;br /&gt;
:Desc: Specifies a mesh to use instead of this mesh to generate collision data - must be an entry of this mesh-table. The method used to generate the collision data (through the &amp;quot;[[%22mesh-table%22_container#collision-data-generation-mode|collision-data-generation-mode]]&amp;quot; tag) is the one specified on this entry, which is allowed to be different from that of the referenced mesh.&lt;br /&gt;
&lt;br /&gt;
===critical-animation===&lt;br /&gt;
:Type: Bool&lt;br /&gt;
:Default: 1  (TBD: surely this should be false (0))&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: &amp;quot;critical-animation&amp;quot; indicates that this mesh&#039;s animation generates events which are critical to the script system&#039;s behavior. If your asset is not scripted, does not use scripted animation events, or only uses the events for display purposes and will not break if the occasional event is missed, this tag should be set to &#039;&#039;false (0)&#039;&#039;. Leaving this flag set to &#039;&#039;true (1)&#039;&#039; is a &#039;&#039;&#039;significant&#039;&#039;&#039; performance penalty.&lt;br /&gt;
&lt;br /&gt;
====custom-render-plugin====&lt;br /&gt;
:Type: [[KUID]]&lt;br /&gt;
:Default: &amp;quot;&amp;quot;&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc:  TBD&lt;br /&gt;
&lt;br /&gt;
===does-cast-shadows===&lt;br /&gt;
:Type: Bool&lt;br /&gt;
:Default: 1&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: &amp;quot;does-cast-shadows&amp;quot; determines if this mesh will cast shadows when the user has shadows enabled in the settings. Setting this tag to &#039;&#039;false (0)&#039;&#039; means the mesh will not cast shadows. Setting this tag to &#039;&#039;true (1)&#039;&#039; means the mesh will cast shadows.&lt;br /&gt;
:Trainz build 4.4&lt;br /&gt;
&lt;br /&gt;
===effects===&lt;br /&gt;
:Type: [[Corona Effect]] | [[Name Effect]] | [[Attachment Effect]] | [[Animation Effect]] | [[Texture-Replacement Effect]]&lt;br /&gt;
:Default {}&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: The effects container can contain a list of effect subcontainers. The effect subcontainers support the following generic tags.&lt;br /&gt;
&lt;br /&gt;
: kind &amp;quot;&amp;quot;&lt;br /&gt;
: name &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Each effect subcontainer supports additional tags depending on the effect kind. The following effect kinds are supported:&lt;br /&gt;
&lt;br /&gt;
:* [[Corona Effect]]&lt;br /&gt;
:* [[Name Effect]]&lt;br /&gt;
:* [[Attachment Effect]]&lt;br /&gt;
:* [[Animation Effect]]&lt;br /&gt;
:* [[Texture-Replacement Effect]]&lt;br /&gt;
&lt;br /&gt;
===lod-level===&lt;br /&gt;
:Type: Int (0-8)&lt;br /&gt;
:Default: 255&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: The [[mesh-table LOD]] level at which this mesh is displayed. The default value (255) indicates that this mesh is visible at all detail levels.  See also [[KIND Mesh]] for the &#039;mesh-detail-level&#039; tag.&lt;br /&gt;
&lt;br /&gt;
===mesh===&lt;br /&gt;
:Type: Mesh name&lt;br /&gt;
:Default: &amp;quot;&amp;quot; (will raise error if null)&lt;br /&gt;
:Compulsory: Yes (3.4)&lt;br /&gt;
:Desc: The ‘main’ mesh name. This may include a sub-path.  ie: mesh nightwindows/nightwindows.im, where the file nightwindows.im has been placed in the subdirectory nightwindows. Use .im files or reference an [[LM.txt_file]] file if you wish your asset to have ‘Level of Detail’ mesh reduction.&lt;br /&gt;
:The mesh name can also refer to an IM file or an [[LM.txt_file]] file in a mesh asset library if the mesh-asset tag is specified.  The LM.TXT file should be in the mesh asset library.&lt;br /&gt;
&lt;br /&gt;
===mesh-asset===&lt;br /&gt;
:Type: [[KUID]]&lt;br /&gt;
:Default: &amp;lt;NULLKUID&amp;gt;&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Specifies a mesh asset to be used in conjunction with the &#039;mesh&#039; tag when the mesh is not contained within the current asset. The mesh name specified in the &#039;mesh&#039; tag must be located in the mesh asset as Content Manager does not check for the existence of the mesh and will not report an error if it is missing.  If the mesh is not located in the root folder of the mesh asset then the mesh name in the &#039;mesh&#039; tag must include the path to the folder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #ddf5eb;border-style: dotted; width:800px; overflow:auto; &amp;quot;&amp;gt;&lt;br /&gt;
NOTE: There may be several different versions of the mesh asset installed, with different meshes.  The mesh asset KUID number must be the version of the asset in which the mesh in the &#039;mesh&#039; tag exists. &lt;br /&gt;
&lt;br /&gt;
Example: If the mesh in the &#039;mesh&#039; tag was added in kuid2:12345:9876:2 and does not exist in earlier versions, then this is the kuid number you must specify in the mesh-asset tag; specifying an older revision number (ie kuid:12345:9876 or kuid2:12345:9876:1) will result in errors.  This applies even if the only change between versions is that the mesh is in a different folder.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===mesh-scale===&lt;br /&gt;
:Type: Floatlist&lt;br /&gt;
:Default: 1.0,1.0&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: This tag defines a minimum and maximum scaling value for the mesh, where 1.0 is the size as modelled. Each instance of the mesh that exists in the world will randomise within this range. Randomisation will not change between runs or between Trainz editions, but may change based on factors such as the position of the mesh in the world. This tag is currently only supported on SpeedTree assets; attempts to use this tag on other assets results in undefined behaviour.&lt;br /&gt;
&lt;br /&gt;
===mesh-season===&lt;br /&gt;
:Type: Int (0-250)&lt;br /&gt;
:Default: 255&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: The season index for which this mesh is displayed. The default value (255) indicates that this mesh is visible in all seasons.  See also [[&amp;quot;Season-selector&amp;quot; container]].&lt;br /&gt;
&lt;br /&gt;
===night-mesh-base===&lt;br /&gt;
:Type: Mesh name &lt;br /&gt;
:Default: &amp;quot;&amp;quot;&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Defines this mesh as a &amp;quot;nightmode&amp;quot; mesh. This mesh is visible only at &amp;quot;night&amp;quot; (the exact meaning of which is defined by the [[KIND Scenery#nightmode|nightmode]] tag in the top level of this asset&#039;s [[config.txt file]]. This mesh becomes invisible if the specified base mesh is invisible. Prior to [[&amp;quot;Trainz-build&amp;quot; tag|v4.3]], nightmode meshes have a [[material emissive color]] (currently 2.0, 2.0, 2.0) forcibly applied to them. From v4.3 upward, it is expected that the creator will set any necessary emissive coloration in the [[IM files|mesh file]] itself.&lt;br /&gt;
&lt;br /&gt;
===opacity===&lt;br /&gt;
:Type: Float (0.0 - 1.0)(See below)&lt;br /&gt;
:Default: 1.0&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Specifies the overall transparency of the mesh. Values other than 0.0 or 1.0 employ alpha blending and a value of 0.0 has the same effect as hiding the mesh. Note that this tag is buggy in TS2009 prior to SP4.&lt;br /&gt;
&lt;br /&gt;
===orientation===&lt;br /&gt;
:Type: Floatlist (radians)&lt;br /&gt;
:Default: 0,0,0&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Orientation of X,Y,Z axes. Allows a submesh to be rotated relative to its insertion point.  To reverse a mesh by 180 degrees about the Z axis, add the tag: orientation 0,0,3.14159&lt;br /&gt;
&lt;br /&gt;
===position===&lt;br /&gt;
:Type: Floatlist (metres)&lt;br /&gt;
:Default: 0,0,0&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Position of the mesh using X,Y,Z axes relative to its insertion point.&lt;br /&gt;
&lt;br /&gt;
===radius===&lt;br /&gt;
:Type: Float &lt;br /&gt;
:Default: TBD&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: TBD (should this be in [[&amp;quot;mesh-table&amp;quot;_container_(interior_version)]]?)&lt;br /&gt;
&lt;br /&gt;
===should-respond-to-clicks===&lt;br /&gt;
:Type: Bool &lt;br /&gt;
:Default: True(1)&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: If set to false (0) on a mesh that is part of an asset, it will remove that mesh from the calculation of the &#039;bounding box&#039; that will be used to check whether the user clicked on that particular asset.  This is useful for light ray effects or animations which are significantly outside the normal bounding volume, and may cause movement to focus on the wrong asset.  For instance, a traincar may need a mesh marked with should-respond-to-clicks set to false in order to ensure that the click is detected for the correct traincar when it is part of a consist. First introduced with TS12 SP1 HF4 (build 61388). Default value (True) is the prior behaviour (the mesh &#039;&#039;will&#039;&#039; be considered part of the bounding box for the purpose of registering clicks). &lt;br /&gt;
&lt;br /&gt;
===test-collisions===&lt;br /&gt;
:Type: Bool &lt;br /&gt;
:Default: TBD&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: TBD (should this be in [[&amp;quot;mesh-table&amp;quot;_container_(interior_version)]]?)&lt;br /&gt;
&lt;br /&gt;
===use-parent-bounds===&lt;br /&gt;
:Type: Bool &lt;br /&gt;
:Default: False(0)&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: When enabled, this tag indicates that render culling should occur using the whole object&#039;s bounding box rather than this mesh&#039;s bounding box. Bounding boxes on individual meshes may not update correctly when animation moves the object&#039;s geometry any significant distance from the bind position. This flag can help mitigate such effects, at a tiny performance penalty.&lt;br /&gt;
&lt;br /&gt;
==Mesh-Table Example==&lt;br /&gt;
The following is an example of a simple mesh-table which implements two levels of detail.&lt;br /&gt;
&lt;br /&gt;
 mesh-table&lt;br /&gt;
 {&lt;br /&gt;
   default-lod0&lt;br /&gt;
   {&lt;br /&gt;
     mesh &amp;quot;example-lod0.im&amp;quot;&lt;br /&gt;
     auto-create 1&lt;br /&gt;
     lod-level 0&lt;br /&gt;
   }&lt;br /&gt;
   default-lod1&lt;br /&gt;
   {&lt;br /&gt;
     mesh &amp;quot;example-lod1.im&amp;quot;&lt;br /&gt;
     auto-create 1&lt;br /&gt;
     lod-level 1&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==Mesh-Table Example (with collision)==&lt;br /&gt;
The following is an example of a mesh table with a separate collision mesh. For this, we are using a low polygon collision mesh with no material (null.m.notex) in place of any collision the game would generate for us. It&#039;s important to put the collision-data-generation-mode to &amp;quot;disabled&amp;quot; for every other mesh that is not the collision mesh. Otherwise, the game will assume the mesh can be used for collision and create unwanted results.&lt;br /&gt;
&lt;br /&gt;
 mesh-table&lt;br /&gt;
 {&lt;br /&gt;
   default&lt;br /&gt;
   {&lt;br /&gt;
     mesh &amp;quot;example.lm&amp;quot;&lt;br /&gt;
     auto-create 1&lt;br /&gt;
     collision-data-generation-mode      &amp;quot;disabled&amp;quot;&lt;br /&gt;
     collision-mesh &amp;quot;collision&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
   collision&lt;br /&gt;
   {&lt;br /&gt;
     mesh &amp;quot;collision.trainzmesh&amp;quot;&lt;br /&gt;
     collision-data-generation-mode      &amp;quot;separate-shape-triangle-mesh&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
[[Category:Config Container|mesh-table container]]&lt;br /&gt;
{{ORP-bot|mesh-table container}}&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Build_Numbers&amp;diff=44976</id>
		<title>Build Numbers</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Build_Numbers&amp;diff=44976"/>
		<updated>2025-09-04T08:06:02Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ORP-top}}&lt;br /&gt;
=Build Number=&lt;br /&gt;
A unique [[Build Numbers|Build Number]] is created for each Trainz build produced, both for internal development builds and public (retail, beta) builds. Build numbers are generated sequentially, but because an update to an older product can occur after the release of a new product, it is not correct to assume that a higher number means a newer product.&lt;br /&gt;
&lt;br /&gt;
Each build of Trainz also has a [[&amp;quot;Trainz-build&amp;quot; number]] which provides a broad idea of capabilities and content compatibility. Many builds may share the same [[&amp;quot;Trainz-build&amp;quot; number]] and are therefore considered compatible with each other, despite minor differences.&lt;br /&gt;
&lt;br /&gt;
=Currently Supported Releases=&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==TRS22 - Trainz Railroad Simulator 2022 and Trainz Plus ==&lt;br /&gt;
:&#039;&#039;&#039;Trainz Railroad Simulator 2022 &amp;amp; Trainz+&#039;&#039;&#039;&lt;br /&gt;
The following builds exist for [[TRS22]] and Trainz Plus. Where patches are available, these are noted beside the build number.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 115628||auto-patch to 116492||Beta release version (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 115635|| ||Standard Edition version (MAC)&lt;br /&gt;
|-&lt;br /&gt;
|Build 115985|| ||Standard Edition version (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 116492||auto-patch to 117118||Early Access (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117118||auto-patch to 117300||Pre-Release (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117300||auto-patch to 117442||Retail (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117442||auto-patch to 117504||Beta (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117504||auto-patch to 117537||Retail (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117537||auto-patch to 117655||Retail (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117654||auto-patch to 119463||Release Candidate TRS22 (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117655||auto-patch to 119451||Release Candidate TRS22 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117660||auto-patch to 119449||Release Candidate TRS22 (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117661||auto-patch to 119442||Release Candidate Trainz+ (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117669||auto-patch to 119450||Release Candidate Trainz+ (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117688||auto-patch to 119458||Release Candidate Trainz+ (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117703||auto-patch to 119447||Release Candidate TRS22 (Steam Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117706||auto-patch to 119455||Release Candidate Trainz+ (Steam Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117744||auto-patch to 119444||Release Candidate TRS22 (Mac App Store)&lt;br /&gt;
|-&lt;br /&gt;
|Build 119117||auto-patch to 119458||Beta Trainz+ (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 119119||auto-patch to 119451||Beta TRS22 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 119380||auto-patch to 119450||Beta Trainz+ (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 119442||   ||Retail Trainz+ (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 119444||   ||Retail TRS22 SP1 (Mac App Store)&lt;br /&gt;
|-&lt;br /&gt;
|Build 119447||   ||Retail TRS22 SP1 (Steam Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 119449||   ||Retail TRS22 SP1 (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 119450||   ||Retail Trainz+ (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 119451||   ||Retail TRS22 SP1 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 119455||   ||Retail Trainz+ (Steam Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 119458||   ||Retail Trainz+ (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 119463||   ||Retail TRS22 SP1 (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 121895||   ||TRS22 Beta (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 122411||   ||Retail Trainz+ (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 122418||   ||Retail TRS22 SP2/TRS22 PE (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 122419||   ||Retail TRS22 SP2/TRS22 PE (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 122427||   ||Retail TRS22 SP2/TRS22 PE (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 122428||   ||Retail Trainz+ (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 122431||   ||Retail Trainz+ (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 122432||   ||Retail TRS22 SP2/TRS22 PE (Steam Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 122433||   ||Retail Trainz+ (Steam Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 122478||   ||Retail TRS22 SP2 (Mac App Store)&lt;br /&gt;
|-&lt;br /&gt;
|Build 123792||   ||Retail TRS22 SP3/TRS22 PE (Steam Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 123794||   ||Retail Trainz+ (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 123797||   ||Retail TRS22 SP3/TRS22 PE (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 123798||   ||Retail TRS22 SP3 (Mac App Store)&lt;br /&gt;
|-&lt;br /&gt;
|Build 123799||   ||Retail TRS22 SP3/TRS22 PE (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 123800||   ||Retail Trainz+ (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 123801||   ||Retail TRS22 SP3/TRS22 PE (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 123844||   ||Retail Trainz+ (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 123845||   ||Retail Trainz+ (Steam Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 126273||   ||Retail TRS22 SP4 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 126274||   ||Retail TRS22 SP4/TRS22 PE (Steam Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 126280||   ||Retail Trainz+ (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 126286||   ||Retail TRS22 SP4/TRS22 PE (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 126290||   ||Retail Trainz+ (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 126293||   ||Retail Trainz+ (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 126295||   ||Retail TRS22 SP4/TRS22 PE (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 126297||   ||Retail Trainz+ (Steam Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 126300||   ||Retail TRS22 SP4 (Mac App Store)&lt;br /&gt;
|-&lt;br /&gt;
|Build 128485||   ||Retail TRS22 SP5/TRS22 PE (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 128486||   ||Retail Trainz+ (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 128487||   ||Retail TRS22 SP5 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 128490||   ||Retail Trainz+ (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 128492||   ||Retail TRS22 SP5/TRS22 PE (Steam Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 128493||   ||Retail TRS22 SP5/TRS22 PE (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 128495||   ||Retail Trainz+ (Steam Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 128497||   ||Retail Trainz+ (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 128503||   ||Retail TRS22 SP5 (Mac App Store)&lt;br /&gt;
|-&lt;br /&gt;
|Build 129335||   ||Retail TRS22 SP5 HF/TRS22 PE (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 129339||   ||Retail TRS22 SP5 HF/TRS22 PE (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 129343||   ||Retail Trainz+ (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 129383||   ||Retail TRS22 SP5 HF/TRS22 PE (Steam Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 129384||   ||Retail Trainz+ (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 129388||   ||Retail TRS22 SP5 HF/TRS22 PE (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 129392||   ||Retail Trainz+ (Steam Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 129393||   ||Retail Trainz+ (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 129410||   ||Retail TRS22 SP5 HF (Mac App Store)&lt;br /&gt;
|-&lt;br /&gt;
|Build 131950||   ||Retail Trainz+ (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 131951||   ||Retail TRS22 SP6 (Mac App Store) &lt;br /&gt;
|-&lt;br /&gt;
|Build 131957||   ||Retail Trainz+ (Steam Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 131958||   ||Retail Trainz+ (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 131965||   ||Retail TRS22 SP6/TRS22 PE (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 131982||   ||Retail TRS22 SP6/TRS22 PE (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 131985||   ||Retail Trainz+ (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 131986||   ||Retail TRS22 SP6/ TRS22 PE (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 131988||   ||Retail TRS22 SP6/ TRS22 PE (Steam Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 132284||   ||Retail Trainz+ (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 132339||   ||Retail TRS22 SP6 HF1 (Mac App Store) &lt;br /&gt;
|-&lt;br /&gt;
|Build 132322||   ||Retail Trainz+ (Steam Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 132324||   ||Retail Trainz+ (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 132285||   ||Retail TRS22 SP6 HF1/TRS22 PE (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 132320||   ||Retail TRS22 SP6 HF1/TRS22 PE (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 132317||   ||Retail Trainz+ (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 132316||   ||Retail TRS22 SP6 HF1/ TRS22 PE (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 132321||   ||Retail TRS22 SP6 HF1/ TRS22 PE (Steam Mac)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==TRS19 - Trainz Railroad Simulator 2019==&lt;br /&gt;
:&#039;&#039;&#039;Trainz Railroad Simulator 2019&#039;&#039;&#039;&lt;br /&gt;
The following builds exist for [[TRS19]]. Where patches are available, these are noted beside the build number.&lt;br /&gt;
TRS19 Service Pack 2 (SP2), Build 110491, unifies all TRS19 customers onto the same build number with cross-compatibility for content, routes and sessions including multiplayer.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 98569||auto-patch to 100331||MyTrainz release version&lt;br /&gt;
|-&lt;br /&gt;
|Build 98592||auto-patch to 100240||MyTrainz release version&lt;br /&gt;
|-&lt;br /&gt;
|Build 100240||-||MyTrainz release version&lt;br /&gt;
|-&lt;br /&gt;
|Build 100331||-||MyTrainz release version&lt;br /&gt;
|-&lt;br /&gt;
|Build 100332||-||Steam release (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 100339||-||Steam release (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 105096||-||MyTrainz &amp;amp; Platinum SP1 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 105170||-||MyTrainz SP1 (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 105175||114863||SP1 Steam release (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 105497||-||SP1 Steam release (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 105100||-||Platinum (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 105113||-||Platinum (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 110491||-||SP2 Unified Build&lt;br /&gt;
|-&lt;br /&gt;
|Build 111951||-||MyTrainz SP3 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 111952||-||SP3 Steam (Windows no Mac patch)&lt;br /&gt;
|-&lt;br /&gt;
|Build 111956||-||SP3 Mac (Big Sur required)&lt;br /&gt;
|-&lt;br /&gt;
|Build 114800||auto-patch to 116678||MyTrainz &amp;amp; Platinum SP4 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 114841||-||SP4 Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 114863||-||SP4 Steam (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 116678||-||SP5 Platinum (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117009||-||SP5 hotfix 1 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117026||-||SP5 Steam (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trainz Plus==&lt;br /&gt;
:&#039;&#039;&#039;Trainz Plus&#039;&#039;&#039;&lt;br /&gt;
The following builds exist for [[Trainz_Plus]]. Where patches are available, these are noted beside the build number.&lt;br /&gt;
&lt;br /&gt;
To install TrainzPlus, you must have an active Gold Membership or Trainz Plus Membership, and you will need to select the &#039;Trainz Plus&#039; update stream. See this guide for further information: https://support.trainzportal.com/index.php?/Knowledgebase/Article/View/132/20/updating-to-a-new-build-version&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 100240||auto-patch to 100464||TRS19 MyTrainz Windows to Trainz Plus Update 1&lt;br /&gt;
|-&lt;br /&gt;
|Build 100331||auto-patch to 100438||TRS19 MyTrainz Mac to Trainz Plus Update 1&lt;br /&gt;
|-&lt;br /&gt;
|Build 100464||auto-patch to 103369||Trainz Plus Update 1 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 100438||auto-patch to 103368||Trainz Plus Update 1 (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 103369||-||Trainz Plus Update 2 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 103368||-||Trainz Plus Update 2 (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 105100||-||Trainz Plus Update 3 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 105113||-||Trainz Plus Update 3 (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 110491||-||SP2 Unified Build&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Trainz Model Railroader Edition 2.1==&lt;br /&gt;
:&amp;lt;big&amp;gt;&#039;&#039;&#039;Trainz Model Railroader 2&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
The following builds exist for Trainz Model Railroader Edition 2.1. Where patches are available, these are noted beside the build number.&lt;br /&gt;
&lt;br /&gt;
Find out all the details via the STEAM store: [https://store.steampowered.com/app/2743520/TRS22_Model_Railroaders_Edition/ Trainz Model Railroader Edition 2.1]&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 128513||-||Steam Windows Store release&lt;br /&gt;
|-&lt;br /&gt;
|Build 128514||-||Steam Mac Store release&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Legacy build versions=&lt;br /&gt;
:&#039;&#039;This section is being provided by the user community to make as complete a reference as possible, so is currently incomplete and may remain so.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==TANE - Trainz: A New Era==&lt;br /&gt;
:&#039;&#039;&#039;Trainz: A New Era&#039;&#039;&#039;&lt;br /&gt;
The following builds exist for [[TANE]]. Where patches are available, these are noted beside the build number.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===TANE SP1===&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 74697||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 74702||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 74794||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 74885||auto-patch to 80345||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 75894||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 75938||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 75947||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 75971||auto-patch to 80345||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 76401||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 76425||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 76459||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 76536||auto-patch to 80345||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 76837||auto-patch to 80403||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 76794||auto-patch to 80403||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 78660||auto-patch to 80345||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 78667||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 78628||auto-patch to 80350||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 80285||auto-patch to 80350||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===TANE SP1 Hotfix 1===&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 80341||auto-patch to 81172||Boxed Product Key Standard Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 80345||auto-patch to 81178||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 80349||auto-patch to 81190||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 80413||auto-patch to 81197||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===TANE SP1 Hotfix 2===&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 81172||auto-patch to 81321||Boxed Product Key Standard Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 81178||auto-patch to 81324||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 81190||auto-patch to 81296||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 81197||auto-patch to 81343||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===TANE SP1 Hotfix 3===&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 81321||auto-patch to 82848||Boxed Product Key Standard Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 81324||auto-patch to 82851||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 81296||auto-patch to 82718||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 81343||auto-patch to 82867||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===TANE SP1 Hotfix 4===&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 82848||auto-patch to 84352||Boxed Product Key Standard Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 82851||auto-patch to 84356||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 82718||auto-patch to 84204||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 82867||auto-patch to 84219||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 84615||auto-patch to 88404||Mac AppStore&lt;br /&gt;
|-&lt;br /&gt;
|Build 84473||auto-patch to 88460||Steam Windows&lt;br /&gt;
|-&lt;br /&gt;
|Build 84449||auto-patch to 88461||Steam Windows&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===TANE SP2===&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 84352||auto-patch to 88343||Boxed Product Key Standard Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 84356||auto-patch to 88348||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 84204||auto-patch to 88364||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 84219||auto-patch to 88395||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 88404||auto-patch to 90957||Mac AppStore&lt;br /&gt;
|-&lt;br /&gt;
|Build 88460||auto-patch to 90959||Steam Windows&lt;br /&gt;
|-&lt;br /&gt;
|Build 88461||auto-patch to 90969||Steam Windows&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===TANE SP2 Hotfix 1===&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 88343||auto-patch to 90948||Boxed Product Key Standard Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 88348||auto-patch to 90955||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 88364||auto-patch to 90945||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 88395||auto-patch to 90946||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 90957||auto-patch to 95083||Mac AppStore&lt;br /&gt;
|-&lt;br /&gt;
|Build 90959||auto-patch to 94812||Steam Windows&lt;br /&gt;
|-&lt;br /&gt;
|Build 90969||auto-patch to 95086||Steam Windows&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===TANE SP3===&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 90948||auto-patch to 94808||Boxed Product Key Standard Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 94808||-||Boxed Product Key Standard Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 90955||auto-patch to 94829||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 94829||-||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 90945||auto-patch to 94916||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 94916||-||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 90946||auto-patch to 95078||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 95078||-||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 95083||-||Mac AppStore&lt;br /&gt;
|-&lt;br /&gt;
|Build 94812||-||Steam Windows&lt;br /&gt;
|-&lt;br /&gt;
|Build 90969||-||Steam Windows&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===TANE SP4===&lt;br /&gt;
More TANE SP4 information coming soon!&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 105766||-||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Build 105765||-||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==TS12 - Trainz Simulator 12==&lt;br /&gt;
:&#039;&#039;&#039;Trainz Simulator 12&#039;&#039;&#039;&lt;br /&gt;
The following builds exist for [[TS12]]. Where patches are available, these are noted beside the build number.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 46957||auto-patch to 48054||Planet Auran release version&lt;br /&gt;
|-&lt;br /&gt;
|Build 47059||auto-patch to 48054||Minor revision&lt;br /&gt;
|-&lt;br /&gt;
|Build 47103||-||Steam release&lt;br /&gt;
|-&lt;br /&gt;
|Build 47452||auto-patch to 48054||Just Trainz release version&lt;br /&gt;
|-&lt;br /&gt;
|Build 47772||auto-patch to 48054||Just Trainz release version (minor revision)&lt;br /&gt;
|-&lt;br /&gt;
|Build 48054||manual patch to 48249||Minor revision&lt;br /&gt;
|-&lt;br /&gt;
|Build 48249||manual patch to 49922||Minor revision&lt;br /&gt;
|-&lt;br /&gt;
|Build 49849||-||Czech Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 49922||-||Minor revision, added support for Aerotrain DLC&lt;br /&gt;
|-&lt;br /&gt;
|Build 50027||-||German Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 50406||-||French Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 51054||-||Dutch Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 52143||-||Russian, Japanese, Polish Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 57720||-||TS12 SP1 English&lt;br /&gt;
|-&lt;br /&gt;
|Build 57825||-||TS12 SP1 Hotfix 1 English&lt;br /&gt;
|-&lt;br /&gt;
|Build 57898||-||TS12 SP1 Hotfix 2 English&lt;br /&gt;
|-&lt;br /&gt;
|Build 58414||-||TS12 SP1 Hotfix 3 English&lt;br /&gt;
|-&lt;br /&gt;
|Build 61297||-||TS12 SP1 Steam English&lt;br /&gt;
|-&lt;br /&gt;
|Build 61388||-||TS12 SP1 Hotfix 4 English&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Trainz Simulator Mac==&lt;br /&gt;
:&amp;lt;big&amp;gt;&#039;&#039;&#039;Trainz MAC&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
The following builds exist for [[Trainz Simulator Mac]]. Where patches are available, these are noted beside the build number.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 47652||-||Planet Auran Digital Store release&lt;br /&gt;
|-&lt;br /&gt;
|Build 47770||-||Third-party Digital Store release&lt;br /&gt;
|-&lt;br /&gt;
|Build 48159||-||Feral retail release&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==TS2010 - Trainz 2010==&lt;br /&gt;
:&amp;lt;big&amp;gt;&#039;&#039;&#039;Trainz 2010: Engineers Edition&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
The following builds exist for [[TS2010]]. Where patches are available, these are noted beside the build number.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039; || &#039;&#039;&#039;[[Trainz-build]]*&amp;lt;br/&amp;gt;version No.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Build 41491&#039;&#039;&#039; ||manual patch to 41615 || [[TS2010| TS2010 GM]], English Online Release&lt;br /&gt;
| Ver: 3.2&lt;br /&gt;
|-&lt;br /&gt;
|Build 41615||manual patch to 43434 || [[TS2010 SP1]]&lt;br /&gt;
| Ver: 3.2&lt;br /&gt;
|-&lt;br /&gt;
|Build 41622||manual patch to 43434 || English Online Release&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! || || &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Build 42203&#039;&#039;&#039;||manual patch to 43434||[[TS2010 SP2]] English, Swedish DVD Retail Release&lt;br /&gt;
| Ver: 3.2&amp;lt;!-- This version shipped from Simulator Central as late as July 2013 to User: Fabartus, version off CM screen, build from Main menu, before any service packs or hotfixes allowed. ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Build 42534||-||French Retail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Build 42763||-||German Retail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Build 42831||-||Dutch Retail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Build 42953||-||Russian Retail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Build 43030||-||Czech, Polish Retail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Build 43233||-||Spanish Retail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Build 43434||-||[[TS2010 SP3]]&lt;br /&gt;
| Ver: 3.3&lt;br /&gt;
|-&lt;br /&gt;
|Build 44088||-||[[TS2010 SP3]] Minor revision&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Build 45467||auto patch to 46170||[[TS2010 SP4]] (including Trainz Multiplayer Beta)&lt;br /&gt;
| Ver: 3.4&lt;br /&gt;
|-&lt;br /&gt;
|Build 45607||auto patch to 46170||[[TS2010 SP4]] patch 1 (including Trainz Multiplayer Beta)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Build 46170||manual patch to 49938||[[TS2010 SP4]] patch 2 (including Trainz Multiplayer Beta)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Build 49933||-||[[TS2010 SP3]] Minor revision, added support for Aerotrain DLC&lt;br /&gt;
| Ver: 3.3&lt;br /&gt;
|-&lt;br /&gt;
|Build 49938||-||[[TS2010 SP4]] patch 3 (including Trainz &amp;lt;br/&amp;gt;Multiplayer Beta), added support for Aerotrain DLC&lt;br /&gt;
| Ver: 3.4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;*&#039;&#039;&#039;&amp;lt;/big&amp;gt; The  tag trainz-build assigned value will reflect the tech-level assigned the release or that under which an asset is first made; the version is now listed on the title bar of the [[Content Manager]] screen, and that of individual items is one of the column listings. The trainz-build version is also list on the DLS web page.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==TS2009 - Trainz 2009==&lt;br /&gt;
{{anchor|TRS2009|TS2009|Trainz2009|TRS 2009|TS 2009|Trainz 2009}}&lt;br /&gt;
:&amp;lt;big&amp;gt;&#039;&#039;&#039;Trainz 2009: World Builder Edition&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The following builds exist for TS2009. Where patches are available, these are noted beside the build number.&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0 style=&amp;quot;text-align:center; &amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 37625||auto-patch to 40040||English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 38017||auto-patch to 40040||[[TS2009 SP1]]&lt;br /&gt;
|-&lt;br /&gt;
|Build 38411||auto-patch to 40040||English Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 38599||auto-patch to 40040||[[TS2009 SP1]] hotfix&lt;br /&gt;
|-&lt;br /&gt;
|Build 38610||PROTECTED||Steam English Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 38808||auto-patch to 41590||French Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 38824||-||Dutch Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 38869||PROTECTED||UK Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 39176||-||German Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 39413||auto-patch to 40040||Czech, Polish, Hungarian Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 39561||-||Spanish Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 39979||auto-patch to 40040&lt;br /&gt;
|[[TS2009 SP2]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Build 40040&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;{{center|-auto-patch Common version-}}&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[TS2009 SP2]] + hotfix &amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Build 40357||-||Cabon City English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 40542||-||Russian Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 40702||-||Cabon City English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 40702||-||Treez English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 40762||-||Murchison English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 40837||-||S&amp;amp;C English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 40895||-||Spanish pre-SP3&lt;br /&gt;
|-&lt;br /&gt;
|Build 41497||-||Dutch, German pre-SP3&lt;br /&gt;
|-&lt;br /&gt;
|Build 41546||-||Italian Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 41590||-||French pre-SP3&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Build 41844&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;{{center|-auto-patch Common version-}}&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[TS2009 SP3]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Build 44653&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;{{center|-auto-patch Common version-}}&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[TS2009 SP4]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;[[TADDaemon]] (&amp;quot;Trainz Asset Database Daemon&amp;quot;) introduced&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Content Builds ==&lt;br /&gt;
&lt;br /&gt;
Auran&#039;s newer patch technology developed for TRS2009 has the capability of updating the base Trainz version and installed add-on content independently. The following is a list of released content build versions for add-on content since the advent of TRS2009&#039;s technology. Legacy versions (Trainz UTC, Trainz TCC discussed below)&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Content Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Content Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 40355||-||Cabon City English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 40400||-||Cabon City English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 40563||-||Treez English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 40761||-||Murchison English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 40836||-||S&amp;amp;C English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 49210||-||Duchess Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 49474||-||Duchess Steam Release&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 49631||-||Coronation Scot Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 49694||-||Coronation Scot Steam Release&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Trainz Classics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trainz Classics&#039;&#039;&#039; was series of releases each featuring a single route. New code features were added to each version to support that route.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=1 width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|col-width=&amp;quot;8%&amp;quot;|&#039;&#039;&#039;Ver#:&#039;&#039;&#039;|| &amp;lt;big&amp;gt;{{center|&#039;&#039;&#039;Build Number&#039;&#039;&#039;}} || {{center|&#039;&#039;&#039;&amp;lt;u&amp;gt;Trainz Retail Release Name&amp;lt;/u&amp;gt;&#039;&#039;&#039;}} ||&#039;&#039;&#039;Patches available&#039;&#039;&#039; || {{center|&#039;&#039;&#039;Build description&#039;&#039;&#039;&amp;lt;big&amp;gt;*&amp;lt;/big&amp;gt;}}&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.7||Build 3337|| {{center|[[TC1|&#039;&#039;&#039;Trainz Classics&#039;&#039;&#039;]]}} || {{cdash}} ||&amp;amp;nbsp; English Retail. Released July 9th, 2007 as a bundle with both [[TC1]] and [[TC2]] content included. Released as &#039;&#039;&#039;Trainz Railwayz&#039;&#039;&#039; (bundled with an updated TRS2006) in North America.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.7||Build 3422|| {{center|[[TRS2008]] }} || {{cdash}} ||&amp;amp;nbsp; French Retail. Includes both TC1/TC2 and also the French 2007 content in a single build. (Build 3422 is Edition Gold or Collector)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.8||Build 3529|| {{center|[[TC3|Trainz Classics 3]]}} || {{cdash}} ||&amp;amp;nbsp; TC3 English Retail, released on July 23, 2008.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==TRS2006 &amp;amp; etc.==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRS2006&#039;&#039;&#039; had a relatively large number of separate builds as Auran worked out methods for international names handling in various languages, plus went into partnership with various 3rd party distributors giving a host of releases in various markets but only one series of related Service Packs. &lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=1 width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|col-width=&amp;quot;8%&amp;quot;|&#039;&#039;&#039;Ver#:&#039;&#039;&#039;|| &amp;lt;big&amp;gt;{{center|&#039;&#039;&#039;Build Number&#039;&#039;&#039;}} || {{center|&#039;&#039;&#039;&amp;lt;u&amp;gt;Trainz Retail Release Name&amp;lt;/u&amp;gt;&#039;&#039;&#039;}} ||&#039;&#039;&#039;Patches available&#039;&#039;&#039; || {{center|&#039;&#039;&#039;Build description&#039;&#039;&#039;&amp;lt;big&amp;gt;*&amp;lt;/big&amp;gt;}}&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.5||Build 2761 || {{center&lt;br /&gt;
|[[TRS2006|TRS2006 GM]] }} ||{{cdash}} ||&amp;amp;nbsp; Original release for Australia and USA. [[Content Creator Plus]] and [[Content Manager|Content Manager Plus]] first introduced.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.5||colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;Other Builds:&#039;&#039;&#039; UK release - 2773; French - 2883; &amp;lt;br/&amp;gt;Dutch - 2967;German - 2970; Spanish - 3007 ||German - was also called Pro Train Perfect or PTP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.5|| Build 3096&amp;lt;br/&amp;gt;&amp;amp;Merscom&#039;s &amp;lt;br/&amp;gt;build 3104&amp;lt;!--&lt;br /&gt;
per wikibook http://en.wikibooks.org/w/index.php?title=Trainz/Version_And_Build_Numbers&lt;br /&gt;
--&amp;gt;|| &#039;&#039;&#039;{{center|Trainz Driver Edition&amp;amp;nbsp;(TDE)&#039;&#039;&#039; &amp;lt;br/&amp;gt;(&#039;demo version&#039;)}}|| {{cdash}} || UK release date of Trainz Driver was 24 February 2005. {{bullR}}TDE did not have CMP nor Surveyor, but did include Railyard&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.6 || build 3092 || {{cdash}} || {{center|[[TRS2006|TRS2006 SP1]] }} || TRS2006 - Australia and North American markets&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.6||colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Other SP1 Builds:&#039;&#039;&#039; United Kingdom-SP1= build 3099; Spanish-SP1= build 3118&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.6||Build 3335 || {{cdash}} || {{center|[[TRS2006#SP1|TRS2006 SP1]] }} || Vista support. Released in September 2007. Used for bundle packs - Trainz Railwayz (North American release bundled with TC1) and Trainz Complete Collection (bundled with TRS2004 SP4, UTC and Trainz Routes 1 to 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.6||Build ????|| {{center|[[TRS2007]] }} || {{cdash}} ||&amp;amp;nbsp; French retail, equivalent to TRS2006+SP1, with some additional French content.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.6||Build ????|| {{center|[[TRS2007]] }} || {{cdash}} ||&amp;amp;nbsp; German retail, equivalent to TRS2006+SP1, with a lot of additional German content.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==TRS2004==&lt;br /&gt;
&#039;&#039;&#039;TRS2004&#039;&#039;&#039; had a relatively large number of separate builds as Auran worked out methods for international names handling in various languages, plus went through a related succession of Service Packs. &lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=1&lt;br /&gt;
|&#039;&#039;&#039;Ver#:&#039;&#039;&#039;|| &amp;lt;big&amp;gt;{{center|&#039;&#039;&#039;Build Number&#039;&#039;&#039;}} || {{center|&#039;&#039;&#039;&amp;lt;u&amp;gt;Trainz Retail Release Name&amp;lt;/u&amp;gt;&#039;&#039;&#039;}} ||&#039;&#039;&#039;Patches available&#039;&#039;&#039; || {{center|&#039;&#039;&#039;Build description&#039;&#039;&#039;&amp;lt;big&amp;gt;*&amp;lt;/big&amp;gt;}}&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|2.0||Build 668 || [[TRS2004|Trainz Railroad Simulator 2004]] || || International version (Australia and USA). Released in September 2003. &lt;br /&gt;
|-&lt;br /&gt;
|2.0||Build 686 || [[TRS2004|Trainz Railway Simulator 2004]] || || Just Trains version (UK). Requires disk in drive.&lt;br /&gt;
|-&lt;br /&gt;
|2.1||Build ???? || [[TRS2004|Trainz Railroad Simulator 2004]] SP1 || || International (USA/Australia) release&lt;br /&gt;
|-&lt;br /&gt;
|2.1||Build ???? || [[TRS2004|Trainz Railway Simulator 2004]] SP1 || || Just Trains release (UK). Requires disk in drive.&lt;br /&gt;
|-&lt;br /&gt;
|2.2||Build ???? || [[TRS2004|Trainz Railroad Simulator 2004]] &amp;quot;Passenger Edition&amp;quot; (SP2)|| || International (USA/Australia) release&lt;br /&gt;
|-&lt;br /&gt;
|2.2||Build 2285 || [[TRS2004|Trainz Railway Simulator 2004]] &amp;quot;Passenger Edition&amp;quot; (SP2)|| || Just Trains release (UK). Requires disk in drive.&lt;br /&gt;
|-&lt;br /&gt;
|2.3||Build ???? || [[TRS2004|Trainz Railroad Simulator 2004]] SP3 || || International (USA/Australia) release&lt;br /&gt;
|-&lt;br /&gt;
|2.3||Build ???? || [[TRS2004|Trainz Railway Simulator 2004]] SP3 || ||&lt;br /&gt;
|-&lt;br /&gt;
|2.3||Build ???? || [[TRS2004#Deluxe|TRS2004 Deluxe]] || ||Trainz 2004: Deluxe Edition. Includes SP3 and additional content. Different regions received different additional content.&lt;br /&gt;
|-&lt;br /&gt;
|2.4||Build 2365 || [[TRS2004|Trainz Railroad Simulator 2004]] SP4 || || International (USA/Australia) release&lt;br /&gt;
|-&lt;br /&gt;
|2.4||Build 2370 || [[TRS2004|Trainz Railway Simulator 2004]] SP4 || || Just Trains release (UK). Requires disk in drive.&lt;br /&gt;
|-&lt;br /&gt;
|2.4||Build 2370 || [[TRS2004|Trainz Railway Simulator 2004]] SP4 || || Included in &#039;&#039;Trainz Collection&#039;&#039;, but &#039;&#039;without&#039;&#039; the requirement for a disk in the drive.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Ultimate Trainz Collection==&lt;br /&gt;
:&amp;lt;big&amp;gt;&#039;&#039;&#039;Ultimate Trainz Collection&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ultimate Trainz Collection&#039;&#039;&#039;, released regionally in 2002, included PaintShed, GMax 1.1, and other accessories.  &lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Ver#:&#039;&#039;&#039;|| &amp;lt;big&amp;gt;{{center|&#039;&#039;&#039;Build Number&#039;&#039;&#039;}} || {{center|&#039;&#039;&#039;&amp;lt;u&amp;gt;Trainz Retail Release Name&amp;lt;/u&amp;gt;&#039;&#039;&#039;}} ||&#039;&#039;&#039;Patches available&#039;&#039;&#039; || {{center|&#039;&#039;&#039;Build description&#039;&#039;&#039;&amp;lt;big&amp;gt;*&amp;lt;/big&amp;gt;}}&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|1.5||Build 0377 || {{center|Trainz UTC 3 CD set}} || {{cdash}} || Ultimate Trainz Collection,&amp;lt;br/&amp;gt;released 26 November 2002 w/expanded content&lt;br /&gt;
|-&lt;br /&gt;
|1.6||Build 0404 || {{cdash}} || {{center|Trainz UTC SP1}} || Ultimate Trainz Collection SP1&lt;br /&gt;
|-&lt;br /&gt;
|1.6||Build 0033&amp;lt;!--&amp;lt;ref&amp;gt;per registry,&lt;br /&gt;
 p/o TRS2004 Deluxe Ed.&amp;lt;/ref&amp;gt; --&amp;gt; || {{center|Paintshed}} || {{cdash}} ||1st released as part of &amp;lt;br/&amp;gt;Ultimate Trainz Collection SP1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Trainz 1.x==&lt;br /&gt;
:&amp;lt;big&amp;gt;&#039;&#039;&#039;Trainz 1.3&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Ver#:&#039;&#039;&#039;|| &amp;lt;big&amp;gt;{{center|&#039;&#039;&#039;Build Number&#039;&#039;&#039;}} || {{center|&#039;&#039;&#039;&amp;lt;u&amp;gt;Trainz Retail Release Name&amp;lt;/u&amp;gt;&#039;&#039;&#039;}} ||&#039;&#039;&#039;Patches available&#039;&#039;&#039; || {{center|&#039;&#039;&#039;Build description&#039;&#039;&#039;&amp;lt;big&amp;gt;*&amp;lt;/big&amp;gt;}}&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0.9||Build 0009 || {{center|Trainz Beta}} ||&amp;lt;center&amp;gt;wholly replaced &amp;lt;br/&amp;gt;by [[Trainz 1.0]] &amp;lt;/center&amp;gt;||released in November 2000 for testing purposes to Model Railroaders.&lt;br /&gt;
|-&lt;br /&gt;
|1.0||Build 0010&amp;lt;!-- &amp;lt;ref&amp;gt;per registry, User Fabartus&amp;lt;/ref&amp;gt; --&amp;gt;|| {{center|[[Trainz 1.0]]}} ||{{cdash}} || &#039;&#039;&#039;&#039;&#039;&#039;Trainz Community Edition&#039;&#039;&#039;&#039;&#039;&#039;, &amp;lt;br/&amp;gt;released in December 2001&lt;br /&gt;
|-&lt;br /&gt;
|1.0||Build 0019? || {{center|[[Trainz 1.0]], non-English}} ||{{cdash}} || Trainz Community Edition 2 &lt;br /&gt;
|-&lt;br /&gt;
|1.1||Build ???? || {{Cdash}} || {{center|[[Trainz 1.0| SP1]]}} || released in 2002 (April ?)&lt;br /&gt;
|-&lt;br /&gt;
|1.2||Build 0??? || {{cdash}} || {{center|[[Trainz 1.0| SP2]]}} || &#039;&#039;&#039;&#039;&#039;&#039;Trainz Retail Edition&#039;&#039;&#039;&#039;&#039;&#039; was released in June 2002&amp;lt;br/&amp;gt; aimed at the North American markets.&amp;lt;!--Wikipedia---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|1.3||Build 0263 || {{center|aka &#039;&#039;&#039;Trainz 1.3&#039;&#039;&#039;}} || {{center|[[Trainz SP3]]}} || First with TrainzScript.exe, and Scenarios, November 2002&lt;br /&gt;
|-&lt;br /&gt;
|1.0||Build 0277 || {{center|[[Trainz 1.0]], non-English}} ||{{cdash}} || Trainz Community Edition 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=Notes and references=&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; Name usages matching information posted on {{wp|Trainz}} and the {{plain link|http://en.wikibooks.org/wiki/Trainz/Version_And_Build_Numbers|Trainz Wikibook}} Version and Build Numbers pages.&lt;br /&gt;
&amp;lt;!-- I see there is more research needed&lt;br /&gt;
&amp;lt;references group=&amp;quot;Note&amp;quot;/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{ORP-bot}}{{TBKr}}&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Treez&amp;diff=44859</id>
		<title>Treez</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Treez&amp;diff=44859"/>
		<updated>2025-08-08T06:40:24Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:treez.png|250px|link=https://info.trainzsimulator.com/trainz-plus/#treez]]  [[Image:discord_community_trees_foliage.jpg|250px|link=https://discord.gg/WgQ5VbUdar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Software Requirements=&lt;br /&gt;
&lt;br /&gt;
This is a step by step tutorial that will teach you how to create a 3D TREE model for use in Trainz. This method uses PlantFactory (free software) to create the 3D tree model but you could use Blender or any other 3D modelling software in its place. The principles are the same.&lt;br /&gt;
&lt;br /&gt;
Before you start you will need:&lt;br /&gt;
&lt;br /&gt;
* A copy of [[&amp;quot;Trainz-build&amp;quot; number|Trainz version 5.6]] or newer. Currently this is in development so in order to test this new foliage system you must be part of the BETA - [https://forms.gle/cQTjZxixZeCT3DHS7 JOIN].&lt;br /&gt;
&lt;br /&gt;
* A copy of [https://www.bentley.com/software/e-on-software-free-downloads/ PlantFactory 2024]. Click the Download button on that page, agree to the EULA and the next page the software should show for download.&lt;br /&gt;
&lt;br /&gt;
* You need a set of textures (Bark and Leaves at a minimum) for your trees. These can be created from scratch using the likes of [https://www.adobe.com/au/products/photoshop.html Photoshop] (paid) or [https://www.gimp.org GIMP] (free). You can look to source them from many different websites including [https://substance3d.adobe.com/assets/allassets?q=leaf%20fir%20branch&amp;amp;sort=-searchScore Adobe Substance Library] or other stock places. There are many other places you can purchase tree stock as a base or to get ideas to build from including [https://www.cgtrader.com/search?keywords=tree CGTrader] and [https://www.turbosquid.com/Search/Index.cfm?keyword=tree&amp;amp;media_typeid=2 TurboSquid].&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=PlantFactory Examples and Files=&lt;br /&gt;
&lt;br /&gt;
A good place to start is with one of our PlantFactory templates. This can speed up your development a lot, especially if you are new to PlantFactory.&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/trainz_pf_basic_tree_example_files.zip Download Youtube Video 1 Example Files]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/trainz_pf_tree_1_example_files.zip Download Youtube Video 2 Example Files]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/tree_1_textures.zip Download Texture Package 1]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/tree_2_textures.zip Download Texture Package 2]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/tree_3_textures.zip Download Texture Package 3]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/tree_4_textures.zip Download Texture Package 4]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/tree_5_textures.zip Download Texture Package 5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tree Asset Creation Overview=&lt;br /&gt;
&lt;br /&gt;
Trees are created as standard [[KIND Scenery|scenery]] assets.&lt;br /&gt;
&lt;br /&gt;
They use the [[FBX file format]] for their mesh files.&lt;br /&gt;
&lt;br /&gt;
.PNG or .TGA is recommended for the [[Texture file|textures]].&lt;br /&gt;
&lt;br /&gt;
Trees may use standard materials, but benefit heavily from the new foliage-specific materials are outlined below.&lt;br /&gt;
&lt;br /&gt;
The texture setup is outlined below.&lt;br /&gt;
&lt;br /&gt;
You should try and keep the highest LOD under 5000 polygons. Each additional LOD level should drop down by at least 25%. Your lowest LOD should be under 1000 polygons, ideally under 500 polygons. There is no need to create bottom-LOD billboards as Trainz will create this for you using a new [[Imposter system]] that will release alongside [[Treez]].&lt;br /&gt;
&lt;br /&gt;
If using PlantFactory you will want to get the example files above and look at the [[Mesh metadata file]]s to determine what additional tags are being used. You will also want to watch the PlantFactory video information below to understand how to use the program and also how to export from PlantFactory, setup your Trainz Asset and import into Trainz.&lt;br /&gt;
&lt;br /&gt;
If you are using another 3D modelling program to create your trees and want to use [[m.leafcardbillboard|camera facing leaf cards]] then you must point your leaf card geometry in the positive X direction. Each leaf card must be a separate mesh within the FBX so they can rotate separately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:leaf_card_blender.jpg|400px]] [[Image:leaf_card_blender_2.jpg|384px]] [[Image:leaf_card_blender_3.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Materials=&lt;br /&gt;
&lt;br /&gt;
There are two new materials to use for trees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[m.leafcard]]&#039;&#039;&#039; - Use this material for your transparent leaf cards that are not camera facing. This material structure is identical to [[m.pbrmetal]]. The only difference in setup is the name of your material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[m.leafcardbillboard]]&#039;&#039;&#039; - Use this material for your transparent leaf cards that are to be camera facing. This material structure is identical to [[m.pbrmetalmasked]]. The only difference in setup is the name of your material.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Textures=&lt;br /&gt;
&lt;br /&gt;
The makeup of both [[m.leafcard]] and [[m.leafcardbillboard]] is similar to [[m.pbrmetalmasked]].&lt;br /&gt;
&lt;br /&gt;
The one exception is that the blue channel in the parameters texture is used to modulate the strength of the directional lighting. This is intended to give the feel of individual leaves being deeper inside the tree and shadowed from all directions, even though the leaf card as a whole is not shadowed. (Note that this is the same channel used for Ambient Occlusion on m.pbrmetal; the leaf card materials do not support ambient occlusion.)&lt;br /&gt;
&lt;br /&gt;
Full brightness (100% blue channel) gives a standard lighting response, while darker values give a weaker response to directional lighting.&lt;br /&gt;
&lt;br /&gt;
Here is an example of what the blue (AO) channel could look like in the parameters texture for both [[m.leafcard]] and [[m.leafcardbillboard]].&lt;br /&gt;
&lt;br /&gt;
[[Image:directional_light_Scattering.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=PlantFactory Tutorial=&lt;br /&gt;
&lt;br /&gt;
Once the software starts up and you&#039;ve either loaded one of the templates above or you&#039;ve started a new tree from scratch, if you are new to PlantFactory, you will want to read the &amp;quot;PlantFactory — Reference Manual&amp;quot; (specifically &#039;Section 5 - Modifying Plants: Using Parameters&#039;) which can be accessed by clicking on the Main Menu -&amp;gt; Help -&amp;gt; Reference Manual. This manual explains everything you need to know about the software. It is definitely worth the read.&lt;br /&gt;
&lt;br /&gt;
For those that want to come back to the manual later, here is a video breakdown on a very raw PlantFactory / Trainz explanation you can get started with.&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_1.jpg|750px|link=https://www.youtube.com/watch?v=pNY0kHEqsTQ]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_2.jpg|750px|link=https://www.youtube.com/watch?v=c-LA4VkZrvs]]&lt;br /&gt;
&lt;br /&gt;
===Work-in-Progress Test Trees===&lt;br /&gt;
&lt;br /&gt;
There isn&#039;t one way to create trees in PlantFactory but these trees were created using the procedural node method.&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_0_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_0_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_2_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_2_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_3_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_3_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_4a_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_4b_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_4_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_5a_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_5b_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_5_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_6_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_6_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_7_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_7_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
=DLS Asset TREEZ Listing=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! KUID&lt;br /&gt;
! Asset Name&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100527:1&amp;gt; || African Olive Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100530:1&amp;gt; || African Olive Tree PF 03&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100238:1&amp;gt; || American Beech Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100239:1&amp;gt; || American beech Tree PF 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:101052:1&amp;gt; || Apple Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101053&amp;gt; || Apple tree PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101054&amp;gt; || Apple tree PF 02&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101055&amp;gt; || Apple tree PF 03&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101056&amp;gt; || Apple tree PF 04&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101057&amp;gt; || Apple tree PF 05&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101058&amp;gt; || Apple tree PF 06&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100457:1&amp;gt; || Azalea bush PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100452:1&amp;gt; || Azalea bush Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100998&amp;gt; || Aleppo Pine Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100999&amp;gt; || Aleppo Pine PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101000&amp;gt; || Aleppo Pine PF 02&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101001&amp;gt; || Aleppo Pine PF 03&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101002&amp;gt; || Aleppo Pine PF 04&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101003&amp;gt; || Aleppo Pine PF 05&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101004&amp;gt; || Aleppo Pine PF 06&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101005&amp;gt; || Aleppo Pine PF 07&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101006&amp;gt; || Aleppo Pine PF 08&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100463:1&amp;gt; || Broom Snakeweed bush PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100464:1&amp;gt; || Broom Snakeweed bush PF 02&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100462:1&amp;gt; || Broom snakeweed bush Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100109:3&amp;gt; || Birch Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100122:1&amp;gt; || Birch Tree PF 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100123:1&amp;gt; || Birch Tree PF 2&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100125:1&amp;gt; || Birch Tree PF 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100126:1&amp;gt; || Birch Tree PF 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100127:1&amp;gt; || Birch Tree PF 5&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100128:1&amp;gt; || Birch Tree PF 6&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100642:1&amp;gt; || Birch Tree PF 07 1386&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100393:1&amp;gt; || Broadleaf Tree PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100396:1&amp;gt; || Broadleaf Tree PF 02&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100397:1&amp;gt; || Broadleaf Tree PF 03&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100399:1&amp;gt; || Broadleaf Tree PF 04&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100400:1&amp;gt; || Broadleaf Tree PF 05&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100474:1&amp;gt; || Broadleaf Tree PF 12 Darker&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100168:1&amp;gt; || Broadleaf Tree PF 9&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100169:1&amp;gt; || Broadleaf Tree PF 10&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100170:1&amp;gt; || Broadleaf Tree PF 17&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100167:1&amp;gt; || Broadleaf Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100091:1&amp;gt; || Dry Pine Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100092:1&amp;gt; || Dry Pine Tree PF 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100093:1&amp;gt; || Dry Pine Tree PF 2&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100094:1&amp;gt; || Dry Pine Tree PF 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100095:1&amp;gt; || Dry Pine Tree PF 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100096:1&amp;gt; || Dry Pine Tree PF 5&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100317:1&amp;gt; || Elm Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100318:1&amp;gt; || Elm Tree PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100319:1&amp;gt; || Elm Tree PF 02&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100321:1&amp;gt; || Elm Tree PF 03&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100322:1&amp;gt; || Elm Tree PF 04&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100323:1&amp;gt; || Elm Tree PF 05&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100496:2&amp;gt; || Eucalypt Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100497:1&amp;gt; || Eucalypt Tree PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100499:1&amp;gt; || Eucalypt Tree PF 02&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100500:1&amp;gt; || Eucalypt Tree PF 03&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100504:1&amp;gt; || Eucalypt Tree PF 04&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100505:1&amp;gt; || Eucalypt Tree PF 05&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100506:1&amp;gt; || Eucalypt Tree PF 06&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100507:1&amp;gt; || Eucalypt Tree PF 07&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100510:1&amp;gt; || Eucalypt Tree PF 08&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100511:1&amp;gt; || Eucalypt Tree PF 09&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100512:1&amp;gt; || Eucalypt Tree PF 10&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100513:1&amp;gt; || Eucalypt Tree PF 11&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100515:1&amp;gt; || Eucalypt Tree PF 12&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100516:1&amp;gt; || Eucalypt Tree PF 13&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100517:1&amp;gt; || Eucalypt Tree PF 14&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100519:1&amp;gt; || Eucalypt Tree PF 15&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100520:1&amp;gt; || Eucalypt Tree PF 16&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100521:1&amp;gt; || Eucalypt Tree PF 17&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100522:1&amp;gt; || Eucalypt Tree PF 18&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100148:2&amp;gt; || Fir Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100149:1&amp;gt; || Fir Tree PF 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100150:1&amp;gt; || Fir Tree PF 2&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98110:1&amp;gt; || Fir Tree PF 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98111:1&amp;gt; || Fir Tree PF 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98112:1&amp;gt; || Fir Tree PF 5&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101009&amp;gt; || Gingko biloba Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101010&amp;gt; || Gingko biloba PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101011&amp;gt; || Gingko biloba PF 02&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101012&amp;gt; || Gingko biloba PF 03&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101013&amp;gt; || Gingko biloba PF 04&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101014&amp;gt; || Gingko biloba PF 05&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101015&amp;gt; || Gingko biloba PF 06&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101016&amp;gt; || Gingko biloba PF 07&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101017&amp;gt; || Gingko biloba PF 08&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:101119:1&amp;gt; || Giant sequoia Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101120&amp;gt; || Giant sequoia PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101121&amp;gt; || Giant sequoia PF 02&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101122&amp;gt; || Giant sequoia PF 03&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101123&amp;gt; || Giant sequoia PF 04&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101124&amp;gt; || Giant sequoia PF 05&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101125&amp;gt; || Giant sequoia PF 06&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98119:1&amp;gt; || Grass 9 N PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98122:1&amp;gt; || Grass 9 M PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98120:1&amp;gt; || Grass 9 A PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98121:1&amp;gt; || Grass 9 I PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100369:1&amp;gt; || Hawthorn Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100370:1&amp;gt; || Hawthorn Tree PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100371:1&amp;gt; || Hawthorn Tree PF 02&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100372:1&amp;gt; || Hawthorn Tree PF 03&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100054:1&amp;gt; || Hemlock Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100085:1&amp;gt; || Hemlock Tree PF 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100084:1&amp;gt; || Hemlock Tree PF 2&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100076:1&amp;gt; || Hemlock Tree PF 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100302:1&amp;gt; || Hazel Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100303:1&amp;gt; || Hazel Tree PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100578:1&amp;gt; || Italian Cypress Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100579:1&amp;gt; || Italian Cypress Tree PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100580:1&amp;gt; || Italian Cypress Tree PF 02&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100581:1&amp;gt; || Italian Cypress Tree PF 03&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100597:1&amp;gt; || London Plane Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100599:1&amp;gt; || London Plane Tree PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100268:3&amp;gt; || Maple Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100269:1&amp;gt; || Mountain Maple PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100270:1&amp;gt; || Mountain Maple PF 02&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100271:1&amp;gt; || Maple shrub PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100272:1&amp;gt; || Maple shrub PF 02&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101101&amp;gt; || Norway spruce Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101102&amp;gt; || Norway spruce PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101103&amp;gt; || Norway spruce PF 02&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101104&amp;gt; || Norway spruce PF 03&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101105&amp;gt; || Norway spruce PF 04&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101106&amp;gt; || Norway spruce PF 05&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101107&amp;gt; || Norway spruce PF 06&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100341:1&amp;gt; || Oak Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100342:1&amp;gt; || Oak Tree PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100343:1&amp;gt; || Oak Tree PF 02&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100344:1&amp;gt; || Oak Tree PF 03&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100345:1&amp;gt; || Oak Tree PF 04&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100347:1&amp;gt; || Oak Tree PF 05&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100348:1&amp;gt; || Oak Tree PF 06&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100349:1&amp;gt; || Oak Tree PF 07&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100467:1&amp;gt; || Poplar Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100468:1&amp;gt; || Poplar Tree PF 02&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100469:1&amp;gt; || Poplar Tree PF 04&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100987&amp;gt; || Quaking Aspen PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100988&amp;gt; || Quaking Aspen PF 02&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100989&amp;gt; || Quaking Aspen PF 03&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100990&amp;gt; || Quaking Aspen PF 04&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100991&amp;gt; || Quaking Aspen PF 05&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100992&amp;gt; || Quaking Aspen PF 06&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100993&amp;gt; || Quaking Aspen PF 07&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100994&amp;gt; || Quaking Aspen PF 08&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100995&amp;gt; || Quaking Aspen PF 09&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100996&amp;gt; || Quaking Aspen PF 10&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101061:1&amp;gt; || Sweetgum Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101062&amp;gt; || Sweetgum PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101063&amp;gt; || Sweetgum PF 02&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101064&amp;gt; || Sweetgum PF 03&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101065&amp;gt; || Sweetgum PF 04&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101066&amp;gt; || Sweetgum PF 05&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101067&amp;gt; || Sweetgum PF 06&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101068&amp;gt; || Sweetgum PF 07&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101069&amp;gt; || Sweetgum PF 08&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98054:1&amp;gt; || Tree 2 PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98061:1&amp;gt; || Tree 2b PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98055:4&amp;gt; || Tree 3 Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98056:1&amp;gt; || Tree 3 PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98063:1&amp;gt; || Tree 3b PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98057:5&amp;gt; || Tree 4 Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98058:1&amp;gt; || Tree 4 PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98062:1&amp;gt; || Tree 4b PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98059:5&amp;gt; || Tree 5 Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98060:1&amp;gt; || Tree 5 PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98064:6&amp;gt; || Tree 6 Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98065:1&amp;gt; || Tree 6 PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98066:1&amp;gt; || Tree 6b PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98067:1&amp;gt; || Tree 6c PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98076:1&amp;gt; || Tree 6d PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98083:1&amp;gt; || Tree 6e PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98084:1&amp;gt; || Tree 6f PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98068:1&amp;gt; || Tree 7 PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98069:1&amp;gt; || Tree 7b PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98070:1&amp;gt; || Tree 8 PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98072:1&amp;gt; || Tree 8b PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98071:1&amp;gt; || Tree 9 PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98074:1&amp;gt; || Tree 10 PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98075:1&amp;gt; || Tree 10b PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98079:1&amp;gt; || Tree 11 PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98080:1&amp;gt; || Tree 11b PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98081:1&amp;gt; || Tree 11c PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98085:1&amp;gt; || Tree 11e PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98082:1&amp;gt; || Tree 11d PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98086:1&amp;gt; || Tree 12 PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98090:1&amp;gt; || Tree LiveOak 01 PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98089:1&amp;gt; || Tree LiveOak Library&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98115:3&amp;gt; || Tree Maple 03 PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98114:2&amp;gt; || Tree Maple 02 PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98113:2&amp;gt; || Tree Maple 01 PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98132:1&amp;gt; || Tree Maple PF Lib&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100446:1&amp;gt; || Willow Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100447:1&amp;gt; || Willow Tree PF 03&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101093&amp;gt; || White spruce Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101094&amp;gt; || White spruce PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101095&amp;gt; || White spruce PF 02&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101096&amp;gt; || White spruce PF 03&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101097&amp;gt; || White spruce PF 04&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101098&amp;gt; || White spruce PF 05&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101099&amp;gt; || White spruce PF 06&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100794&amp;gt; || Wild dry grass 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100795&amp;gt; || Wild dry grass 02&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100796&amp;gt; || Wild dry grass 03&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100797&amp;gt; || Wild dry grass 04&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100798&amp;gt; || Wild dry grass 05&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100799&amp;gt; || Wild dry grass 06&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100800&amp;gt; || Wild dry grass 07&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100801&amp;gt; || Wild dry grass 08&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100775&amp;gt; || Wild Grass Library Clutter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Content Manager copy/paste comma separated list of the above:&lt;br /&gt;
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		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Treez&amp;diff=44858</id>
		<title>Treez</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Treez&amp;diff=44858"/>
		<updated>2025-08-08T06:36:11Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:treez.png|250px|link=https://info.trainzsimulator.com/trainz-plus/#treez]]  [[Image:discord_community_trees_foliage.jpg|250px|link=https://discord.gg/WgQ5VbUdar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Software Requirements=&lt;br /&gt;
&lt;br /&gt;
This is a step by step tutorial that will teach you how to create a 3D TREE model for use in Trainz. This method uses PlantFactory (free software) to create the 3D tree model but you could use Blender or any other 3D modelling software in its place. The principles are the same.&lt;br /&gt;
&lt;br /&gt;
Before you start you will need:&lt;br /&gt;
&lt;br /&gt;
* A copy of [[&amp;quot;Trainz-build&amp;quot; number|Trainz version 5.6]] or newer. Currently this is in development so in order to test this new foliage system you must be part of the BETA - [https://forms.gle/cQTjZxixZeCT3DHS7 JOIN].&lt;br /&gt;
&lt;br /&gt;
* A copy of [https://www.bentley.com/software/e-on-software-free-downloads/ PlantFactory 2024]. Click the Download button on that page, agree to the EULA and the next page the software should show for download.&lt;br /&gt;
&lt;br /&gt;
* You need a set of textures (Bark and Leaves at a minimum) for your trees. These can be created from scratch using the likes of [https://www.adobe.com/au/products/photoshop.html Photoshop] (paid) or [https://www.gimp.org GIMP] (free). You can look to source them from many different websites including [https://substance3d.adobe.com/assets/allassets?q=leaf%20fir%20branch&amp;amp;sort=-searchScore Adobe Substance Library] or other stock places. There are many other places you can purchase tree stock as a base or to get ideas to build from including [https://www.cgtrader.com/search?keywords=tree CGTrader] and [https://www.turbosquid.com/Search/Index.cfm?keyword=tree&amp;amp;media_typeid=2 TurboSquid].&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=PlantFactory Examples and Files=&lt;br /&gt;
&lt;br /&gt;
A good place to start is with one of our PlantFactory templates. This can speed up your development a lot, especially if you are new to PlantFactory.&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/trainz_pf_basic_tree_example_files.zip Download Youtube Video 1 Example Files]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/trainz_pf_tree_1_example_files.zip Download Youtube Video 2 Example Files]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/tree_1_textures.zip Download Texture Package 1]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/tree_2_textures.zip Download Texture Package 2]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/tree_3_textures.zip Download Texture Package 3]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/tree_4_textures.zip Download Texture Package 4]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/tree_5_textures.zip Download Texture Package 5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tree Asset Creation Overview=&lt;br /&gt;
&lt;br /&gt;
Trees are created as standard [[KIND Scenery|scenery]] assets.&lt;br /&gt;
&lt;br /&gt;
They use the [[FBX file format]] for their mesh files.&lt;br /&gt;
&lt;br /&gt;
.PNG or .TGA is recommended for the [[Texture file|textures]].&lt;br /&gt;
&lt;br /&gt;
Trees may use standard materials, but benefit heavily from the new foliage-specific materials are outlined below.&lt;br /&gt;
&lt;br /&gt;
The texture setup is outlined below.&lt;br /&gt;
&lt;br /&gt;
You should try and keep the highest LOD under 5000 polygons. Each additional LOD level should drop down by at least 25%. Your lowest LOD should be under 1000 polygons, ideally under 500 polygons. There is no need to create bottom-LOD billboards as Trainz will create this for you using a new [[Imposter system]] that will release alongside [[Treez]].&lt;br /&gt;
&lt;br /&gt;
If using PlantFactory you will want to get the example files above and look at the [[Mesh metadata file]]s to determine what additional tags are being used. You will also want to watch the PlantFactory video information below to understand how to use the program and also how to export from PlantFactory, setup your Trainz Asset and import into Trainz.&lt;br /&gt;
&lt;br /&gt;
If you are using another 3D modelling program to create your trees and want to use [[m.leafcardbillboard|camera facing leaf cards]] then you must point your leaf card geometry in the positive X direction. Each leaf card must be a separate mesh within the FBX so they can rotate separately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:leaf_card_blender.jpg|400px]] [[Image:leaf_card_blender_2.jpg|384px]] [[Image:leaf_card_blender_3.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Materials=&lt;br /&gt;
&lt;br /&gt;
There are two new materials to use for trees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[m.leafcard]]&#039;&#039;&#039; - Use this material for your transparent leaf cards that are not camera facing. This material structure is identical to [[m.pbrmetal]]. The only difference in setup is the name of your material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[m.leafcardbillboard]]&#039;&#039;&#039; - Use this material for your transparent leaf cards that are to be camera facing. This material structure is identical to [[m.pbrmetalmasked]]. The only difference in setup is the name of your material.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Textures=&lt;br /&gt;
&lt;br /&gt;
The makeup of both [[m.leafcard]] and [[m.leafcardbillboard]] is similar to [[m.pbrmetalmasked]].&lt;br /&gt;
&lt;br /&gt;
The one exception is that the blue channel in the parameters texture is used to modulate the strength of the directional lighting. This is intended to give the feel of individual leaves being deeper inside the tree and shadowed from all directions, even though the leaf card as a whole is not shadowed. (Note that this is the same channel used for Ambient Occlusion on m.pbrmetal; the leaf card materials do not support ambient occlusion.)&lt;br /&gt;
&lt;br /&gt;
Full brightness (100% blue channel) gives a standard lighting response, while darker values give a weaker response to directional lighting.&lt;br /&gt;
&lt;br /&gt;
Here is an example of what the blue (AO) channel could look like in the parameters texture for both [[m.leafcard]] and [[m.leafcardbillboard]].&lt;br /&gt;
&lt;br /&gt;
[[Image:directional_light_Scattering.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=PlantFactory Tutorial=&lt;br /&gt;
&lt;br /&gt;
Once the software starts up and you&#039;ve either loaded one of the templates above or you&#039;ve started a new tree from scratch, if you are new to PlantFactory, you will want to read the &amp;quot;PlantFactory — Reference Manual&amp;quot; (specifically &#039;Section 5 - Modifying Plants: Using Parameters&#039;) which can be accessed by clicking on the Main Menu -&amp;gt; Help -&amp;gt; Reference Manual. This manual explains everything you need to know about the software. It is definitely worth the read.&lt;br /&gt;
&lt;br /&gt;
For those that want to come back to the manual later, here is a video breakdown on a very raw PlantFactory / Trainz explanation you can get started with.&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_1.jpg|750px|link=https://www.youtube.com/watch?v=pNY0kHEqsTQ]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_2.jpg|750px|link=https://www.youtube.com/watch?v=c-LA4VkZrvs]]&lt;br /&gt;
&lt;br /&gt;
===Work-in-Progress Test Trees===&lt;br /&gt;
&lt;br /&gt;
There isn&#039;t one way to create trees in PlantFactory but these trees were created using the procedural node method.&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_0_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_0_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_2_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_2_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_3_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_3_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_4a_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_4b_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_4_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_5a_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_5b_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_5_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_6_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_6_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_7_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_7_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
=DLS Asset TREEZ Listing=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! KUID&lt;br /&gt;
! Asset Name&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98119:1&amp;gt; || Grass 9 N PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100167:1&amp;gt; || Broadleaf Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100999&amp;gt; || Aleppo Pine PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100463:1&amp;gt; || Broom Snakeweed bush PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100911&amp;gt; || Grass Green Flush 1 - 45 Bush 02&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100399:1&amp;gt; || Broadleaf Tree PF 04&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100527:1&amp;gt; || African Olive Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101039&amp;gt; || Barberry Bush Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98122:1&amp;gt; || Grass 9 M PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100170:1&amp;gt; || Broadleaf Tree PF 17&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101002&amp;gt; || Aleppo Pine PF 04&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100530:1&amp;gt; || African Olive Tree PF 03&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101042&amp;gt; || Barberry bush PF 03&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100998&amp;gt; || Aleppo Pine Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98120:1&amp;gt; || Grass 9 A PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100168:1&amp;gt; || Broadleaf Tree PF 9&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101000&amp;gt; || Aleppo Pine PF 02&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100937&amp;gt; || Grass Green Flush 1 - 19 Common grass Clutter&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100425:1&amp;gt; || Bush American boxwood Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98121:1&amp;gt; || Grass 9 I PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100169:1&amp;gt; || Broadleaf Tree PF 10&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101001&amp;gt; || Aleppo Pine PF 03&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100939&amp;gt; || Grass Green Flush 1 - 22 Common grass Clutter&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100427:1&amp;gt; || Bush American boxwood PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101003&amp;gt; || Aleppo Pine PF 05&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100940&amp;gt; || Grass Green Flush 1 - 23 Common grass Clutter&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100428:1&amp;gt; || Bush American boxwood PF 02&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101004&amp;gt; || Aleppo Pine PF 06&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98061:1&amp;gt; || Tree 2b PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:661281:65293&amp;gt; || Grass 9 B Clutter&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100109:3&amp;gt; || Birch Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101005&amp;gt; || Aleppo Pine PF 07&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100238:1&amp;gt; || American Beech Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101006&amp;gt; || Aleppo Pine PF 08&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100239:1&amp;gt; || American beech Tree PF 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:101052:1&amp;gt; || Apple Tree Library PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101053&amp;gt; || Apple tree PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101054&amp;gt; || Apple tree PF 02&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101055&amp;gt; || Apple tree PF 03&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101056&amp;gt; || Apple tree PF 04&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101057&amp;gt; || Apple tree PF 05&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:101058&amp;gt; || Apple tree PF 06&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98088:1&amp;gt; || Australian Grass 1 A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98087:2&amp;gt; || Australian Grass 1 Library&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100905&amp;gt; || Grass Green Flush 1 - 39 Common grass&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100393:1&amp;gt; || Broadleaf Tree PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100457:1&amp;gt; || Azalea bush PF 01&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:661281:98084:1&amp;gt; || Tree 6f PF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100132:1&amp;gt; || Conifer Tree PF 2&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid:1011615:100964&amp;gt; || Grass Green Flush 1 - 47 Bush 04 Clutter&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;kuid2:1011615:100452:1&amp;gt; || Azalea bush Tree Library PF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Content Manager copy/paste comma separated list of the above:&lt;br /&gt;
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		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Treez&amp;diff=44857</id>
		<title>Treez</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Treez&amp;diff=44857"/>
		<updated>2025-08-08T06:33:22Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:treez.png|250px|link=https://info.trainzsimulator.com/trainz-plus/#treez]]  [[Image:discord_community_trees_foliage.jpg|250px|link=https://discord.gg/WgQ5VbUdar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Software Requirements=&lt;br /&gt;
&lt;br /&gt;
This is a step by step tutorial that will teach you how to create a 3D TREE model for use in Trainz. This method uses PlantFactory (free software) to create the 3D tree model but you could use Blender or any other 3D modelling software in its place. The principles are the same.&lt;br /&gt;
&lt;br /&gt;
Before you start you will need:&lt;br /&gt;
&lt;br /&gt;
* A copy of [[&amp;quot;Trainz-build&amp;quot; number|Trainz version 5.6]] or newer. Currently this is in development so in order to test this new foliage system you must be part of the BETA - [https://forms.gle/cQTjZxixZeCT3DHS7 JOIN].&lt;br /&gt;
&lt;br /&gt;
* A copy of [https://www.bentley.com/software/e-on-software-free-downloads/ PlantFactory 2024]. Click the Download button on that page, agree to the EULA and the next page the software should show for download.&lt;br /&gt;
&lt;br /&gt;
* You need a set of textures (Bark and Leaves at a minimum) for your trees. These can be created from scratch using the likes of [https://www.adobe.com/au/products/photoshop.html Photoshop] (paid) or [https://www.gimp.org GIMP] (free). You can look to source them from many different websites including [https://substance3d.adobe.com/assets/allassets?q=leaf%20fir%20branch&amp;amp;sort=-searchScore Adobe Substance Library] or other stock places. There are many other places you can purchase tree stock as a base or to get ideas to build from including [https://www.cgtrader.com/search?keywords=tree CGTrader] and [https://www.turbosquid.com/Search/Index.cfm?keyword=tree&amp;amp;media_typeid=2 TurboSquid].&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=PlantFactory Examples and Files=&lt;br /&gt;
&lt;br /&gt;
A good place to start is with one of our PlantFactory templates. This can speed up your development a lot, especially if you are new to PlantFactory.&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/trainz_pf_basic_tree_example_files.zip Download Youtube Video 1 Example Files]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/trainz_pf_tree_1_example_files.zip Download Youtube Video 2 Example Files]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/tree_1_textures.zip Download Texture Package 1]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/tree_2_textures.zip Download Texture Package 2]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/tree_3_textures.zip Download Texture Package 3]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/tree_4_textures.zip Download Texture Package 4]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/tree_5_textures.zip Download Texture Package 5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tree Asset Creation Overview=&lt;br /&gt;
&lt;br /&gt;
Trees are created as standard [[KIND Scenery|scenery]] assets.&lt;br /&gt;
&lt;br /&gt;
They use the [[FBX file format]] for their mesh files.&lt;br /&gt;
&lt;br /&gt;
.PNG or .TGA is recommended for the [[Texture file|textures]].&lt;br /&gt;
&lt;br /&gt;
Trees may use standard materials, but benefit heavily from the new foliage-specific materials are outlined below.&lt;br /&gt;
&lt;br /&gt;
The texture setup is outlined below.&lt;br /&gt;
&lt;br /&gt;
You should try and keep the highest LOD under 5000 polygons. Each additional LOD level should drop down by at least 25%. Your lowest LOD should be under 1000 polygons, ideally under 500 polygons. There is no need to create bottom-LOD billboards as Trainz will create this for you using a new [[Imposter system]] that will release alongside [[Treez]].&lt;br /&gt;
&lt;br /&gt;
If using PlantFactory you will want to get the example files above and look at the [[Mesh metadata file]]s to determine what additional tags are being used. You will also want to watch the PlantFactory video information below to understand how to use the program and also how to export from PlantFactory, setup your Trainz Asset and import into Trainz.&lt;br /&gt;
&lt;br /&gt;
If you are using another 3D modelling program to create your trees and want to use [[m.leafcardbillboard|camera facing leaf cards]] then you must point your leaf card geometry in the positive X direction. Each leaf card must be a separate mesh within the FBX so they can rotate separately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:leaf_card_blender.jpg|400px]] [[Image:leaf_card_blender_2.jpg|384px]] [[Image:leaf_card_blender_3.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Materials=&lt;br /&gt;
&lt;br /&gt;
There are two new materials to use for trees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[m.leafcard]]&#039;&#039;&#039; - Use this material for your transparent leaf cards that are not camera facing. This material structure is identical to [[m.pbrmetal]]. The only difference in setup is the name of your material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[m.leafcardbillboard]]&#039;&#039;&#039; - Use this material for your transparent leaf cards that are to be camera facing. This material structure is identical to [[m.pbrmetalmasked]]. The only difference in setup is the name of your material.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Textures=&lt;br /&gt;
&lt;br /&gt;
The makeup of both [[m.leafcard]] and [[m.leafcardbillboard]] is similar to [[m.pbrmetalmasked]].&lt;br /&gt;
&lt;br /&gt;
The one exception is that the blue channel in the parameters texture is used to modulate the strength of the directional lighting. This is intended to give the feel of individual leaves being deeper inside the tree and shadowed from all directions, even though the leaf card as a whole is not shadowed. (Note that this is the same channel used for Ambient Occlusion on m.pbrmetal; the leaf card materials do not support ambient occlusion.)&lt;br /&gt;
&lt;br /&gt;
Full brightness (100% blue channel) gives a standard lighting response, while darker values give a weaker response to directional lighting.&lt;br /&gt;
&lt;br /&gt;
Here is an example of what the blue (AO) channel could look like in the parameters texture for both [[m.leafcard]] and [[m.leafcardbillboard]].&lt;br /&gt;
&lt;br /&gt;
[[Image:directional_light_Scattering.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=PlantFactory Tutorial=&lt;br /&gt;
&lt;br /&gt;
Once the software starts up and you&#039;ve either loaded one of the templates above or you&#039;ve started a new tree from scratch, if you are new to PlantFactory, you will want to read the &amp;quot;PlantFactory — Reference Manual&amp;quot; (specifically &#039;Section 5 - Modifying Plants: Using Parameters&#039;) which can be accessed by clicking on the Main Menu -&amp;gt; Help -&amp;gt; Reference Manual. This manual explains everything you need to know about the software. It is definitely worth the read.&lt;br /&gt;
&lt;br /&gt;
For those that want to come back to the manual later, here is a video breakdown on a very raw PlantFactory / Trainz explanation you can get started with.&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_1.jpg|750px|link=https://www.youtube.com/watch?v=pNY0kHEqsTQ]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_2.jpg|750px|link=https://www.youtube.com/watch?v=c-LA4VkZrvs]]&lt;br /&gt;
&lt;br /&gt;
===Work-in-Progress Test Trees===&lt;br /&gt;
&lt;br /&gt;
There isn&#039;t one way to create trees in PlantFactory but these trees were created using the procedural node method.&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_0_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_0_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_2_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_2_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_3_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_3_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_4a_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_4b_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_4_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_5a_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_5b_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_5_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_6_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_6_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_7_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_7_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
=DLS Asset TREEZ Listing=&lt;br /&gt;
&amp;lt;kuid2:661281:98119:1&amp;gt; Grass 9 N PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100167:1&amp;gt; Broadleaf Tree Library PF&lt;br /&gt;
&amp;lt;kuid:1011615:100999&amp;gt; Aleppo Pine PF 01&lt;br /&gt;
&amp;lt;kuid2:1011615:100463:1&amp;gt; Broom Snakeweed bush PF 01&lt;br /&gt;
&amp;lt;kuid:1011615:100911&amp;gt; Grass Green Flush 1 - 45 Bush 02&lt;br /&gt;
&amp;lt;kuid2:1011615:100399:1&amp;gt; Broadleaf Tree PF 04&lt;br /&gt;
&amp;lt;kuid2:1011615:100527:1&amp;gt; African Olive Tree Library PF&lt;br /&gt;
&amp;lt;kuid:1011615:101039&amp;gt; Barberry Bush Library PF&lt;br /&gt;
&amp;lt;kuid2:661281:98122:1&amp;gt; Grass 9 M PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100170:1&amp;gt; Broadleaf Tree PF 17&lt;br /&gt;
&amp;lt;kuid:1011615:101002&amp;gt; Aleppo Pine PF 04&lt;br /&gt;
&amp;lt;kuid2:1011615:100530:1&amp;gt; African Olive Tree PF 03&lt;br /&gt;
&amp;lt;kuid:1011615:101042&amp;gt; Barberry bush PF 03&lt;br /&gt;
&amp;lt;kuid:1011615:100998&amp;gt; Aleppo Pine Library PF&lt;br /&gt;
&amp;lt;kuid2:661281:98120:1&amp;gt; Grass 9 A PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100168:1&amp;gt; Broadleaf Tree PF 9&lt;br /&gt;
&amp;lt;kuid:1011615:101000&amp;gt; Aleppo Pine PF 02&lt;br /&gt;
&amp;lt;kuid:1011615:100937&amp;gt; Grass Green Flush 1 - 19 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid2:1011615:100425:1&amp;gt; Bush American boxwood Tree Library PF&lt;br /&gt;
&amp;lt;kuid2:661281:98121:1&amp;gt; Grass 9 I PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100169:1&amp;gt; Broadleaf Tree PF 10&lt;br /&gt;
&amp;lt;kuid:1011615:101001&amp;gt; Aleppo Pine PF 03&lt;br /&gt;
&amp;lt;kuid:1011615:100939&amp;gt; Grass Green Flush 1 - 22 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid2:1011615:100427:1&amp;gt; Bush American boxwood PF 01&lt;br /&gt;
&amp;lt;kuid:1011615:101003&amp;gt; Aleppo Pine PF 05&lt;br /&gt;
&amp;lt;kuid:1011615:100940&amp;gt; Grass Green Flush 1 - 23 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid2:1011615:100428:1&amp;gt; Bush American boxwood PF 02&lt;br /&gt;
&amp;lt;kuid:1011615:101004&amp;gt; Aleppo Pine PF 06&lt;br /&gt;
&amp;lt;kuid2:661281:98061:1&amp;gt; Tree 2b PF&lt;br /&gt;
&amp;lt;kuid:661281:65293&amp;gt; Grass 9 B Clutter&lt;br /&gt;
&amp;lt;kuid2:1011615:100109:3&amp;gt; Birch Tree Library PF&lt;br /&gt;
&amp;lt;kuid:1011615:101005&amp;gt; Aleppo Pine PF 07&lt;br /&gt;
&amp;lt;kuid2:1011615:100238:1&amp;gt; American Beech Tree Library PF&lt;br /&gt;
&amp;lt;kuid:1011615:101006&amp;gt; Aleppo Pine PF 08&lt;br /&gt;
&amp;lt;kuid2:1011615:100239:1&amp;gt; American beech Tree PF 1&lt;br /&gt;
&amp;lt;kuid2:1011615:101052:1&amp;gt; Apple Tree Library PF&lt;br /&gt;
&amp;lt;kuid:1011615:101053&amp;gt; Apple tree PF 01&lt;br /&gt;
&amp;lt;kuid:1011615:101054&amp;gt; Apple tree PF 02&lt;br /&gt;
&amp;lt;kuid:1011615:101055&amp;gt; Apple tree PF 03&lt;br /&gt;
&amp;lt;kuid:1011615:101056&amp;gt; Apple tree PF 04&lt;br /&gt;
&amp;lt;kuid:1011615:101057&amp;gt; Apple tree PF 05&lt;br /&gt;
&amp;lt;kuid:1011615:101058&amp;gt; Apple tree PF 06&lt;br /&gt;
&amp;lt;kuid2:661281:98088:1&amp;gt; Australian Grass 1 A&lt;br /&gt;
&amp;lt;kuid2:661281:98087:2&amp;gt; Australian Grass 1 Library&lt;br /&gt;
&amp;lt;kuid:1011615:100905&amp;gt; Grass Green Flush 1 - 39 Common grass&lt;br /&gt;
&amp;lt;kuid2:1011615:100393:1&amp;gt; Broadleaf Tree PF 01&lt;br /&gt;
&amp;lt;kuid2:1011615:100457:1&amp;gt; Azalea bush PF 01&lt;br /&gt;
&amp;lt;kuid2:661281:98084:1&amp;gt; Tree 6f PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100132:1&amp;gt; Conifer Tree PF 2&lt;br /&gt;
&amp;lt;kuid:1011615:100964&amp;gt; Grass Green Flush 1 - 47 Bush 04 Clutter&lt;br /&gt;
&amp;lt;kuid2:1011615:100452:1&amp;gt; Azalea bush Tree Library PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100464:1&amp;gt; Broom Snakeweed bush PF 02&lt;br /&gt;
&amp;lt;kuid:1011615:100912&amp;gt; Grass Green Flush 1 - 46 Bush 03&lt;br /&gt;
&amp;lt;kuid2:1011615:100400:1&amp;gt; Broadleaf Tree PF 05&lt;br /&gt;
&amp;lt;kuid:1011615:101040&amp;gt; Barberry bush PF 01&lt;br /&gt;
&amp;lt;kuid:1011615:101041&amp;gt; Barberry bush PF 02&lt;br /&gt;
&amp;lt;kuid:1011615:101043&amp;gt; Barberry bush PF 04&lt;br /&gt;
&amp;lt;kuid:1011615:101044&amp;gt; Barberry bush PF 05&lt;br /&gt;
&amp;lt;kuid:1011615:101045&amp;gt; Barberry bush PF 06&lt;br /&gt;
&amp;lt;kuid:1011615:101046&amp;gt; Barberry bush PF 07&lt;br /&gt;
&amp;lt;kuid:1011615:101047&amp;gt; Barberry bush PF 08&lt;br /&gt;
&amp;lt;kuid2:661281:98090:1&amp;gt; Tree LiveOak 01 PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100650:1&amp;gt; Beech Tree PF 1 3394&lt;br /&gt;
&amp;lt;kuid2:661281:65323:2&amp;gt; Ground Cover Grass 1D Lib&lt;br /&gt;
&amp;lt;kuid2:661281:98091:1&amp;gt; Grass 1 Small PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100651:1&amp;gt; Beech Tree PF 4 594&lt;br /&gt;
&amp;lt;kuid2:661281:98074:1&amp;gt; Tree 10 PF&lt;br /&gt;
&amp;lt;kuid:661281:65306&amp;gt; Grass 9 O Clutter&lt;br /&gt;
&amp;lt;kuid2:1011615:100122:1&amp;gt; Birch Tree PF 1&lt;br /&gt;
&amp;lt;kuid2:661281:98075:1&amp;gt; Tree 10b PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100123:1&amp;gt; Birch Tree PF 2&lt;br /&gt;
&amp;lt;kuid2:661281:65309:1&amp;gt; Grass 16 B Lib (m.foliage)&lt;br /&gt;
&amp;lt;kuid2:661281:98077:2&amp;gt; Grass 7 Library PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100125:1&amp;gt; Birch Tree PF 3&lt;br /&gt;
&amp;lt;kuid:661281:65310&amp;gt; Grass 16 B&lt;br /&gt;
&amp;lt;kuid2:661281:98078:1&amp;gt; Grass 1 PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100126:1&amp;gt; Birch Tree PF 4&lt;br /&gt;
&amp;lt;kuid2:661281:98079:1&amp;gt; Tree 11 PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100127:1&amp;gt; Birch Tree PF 5&lt;br /&gt;
&amp;lt;kuid2:661281:98080:1&amp;gt; Tree 11b PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100128:1&amp;gt; Birch Tree PF 6&lt;br /&gt;
&amp;lt;kuid2:661281:98082:1&amp;gt; Tree 11d PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100642:1&amp;gt; Birch Tree PF 07 1386&lt;br /&gt;
&amp;lt;kuid:1011615:100908&amp;gt; Grass Green Flush 1 - 42 Common grass&lt;br /&gt;
&amp;lt;kuid2:1011615:100396:1&amp;gt; Broadleaf Tree PF 02&lt;br /&gt;
&amp;lt;kuid:1011615:100909&amp;gt; Grass Green Flush 1 - 43 Common grass&lt;br /&gt;
&amp;lt;kuid2:1011615:100397:1&amp;gt; Broadleaf Tree PF 03&lt;br /&gt;
&amp;lt;kuid:1011615:100986&amp;gt; Quaking aspen Tree Library PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100474:1&amp;gt; Broadleaf Tree PF 12 Darker&lt;br /&gt;
&amp;lt;kuid2:1011615:100462:1&amp;gt; Broom snakeweed bush Library PF&lt;br /&gt;
&amp;lt;kuid:1011615:100868&amp;gt; Grass Green Flush 1 - 02 Cow parsley&lt;br /&gt;
&amp;lt;kuid2:1011615:100356:1&amp;gt; Cherry Tree Library PF&lt;br /&gt;
&amp;lt;kuid:1011615:100869&amp;gt; Grass Green Flush 1 - 03 Cuckoo flower&lt;br /&gt;
&amp;lt;kuid2:1011615:100357:1&amp;gt; Cherry Tree PF 01&lt;br /&gt;
&amp;lt;kuid2:661281:98083:1&amp;gt; Tree 6e PF&lt;br /&gt;
&amp;lt;kuid2:661281:65315:2&amp;gt; Ground Cover Grass 1C Lib&lt;br /&gt;
&amp;lt;kuid2:1011615:100131:1&amp;gt; Conifer Tree Library PF&lt;br /&gt;
&amp;lt;kuid2:661281:98085:1&amp;gt; Tree 11e PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100645:1&amp;gt; Linden Tree Library PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100133:1&amp;gt; Conifer Tree PF 3&lt;br /&gt;
&amp;lt;kuid2:661281:98086:1&amp;gt; Tree 12 PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100646:1&amp;gt; Linden Tree PF 01&lt;br /&gt;
&amp;lt;kuid2:1011615:100134:1&amp;gt; Conifer Tree PF 4&lt;br /&gt;
&amp;lt;kuid:661281:65275&amp;gt; Grass 2 C Clutter&lt;br /&gt;
&amp;lt;kuid2:1011615:100091:1&amp;gt; Dry Pine Tree Library PF&lt;br /&gt;
&amp;lt;kuid:661281:65276&amp;gt; Grass 2 D Clutter&lt;br /&gt;
&amp;lt;kuid2:1011615:100092:1&amp;gt; Dry Pine Tree PF 1&lt;br /&gt;
&amp;lt;kuid:661281:65277&amp;gt; Grass 2 E Clutter&lt;br /&gt;
&amp;lt;kuid2:1011615:100093:1&amp;gt; Dry Pine Tree PF 2&lt;br /&gt;
&amp;lt;kuid:661281:65278&amp;gt; Grass 2 F Clutter&lt;br /&gt;
&amp;lt;kuid2:1011615:100094:1&amp;gt; Dry Pine Tree PF 3&lt;br /&gt;
&amp;lt;kuid:661281:65279&amp;gt; Grass 2 G Clutter&lt;br /&gt;
&amp;lt;kuid2:1011615:101119:1&amp;gt; Giant sequoia Library PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100095:1&amp;gt; Dry Pine Tree PF 4&lt;br /&gt;
&amp;lt;kuid:661281:65280&amp;gt; Grass 2 H Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:101120&amp;gt; Giant sequoia PF 01&lt;br /&gt;
&amp;lt;kuid2:1011615:100096:1&amp;gt; Dry Pine Tree PF 5&lt;br /&gt;
&amp;lt;kuid2:1011615:100317:1&amp;gt; Elm Tree Library PF&lt;br /&gt;
&amp;lt;kuid:1011615:100830&amp;gt; Grass 9 G Common Grass&lt;br /&gt;
&amp;lt;kuid2:1011615:100318:1&amp;gt; Elm Tree PF 01&lt;br /&gt;
&amp;lt;kuid:1011615:100831&amp;gt; Grass 9 F Weedy Ryegrasses&lt;br /&gt;
&amp;lt;kuid2:1011615:100319:1&amp;gt; Elm Tree PF 02&lt;br /&gt;
&amp;lt;kuid:1011615:100833&amp;gt; Grass 9 D Drying common grass&lt;br /&gt;
&amp;lt;kuid2:1011615:100321:1&amp;gt; Elm Tree PF 03&lt;br /&gt;
&amp;lt;kuid:1011615:100834&amp;gt; Grass 9 H Pennycress&lt;br /&gt;
&amp;lt;kuid2:1011615:100322:1&amp;gt; Elm Tree PF 04&lt;br /&gt;
&amp;lt;kuid:1011615:100835&amp;gt; Grass 9 E Drying common grass&lt;br /&gt;
&amp;lt;kuid2:1011615:100323:1&amp;gt; Elm Tree PF 05&lt;br /&gt;
&amp;lt;kuid2:1011615:100506:1&amp;gt; Eucalypt Tree PF 06&lt;br /&gt;
&amp;lt;kuid:1011615:101018&amp;gt; English walnut Library PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100507:1&amp;gt; Eucalypt Tree PF 07&lt;br /&gt;
&amp;lt;kuid:1011615:101019&amp;gt; English walnut PF 01&lt;br /&gt;
&amp;lt;kuid:1011615:101020&amp;gt; English walnut PF 02&lt;br /&gt;
&amp;lt;kuid:1011615:101021&amp;gt; English walnut PF 03&lt;br /&gt;
&amp;lt;kuid2:1011615:100510:1&amp;gt; Eucalypt Tree PF 08&lt;br /&gt;
&amp;lt;kuid:1011615:101022&amp;gt; English walnut PF 04&lt;br /&gt;
&amp;lt;kuid2:1011615:100511:1&amp;gt; Eucalypt Tree PF 09&lt;br /&gt;
&amp;lt;kuid:1011615:101023&amp;gt; English walnut PF 05&lt;br /&gt;
&amp;lt;kuid2:1011615:100512:1&amp;gt; Eucalypt Tree PF 10&lt;br /&gt;
&amp;lt;kuid:1011615:101024&amp;gt; English walnut PF 06&lt;br /&gt;
&amp;lt;kuid2:1011615:100496:2&amp;gt; Eucalypt Tree Library PF&lt;br /&gt;
&amp;lt;kuid:1011615:101009&amp;gt; Gingko biloba Library PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100497:1&amp;gt; Eucalypt Tree PF 01&lt;br /&gt;
&amp;lt;kuid:1011615:101011&amp;gt; Gingko biloba PF 02&lt;br /&gt;
&amp;lt;kuid2:1011615:100499:1&amp;gt; Eucalypt Tree PF 02&lt;br /&gt;
&amp;lt;kuid:1011615:101012&amp;gt; Gingko biloba PF 03&lt;br /&gt;
&amp;lt;kuid2:1011615:100500:1&amp;gt; Eucalypt Tree PF 03&lt;br /&gt;
&amp;lt;kuid:1011615:101016&amp;gt; Gingko biloba PF 07&lt;br /&gt;
&amp;lt;kuid2:1011615:100504:1&amp;gt; Eucalypt Tree PF 04&lt;br /&gt;
&amp;lt;kuid:1011615:101017&amp;gt; Gingko biloba PF 08&lt;br /&gt;
&amp;lt;kuid2:1011615:100505:1&amp;gt; Eucalypt Tree PF 05&lt;br /&gt;
&amp;lt;kuid2:1011615:100513:1&amp;gt; Eucalypt Tree PF 11&lt;br /&gt;
&amp;lt;kuid:1011615:101027&amp;gt; Shagbark  Hickory Library PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100515:1&amp;gt; Eucalypt Tree PF 12&lt;br /&gt;
&amp;lt;kuid:1011615:101028&amp;gt; Shagbark hickory PF 01&lt;br /&gt;
&amp;lt;kuid2:1011615:100516:1&amp;gt; Eucalypt Tree PF 13&lt;br /&gt;
&amp;lt;kuid:1011615:101029&amp;gt; Shagbark hickory PF 02&lt;br /&gt;
&amp;lt;kuid2:1011615:100517:1&amp;gt; Eucalypt Tree PF 14&lt;br /&gt;
&amp;lt;kuid:1011615:101031&amp;gt; Shagbark hickory PF 04&lt;br /&gt;
&amp;lt;kuid2:1011615:100519:1&amp;gt; Eucalypt Tree PF 15&lt;br /&gt;
&amp;lt;kuid:1011615:101032&amp;gt; Shagbark hickory PF 05&lt;br /&gt;
&amp;lt;kuid2:1011615:100520:1&amp;gt; Eucalypt Tree PF 16&lt;br /&gt;
&amp;lt;kuid:1011615:101033&amp;gt; Shagbark hickory PF 06&lt;br /&gt;
&amp;lt;kuid2:1011615:100521:1&amp;gt; Eucalypt Tree PF 17&lt;br /&gt;
&amp;lt;kuid2:1011615:100522:1&amp;gt; Eucalypt Tree PF 18&lt;br /&gt;
&amp;lt;kuid:661281:65332&amp;gt; Ground Cover Grass 1C H&lt;br /&gt;
&amp;lt;kuid2:661281:98100:1&amp;gt; Grass 2 G PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100148:2&amp;gt; Fir Tree Library PF&lt;br /&gt;
&amp;lt;kuid:661281:65333&amp;gt; Ground Cover Grass 1B H&lt;br /&gt;
&amp;lt;kuid2:661281:98101:1&amp;gt; Grass 2 H PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100149:1&amp;gt; Fir Tree PF 1&lt;br /&gt;
&amp;lt;kuid2:661281:65334:2&amp;gt; Ground Cover Grass 1E Lib&lt;br /&gt;
&amp;lt;kuid2:661281:98102:1&amp;gt; Grass 2 I PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100150:1&amp;gt; Fir Tree PF 2&lt;br /&gt;
&amp;lt;kuid:661281:65342&amp;gt; Ground Cover Grass 1E H&lt;br /&gt;
&amp;lt;kuid2:661281:98110:1&amp;gt; Fir Tree PF 3&lt;br /&gt;
&amp;lt;kuid2:661281:65343:1&amp;gt; Ground Cover Short Grass 1E Lib&lt;br /&gt;
&amp;lt;kuid2:661281:98111:1&amp;gt; Fir Tree PF 4&lt;br /&gt;
&amp;lt;kuid2:661281:65344:2&amp;gt; Ground Cover Short Grass 1E A&lt;br /&gt;
&amp;lt;kuid2:661281:98112:1&amp;gt; Fir Tree PF 5&lt;br /&gt;
&amp;lt;kuid:661281:65281&amp;gt; Grass 2 I Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:101121&amp;gt; Giant sequoia PF 02&lt;br /&gt;
&amp;lt;kuid:661281:65282&amp;gt; Grass 2 J Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:101122&amp;gt; Giant sequoia PF 03&lt;br /&gt;
&amp;lt;kuid2:661281:98051:4&amp;gt; Tree 1 Library PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100611:2&amp;gt; Shrub 3m PF 04&lt;br /&gt;
&amp;lt;kuid:661281:65283&amp;gt; Grass 2 K Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:101123&amp;gt; Giant sequoia PF 04&lt;br /&gt;
&amp;lt;kuid2:661281:98052:1&amp;gt; Tree 1 PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100612:2&amp;gt; Shrub 3m PF 12&lt;br /&gt;
&amp;lt;kuid:661281:65284&amp;gt; Grass 2 L Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:101124&amp;gt; Giant sequoia PF 05&lt;br /&gt;
&amp;lt;kuid2:661281:98053:4&amp;gt; Tree 2 Library PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100613:2&amp;gt; Shrub 2m PF 10&lt;br /&gt;
&amp;lt;kuid:661281:65285&amp;gt; Grass 2 M Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:101125&amp;gt; Giant sequoia PF 06&lt;br /&gt;
&amp;lt;kuid:1011615:101010&amp;gt; Gingko biloba PF 01&lt;br /&gt;
&amp;lt;kuid:1011615:101013&amp;gt; Gingko biloba PF 04&lt;br /&gt;
&amp;lt;kuid:1011615:101014&amp;gt; Gingko biloba PF 05&lt;br /&gt;
&amp;lt;kuid:1011615:101015&amp;gt; Gingko biloba PF 06&lt;br /&gt;
&amp;lt;kuid2:661281:98092:1&amp;gt; Grass 1 Extra Small PF&lt;br /&gt;
&amp;lt;kuid:661281:65273&amp;gt; Grass 2 A Clutter&lt;br /&gt;
&amp;lt;kuid2:661281:98094:1&amp;gt; Grass 2 A PF&lt;br /&gt;
&amp;lt;kuid:661281:65274&amp;gt; Grass 2 B Clutter&lt;br /&gt;
&amp;lt;kuid2:661281:98095:1&amp;gt; Grass 2 B PF&lt;br /&gt;
&amp;lt;kuid2:661281:98096:1&amp;gt; Grass 2 C PF&lt;br /&gt;
&amp;lt;kuid2:661281:98097:1&amp;gt; Grass 2 D PF&lt;br /&gt;
&amp;lt;kuid2:661281:98098:1&amp;gt; Grass 2 E PF&lt;br /&gt;
&amp;lt;kuid:661281:65331&amp;gt; Ground Cover Grass 1D H&lt;br /&gt;
&amp;lt;kuid2:661281:98099:1&amp;gt; Grass 2 F PF&lt;br /&gt;
&amp;lt;kuid2:661281:98103:1&amp;gt; Grass 2 J PF&lt;br /&gt;
&amp;lt;kuid2:661281:98104:1&amp;gt; Grass 2 K PF&lt;br /&gt;
&amp;lt;kuid2:661281:98105:1&amp;gt; Grass 2 L PF&lt;br /&gt;
&amp;lt;kuid2:661281:98040:1&amp;gt; Pine 3 PF (atlas)&lt;br /&gt;
&amp;lt;kuid:661281:65272&amp;gt; Grass 2 Library Clutter&lt;br /&gt;
&amp;lt;kuid2:661281:98093:1&amp;gt; Grass 2 Library PF&lt;br /&gt;
&amp;lt;kuid2:661281:98106:1&amp;gt; Grass 2 M PF&lt;br /&gt;
&amp;lt;kuid2:661281:98054:1&amp;gt; Tree 2 PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100614:2&amp;gt; Shrub 6m PF 14&lt;br /&gt;
&amp;lt;kuid:661281:65286&amp;gt; Grass 2 N Clutter&lt;br /&gt;
&amp;lt;kuid2:661281:98107:1&amp;gt; Grass 2 N PF&lt;br /&gt;
&amp;lt;kuid2:661281:98055:4&amp;gt; Tree 3 Library PF&lt;br /&gt;
&amp;lt;kuid:661281:65287&amp;gt; Grass 2 O Clutter&lt;br /&gt;
&amp;lt;kuid2:661281:98108:1&amp;gt; Grass 2 O PF&lt;br /&gt;
&amp;lt;kuid2:661281:98057:5&amp;gt; Tree 4 Library PF&lt;br /&gt;
&amp;lt;kuid:661281:65289&amp;gt; Grass 3 A Clutter&lt;br /&gt;
&amp;lt;kuid2:661281:98058:1&amp;gt; Tree 4 PF&lt;br /&gt;
&amp;lt;kuid:661281:65290&amp;gt; Grass 3 A Small Clutter&lt;br /&gt;
&amp;lt;kuid2:661281:98056:1&amp;gt; Tree 3 PF&lt;br /&gt;
&amp;lt;kuid:661281:65288&amp;gt; Grass 3 Library Clutter&lt;br /&gt;
&amp;lt;kuid2:661281:98109:1&amp;gt; Grass 3 Library PF&lt;br /&gt;
&amp;lt;kuid2:661281:98060:1&amp;gt; Tree 5 PF&lt;br /&gt;
&amp;lt;kuid:661281:65292&amp;gt; Grass 9 A Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100836&amp;gt; Grass 9 A River grass&lt;br /&gt;
&amp;lt;kuid:1011615:100848&amp;gt; Grass 9 A River grass Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100832&amp;gt; Grass 9 B Common Grass&lt;br /&gt;
&amp;lt;kuid:1011615:100849&amp;gt; Grass 9 B Common grass Clutter&lt;br /&gt;
&amp;lt;kuid2:661281:98128:1&amp;gt; Grass 9 B PF&lt;br /&gt;
&amp;lt;kuid2:661281:98062:1&amp;gt; Tree 4b PF&lt;br /&gt;
&amp;lt;kuid:661281:65294&amp;gt; Grass 9 C Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100841&amp;gt; Grass 9 C Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100850&amp;gt; Grass 9 C Common grass Clutter&lt;br /&gt;
&amp;lt;kuid2:661281:98124:1&amp;gt; Grass 9 C PF&lt;br /&gt;
&amp;lt;kuid2:661281:98063:1&amp;gt; Tree 3b PF&lt;br /&gt;
&amp;lt;kuid:661281:65295&amp;gt; Grass 9 D Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100851&amp;gt; Grass 9 D Drying common grass Clutter&lt;br /&gt;
&amp;lt;kuid2:661281:98129:1&amp;gt; Grass 9 D PF&lt;br /&gt;
&amp;lt;kuid2:661281:98064:6&amp;gt; Tree 6 Library PF&lt;br /&gt;
&amp;lt;kuid:661281:65296&amp;gt; Grass 9 E Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100852&amp;gt; Grass 9 E Drying common grass Clutter&lt;br /&gt;
&amp;lt;kuid2:661281:98117:1&amp;gt; Grass 9 E PF&lt;br /&gt;
&amp;lt;kuid2:661281:98065:1&amp;gt; Tree 6 PF&lt;br /&gt;
&amp;lt;kuid:661281:65297&amp;gt; Grass 9 F Clutter&lt;br /&gt;
&amp;lt;kuid2:661281:98130:1&amp;gt; Grass 9 F PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100341:1&amp;gt; Oak Tree Library PF&lt;br /&gt;
&amp;lt;kuid:1011615:100853&amp;gt; Grass 9 F Weedy ryegrasses Clutter&lt;br /&gt;
&amp;lt;kuid2:661281:98066:1&amp;gt; Tree 6b PF&lt;br /&gt;
&amp;lt;kuid:661281:65298&amp;gt; Grass 9 G Clutter&lt;br /&gt;
&amp;lt;kuid2:1011615:100342:1&amp;gt; Oak Tree PF 01&lt;br /&gt;
&amp;lt;kuid:1011615:100854&amp;gt; Grass 9 G Common grass Clutter&lt;br /&gt;
&amp;lt;kuid2:661281:98131:1&amp;gt; Grass 9 G PF&lt;br /&gt;
&amp;lt;kuid2:661281:98067:1&amp;gt; Tree 6c PF&lt;br /&gt;
&amp;lt;kuid:661281:160019&amp;gt; Grass Wild Dense ( Scrapbook )&lt;br /&gt;
&amp;lt;kuid:661281:65299&amp;gt; Grass 9 H Clutter&lt;br /&gt;
&amp;lt;kuid2:1011615:100343:1&amp;gt; Oak Tree PF 02&lt;br /&gt;
&amp;lt;kuid:1011615:100855&amp;gt; Grass 9 H Pennycress Clutter&lt;br /&gt;
&amp;lt;kuid2:661281:98125:1&amp;gt; Grass 9 H PF&lt;br /&gt;
&amp;lt;kuid2:661281:98068:1&amp;gt; Tree 7 PF&lt;br /&gt;
&amp;lt;kuid:661281:160020&amp;gt; Grass Wild Dense Short ( Scrapbook )&lt;br /&gt;
&amp;lt;kuid:661281:65300&amp;gt; Grass 9 I Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100838&amp;gt; Grass 9 I Common grass&lt;br /&gt;
&amp;lt;kuid2:1011615:100344:1&amp;gt; Oak Tree PF 03&lt;br /&gt;
&amp;lt;kuid:1011615:100856&amp;gt; Grass 9 I Common grass Clutter&lt;br /&gt;
&amp;lt;kuid2:661281:98069:1&amp;gt; Tree 7b PF&lt;br /&gt;
&amp;lt;kuid:661281:160021&amp;gt; Grass Wild Dense Green ( Scrapbook )&lt;br /&gt;
&amp;lt;kuid:661281:65301&amp;gt; Grass 9 J Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100840&amp;gt; Grass 9 J Fireweed&lt;br /&gt;
&amp;lt;kuid2:1011615:100345:1&amp;gt; Oak Tree PF 04&lt;br /&gt;
&amp;lt;kuid:1011615:100857&amp;gt; Grass 9 J Fireweed Clutter&lt;br /&gt;
&amp;lt;kuid2:661281:98118:1&amp;gt; Grass 9 J PF&lt;br /&gt;
&amp;lt;kuid2:661281:98070:1&amp;gt; Tree 8 PF&lt;br /&gt;
&amp;lt;kuid:661281:160022&amp;gt; Grass Rustic Patchy ( Scrapbook )&lt;br /&gt;
&amp;lt;kuid:661281:65302&amp;gt; Grass 9 K Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100843&amp;gt; Grass 9 K Forget-me-not&lt;br /&gt;
&amp;lt;kuid:1011615:100858&amp;gt; Grass 9 K Forget-me-not Clutter&lt;br /&gt;
&amp;lt;kuid2:661281:98126:1&amp;gt; Grass 9 K PF&lt;br /&gt;
&amp;lt;kuid2:661281:98071:1&amp;gt; Tree 9 PF&lt;br /&gt;
&amp;lt;kuid:661281:65303&amp;gt; Grass 9 L Clutter&lt;br /&gt;
&amp;lt;kuid2:661281:98127:1&amp;gt; Grass 9 L PF&lt;br /&gt;
&amp;lt;kuid:1011615:100845&amp;gt; Grass 9 L Wild flowers&lt;br /&gt;
&amp;lt;kuid2:1011615:100347:1&amp;gt; Oak Tree PF 05&lt;br /&gt;
&amp;lt;kuid:1011615:100859&amp;gt; Grass 9 L Wild flowers Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100847&amp;gt; Grass 9 Library 2k Clutter&lt;br /&gt;
&amp;lt;kuid2:1011615:100844:1&amp;gt; Grass 9 Library 2k Scenery&lt;br /&gt;
&amp;lt;kuid2:661281:98059:5&amp;gt; Tree 5 Library PF&lt;br /&gt;
&amp;lt;kuid:661281:65291&amp;gt; Grass 9 Library Clutter&lt;br /&gt;
&amp;lt;kuid2:661281:98116:1&amp;gt; Grass 9 Library PF&lt;br /&gt;
&amp;lt;kuid:1011615:100837&amp;gt; Grass 9 M Aster&lt;br /&gt;
&amp;lt;kuid2:1011615:100348:1&amp;gt; Oak Tree PF 06&lt;br /&gt;
&amp;lt;kuid:1011615:100860&amp;gt; Grass 9 M Aster Clutter&lt;br /&gt;
&amp;lt;kuid2:661281:98072:1&amp;gt; Tree 8b PF&lt;br /&gt;
&amp;lt;kuid:661281:65304&amp;gt; Grass 9 M Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100842&amp;gt; Grass 9 N Bush with orange flowers&lt;br /&gt;
&amp;lt;kuid2:1011615:100349:1&amp;gt; Oak Tree PF 07&lt;br /&gt;
&amp;lt;kuid:1011615:100861&amp;gt; Grass 9 N Bush with orange flowers Clutter&lt;br /&gt;
&amp;lt;kuid:661281:65305&amp;gt; Grass 9 N Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100839&amp;gt; Grass 9 O Bush with white flowers&lt;br /&gt;
&amp;lt;kuid:1011615:100862&amp;gt; Grass 9 O Bush with white flowers Clutter&lt;br /&gt;
&amp;lt;kuid2:661281:98123:1&amp;gt; Grass 9 O PF&lt;br /&gt;
&amp;lt;kuid:1011615:100846&amp;gt; Grass 9 P Allium&lt;br /&gt;
&amp;lt;kuid:1011615:100863&amp;gt; Grass 9 P Allium Clutter&lt;br /&gt;
&amp;lt;kuid2:661281:96709:2&amp;gt; Grass 10 E&lt;br /&gt;
&amp;lt;kuid:1011615:100800&amp;gt; Wild dry grass 07&lt;br /&gt;
&amp;lt;kuid2:661281:96704:4&amp;gt; Grass 10 Lib&lt;br /&gt;
&amp;lt;kuid:1011615:100919&amp;gt; Grass Green Flush 1 - 01 Thrift flower clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100867&amp;gt; Grass Green Flush 1 - 01 Thrift flowers&lt;br /&gt;
&amp;lt;kuid:1011615:100920&amp;gt; Grass Green Flush 1 - 02 Cow parsley Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100921&amp;gt; Grass Green Flush 1 - 03 Cuckoo flower Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100870&amp;gt; Grass Green Flush 1 - 04 Anemone&lt;br /&gt;
&amp;lt;kuid2:661281:65082:3&amp;gt; Ground Cover Foliage 3 Lib&lt;br /&gt;
&amp;lt;kuid:1011615:100922&amp;gt; Grass Green Flush 1 - 04 Anemone Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100871&amp;gt; Grass Green Flush 1 - 05 Chicory&lt;br /&gt;
&amp;lt;kuid:1011615:100923&amp;gt; Grass Green Flush 1 - 05 Chicory Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100872&amp;gt; Grass Green Flush 1 - 06 Lady&#039;s bedstraw&lt;br /&gt;
&amp;lt;kuid:1011615:100924&amp;gt; Grass Green Flush 1 - 06 Lady&#039;s bedstraw Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100873&amp;gt; Grass Green Flush 1 - 07 Lady&#039;s bedstraw&lt;br /&gt;
&amp;lt;kuid:1011615:100925&amp;gt; Grass Green Flush 1 - 07 Lady&#039;s bedstraw Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100874&amp;gt; Grass Green Flush 1 - 08 Field scabious&lt;br /&gt;
&amp;lt;kuid:1011615:100926&amp;gt; Grass Green Flush 1 - 08 Field scabious Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100875&amp;gt; Grass Green Flush 1 - 09 Meadow flowers&lt;br /&gt;
&amp;lt;kuid:1011615:100927&amp;gt; Grass Green Flush 1 - 09 Meadow flowers Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100876&amp;gt; Grass Green Flush 1 - 10 Meadow flowers&lt;br /&gt;
&amp;lt;kuid:1011615:100928&amp;gt; Grass Green Flush 1 - 10 Meadow flowers Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100877&amp;gt; Grass Green Flush 1 - 11 Meadow flowers&lt;br /&gt;
&amp;lt;kuid:1011615:100929&amp;gt; Grass Green Flush 1 - 11 Meadow flowers Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100878&amp;gt; Grass Green Flush 1 - 12 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100930&amp;gt; Grass Green Flush 1 - 12 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100879&amp;gt; Grass Green Flush 1 - 13 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100931&amp;gt; Grass Green Flush 1 - 13 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100880&amp;gt; Grass Green Flush 1 - 14 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100932&amp;gt; Grass Green Flush 1 - 14 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid2:1011615:100369:1&amp;gt; Hawthorn Tree Library PF&lt;br /&gt;
&amp;lt;kuid:1011615:100881&amp;gt; Grass Green Flush 1 - 15 Common grass&lt;br /&gt;
&amp;lt;kuid2:661281:65093:2&amp;gt; Ground Cover Foliage 3 - Group C (m.foliage)&lt;br /&gt;
&amp;lt;kuid:1011615:100933&amp;gt; Grass Green Flush 1 - 15 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid2:1011615:100370:1&amp;gt; Hawthorn Tree PF 01&lt;br /&gt;
&amp;lt;kuid:1011615:100882&amp;gt; Grass Green Flush 1 - 16 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100934&amp;gt; Grass Green Flush 1 - 16 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid2:1011615:100371:1&amp;gt; Hawthorn Tree PF 02&lt;br /&gt;
&amp;lt;kuid:1011615:100883&amp;gt; Grass Green Flush 1 - 17 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100935&amp;gt; Grass Green Flush 1 - 17 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid2:1011615:100372:1&amp;gt; Hawthorn Tree PF 03&lt;br /&gt;
&amp;lt;kuid:1011615:100884&amp;gt; Grass Green Flush 1 - 18 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100936&amp;gt; Grass Green Flush 1 - 18 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100885&amp;gt; Grass Green Flush 1 - 19 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100886&amp;gt; Grass Green Flush 1 - 20 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100887&amp;gt; Grass Green Flush 1 - 21 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100938&amp;gt; Grass Green Flush 1 - 21 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100888&amp;gt; Grass Green Flush 1 - 22 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100889&amp;gt; Grass Green Flush 1 - 23 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100890&amp;gt; Grass Green Flush 1 - 24 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100941&amp;gt; Grass Green Flush 1 - 24 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100891&amp;gt; Grass Green Flush 1 - 25 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100942&amp;gt; Grass Green Flush 1 - 25 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100892&amp;gt; Grass Green Flush 1 - 26 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100943&amp;gt; Grass Green Flush 1 - 26 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100893&amp;gt; Grass Green Flush 1 - 27 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100944&amp;gt; Grass Green Flush 1 - 27 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100894&amp;gt; Grass Green Flush 1 - 28 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100945&amp;gt; Grass Green Flush 1 - 28 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100895&amp;gt; Grass Green Flush 1 - 29 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100946&amp;gt; Grass Green Flush 1 - 29 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100896&amp;gt; Grass Green Flush 1 - 30 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100947&amp;gt; Grass Green Flush 1 - 30 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100897&amp;gt; Grass Green Flush 1 - 31 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100948&amp;gt; Grass Green Flush 1 - 31 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100898&amp;gt; Grass Green Flush 1 - 32 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100949&amp;gt; Grass Green Flush 1 - 32 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100899&amp;gt; Grass Green Flush 1 - 33 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100950&amp;gt; Grass Green Flush 1 - 33 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100900&amp;gt; Grass Green Flush 1 - 34 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100951&amp;gt; Grass Green Flush 1 - 34 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100901&amp;gt; Grass Green Flush 1 - 35 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100952&amp;gt; Grass Green Flush 1 - 35 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100902&amp;gt; Grass Green Flush 1 - 36 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100953&amp;gt; Grass Green Flush 1 - 36 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid2:1011615:100391:1&amp;gt; SAM Broadleaf Tree Library PF&lt;br /&gt;
&amp;lt;kuid:1011615:100903&amp;gt; Grass Green Flush 1 - 37 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100954&amp;gt; Grass Green Flush 1 - 37 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100904&amp;gt; Grass Green Flush 1 - 38 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100955&amp;gt; Grass Green Flush 1 - 38 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100956&amp;gt; Grass Green Flush 1 - 39 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100906&amp;gt; Grass Green Flush 1 - 40 Common grass&lt;br /&gt;
&amp;lt;kuid:1011615:100957&amp;gt; Grass Green Flush 1 - 40 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100907&amp;gt; Grass Green Flush 1 - 41 Common grass&lt;br /&gt;
&amp;lt;kuid2:1011615:100446:1&amp;gt; Willow Tree Library PF&lt;br /&gt;
&amp;lt;kuid:1011615:100958&amp;gt; Grass Green Flush 1 - 41 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid2:1011615:100447:1&amp;gt; Willow Tree PF 03&lt;br /&gt;
&amp;lt;kuid:1011615:100959&amp;gt; Grass Green Flush 1 - 42 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100960&amp;gt; Grass Green Flush 1 - 43 Common grass Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100910&amp;gt; Grass Green Flush 1 - 44 Bush 01&lt;br /&gt;
&amp;lt;kuid:1011615:100961&amp;gt; Grass Green Flush 1 - 44 Bush 01 Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100962&amp;gt; Grass Green Flush 1 - 45 Bush 02 Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100963&amp;gt; Grass Green Flush 1 - 46 Bush 03 Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100913&amp;gt; Grass Green Flush 1 - 47 Bush 04&lt;br /&gt;
&amp;lt;kuid:1011615:100914&amp;gt; Grass Green Flush 1 - 48 Bush 05&lt;br /&gt;
&amp;lt;kuid:1011615:100965&amp;gt; Grass Green Flush 1 - 48 Bush 05 Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100918&amp;gt; Grass Green Flush 1 Library Clutter&lt;br /&gt;
&amp;lt;kuid:1011615:100866&amp;gt; Grass Green Flush 1 Library Scenery&lt;br /&gt;
&amp;lt;kuid:1011615:100776&amp;gt; Grass Pennyroyal 01&lt;br /&gt;
&amp;lt;kuid:1011615:100786&amp;gt; Grass Pennyroyal 02&lt;br /&gt;
&amp;lt;kuid:1011615:100787&amp;gt; Grass Pennyroyal 03&lt;br /&gt;
&amp;lt;kuid:1011615:101104&amp;gt; Norway spruce PF 03&lt;br /&gt;
&amp;lt;kuid2:661281:65264:2&amp;gt; Ground Cover Grass 1B Lib&lt;br /&gt;
&amp;lt;kuid2:661281:98114:2&amp;gt; Tree Maple 02 PF&lt;br /&gt;
&amp;lt;kuid2:661281:65346:1&amp;gt; Ground Cover Short Grass 1C A&lt;br /&gt;
&amp;lt;kuid2:661281:98113:2&amp;gt; Tree Maple 01 PF&lt;br /&gt;
&amp;lt;kuid:661281:65345&amp;gt; Ground Cover Short Grass 1C Lib&lt;br /&gt;
&amp;lt;kuid2:1011615:100302:1&amp;gt; Hazel Tree Library PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100303:1&amp;gt; Hazel Tree PF 01&lt;br /&gt;
&amp;lt;kuid2:1011615:100054:1&amp;gt; Hemlock Tree Library PF&lt;br /&gt;
&amp;lt;kuid2:661281:98037:1&amp;gt; Pine Library PF (atlas)&lt;br /&gt;
&amp;lt;kuid2:1011615:100597:1&amp;gt; London Plane Tree Library PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100085:1&amp;gt; Hemlock Tree PF 1&lt;br /&gt;
&amp;lt;kuid2:1011615:100084:1&amp;gt; Hemlock Tree PF 2&lt;br /&gt;
&amp;lt;kuid2:1011615:100076:1&amp;gt; Hemlock Tree PF 3&lt;br /&gt;
&amp;lt;kuid2:1011615:100578:1&amp;gt; Italian Cypress Tree Library PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100579:1&amp;gt; Italian Cypress Tree PF 01&lt;br /&gt;
&amp;lt;kuid2:1011615:100580:1&amp;gt; Italian Cypress Tree PF 02&lt;br /&gt;
&amp;lt;kuid:1011615:101093&amp;gt; White spruce Library PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100581:1&amp;gt; Italian Cypress Tree PF 03&lt;br /&gt;
&amp;lt;kuid:1011615:100991&amp;gt; Quaking Aspen PF 05&lt;br /&gt;
&amp;lt;kuid2:661281:97919:6&amp;gt; JA SEA erba 3 - Lib&lt;br /&gt;
&amp;lt;kuid:1011615:100992&amp;gt; Quaking Aspen PF 06&lt;br /&gt;
&amp;lt;kuid2:661281:97920:3&amp;gt; JA SEA erba 3 - Random Size 1&lt;br /&gt;
&amp;lt;kuid2:661281:98039:1&amp;gt; Pine 2 PF (atlas)&lt;br /&gt;
&amp;lt;kuid2:1011615:100599:1&amp;gt; London Plane Tree PF 01&lt;br /&gt;
&amp;lt;kuid2:1011615:100271:1&amp;gt; Maple shrub PF 01&lt;br /&gt;
&amp;lt;kuid2:1011615:100272:1&amp;gt; Maple shrub PF 02&lt;br /&gt;
&amp;lt;kuid2:1011615:100268:3&amp;gt; Maple Tree Library PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100269:1&amp;gt; Mountain Maple PF 01&lt;br /&gt;
&amp;lt;kuid2:1011615:100270:1&amp;gt; Mountain Maple PF 02&lt;br /&gt;
&amp;lt;kuid:1011615:101101&amp;gt; Norway spruce Library PF&lt;br /&gt;
&amp;lt;kuid:1011615:101102&amp;gt; Norway spruce PF 01&lt;br /&gt;
&amp;lt;kuid:1011615:101103&amp;gt; Norway spruce PF 02&lt;br /&gt;
&amp;lt;kuid:1011615:101105&amp;gt; Norway spruce PF 04&lt;br /&gt;
&amp;lt;kuid:1011615:101106&amp;gt; Norway spruce PF 05&lt;br /&gt;
&amp;lt;kuid:1011615:101107&amp;gt; Norway spruce PF 06&lt;br /&gt;
&amp;lt;kuid2:661281:98038:1&amp;gt; Pine 1 PF (atlas)&lt;br /&gt;
&amp;lt;kuid2:1011615:100467:1&amp;gt; Poplar Tree Library PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100468:1&amp;gt; Poplar Tree PF 02&lt;br /&gt;
&amp;lt;kuid2:1011615:100469:1&amp;gt; Poplar Tree PF 04&lt;br /&gt;
&amp;lt;kuid:1011615:100987&amp;gt; Quaking Aspen PF 01&lt;br /&gt;
&amp;lt;kuid:1011615:100988&amp;gt; Quaking Aspen PF 02&lt;br /&gt;
&amp;lt;kuid:1011615:100989&amp;gt; Quaking Aspen PF 03&lt;br /&gt;
&amp;lt;kuid:1011615:100990&amp;gt; Quaking Aspen PF 04&lt;br /&gt;
&amp;lt;kuid:1011615:100993&amp;gt; Quaking Aspen PF 07&lt;br /&gt;
&amp;lt;kuid:1011615:100994&amp;gt; Quaking Aspen PF 08&lt;br /&gt;
&amp;lt;kuid:1011615:100995&amp;gt; Quaking Aspen PF 09&lt;br /&gt;
&amp;lt;kuid:1011615:100996&amp;gt; Quaking Aspen PF 10&lt;br /&gt;
&amp;lt;kuid:1011615:101030&amp;gt; Shagbark hickory PF 03&lt;br /&gt;
&amp;lt;kuid2:1011615:100255:1&amp;gt; Shrub 3m PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100251:1&amp;gt; Shrub 5m PF&lt;br /&gt;
&amp;lt;kuid2:1011615:100259:1&amp;gt; Shrub PF 05&lt;br /&gt;
&amp;lt;kuid2:1011615:100249:2&amp;gt; Shrubs Library PF&lt;br /&gt;
&amp;lt;kuid:1011615:101066&amp;gt; Sweetgum PF 05&lt;br /&gt;
&amp;lt;kuid2:1011615:100554:1&amp;gt; Sugar Maple PF 01&lt;br /&gt;
&amp;lt;kuid:1011615:101067&amp;gt; Sweetgum PF 06&lt;br /&gt;
&amp;lt;kuid2:1011615:100555:1&amp;gt; Sugar Maple PF 02&lt;br /&gt;
&amp;lt;kuid:1011615:101068&amp;gt; Sweetgum PF 07&lt;br /&gt;
&amp;lt;kuid2:1011615:100556:1&amp;gt; Sugar Maple PF 03&lt;br /&gt;
&amp;lt;kuid:1011615:101069&amp;gt; Sweetgum PF 08&lt;br /&gt;
&amp;lt;kuid2:1011615:100557:1&amp;gt; Sugar Maple PF 04&lt;br /&gt;
&amp;lt;kuid2:1011615:100558:1&amp;gt; Sugar Maple PF 05&lt;br /&gt;
&amp;lt;kuid2:1011615:100559:1&amp;gt; Sugar Maple PF 06&lt;br /&gt;
&amp;lt;kuid:1011615:101062&amp;gt; Sweetgum PF 01&lt;br /&gt;
&amp;lt;kuid:1011615:101063&amp;gt; Sweetgum PF 02&lt;br /&gt;
&amp;lt;kuid:1011615:101064&amp;gt; Sweetgum PF 03&lt;br /&gt;
&amp;lt;kuid:1011615:101065&amp;gt; Sweetgum PF 04&lt;br /&gt;
&amp;lt;kuid2:1011615:101061:1&amp;gt; Sweetgum Tree Library PF&lt;br /&gt;
&amp;lt;kuid2:661281:98076:1&amp;gt; Tree 6d PF&lt;br /&gt;
&amp;lt;kuid2:661281:98081:1&amp;gt; Tree 11c PF&lt;br /&gt;
&amp;lt;kuid2:661281:98089:1&amp;gt; Tree LiveOak Library&lt;br /&gt;
&amp;lt;kuid2:661281:98115:3&amp;gt; Tree Maple 03 PF&lt;br /&gt;
&amp;lt;kuid2:661281:98132:1&amp;gt; Tree Maple PF Lib&lt;br /&gt;
&amp;lt;kuid:1011615:101094&amp;gt; White spruce PF 01&lt;br /&gt;
&amp;lt;kuid:1011615:101095&amp;gt; White spruce PF 02&lt;br /&gt;
&amp;lt;kuid:1011615:101096&amp;gt; White spruce PF 03&lt;br /&gt;
&amp;lt;kuid:1011615:101097&amp;gt; White spruce PF 04&lt;br /&gt;
&amp;lt;kuid:1011615:101098&amp;gt; White spruce PF 05&lt;br /&gt;
&amp;lt;kuid:1011615:101099&amp;gt; White spruce PF 06&lt;br /&gt;
&amp;lt;kuid:1011615:100794&amp;gt; Wild dry grass 01&lt;br /&gt;
&amp;lt;kuid:1011615:100795&amp;gt; Wild dry grass 02&lt;br /&gt;
&amp;lt;kuid:1011615:100796&amp;gt; Wild dry grass 03&lt;br /&gt;
&amp;lt;kuid:1011615:100797&amp;gt; Wild dry grass 04&lt;br /&gt;
&amp;lt;kuid:1011615:100798&amp;gt; Wild dry grass 05&lt;br /&gt;
&amp;lt;kuid:1011615:100799&amp;gt; Wild dry grass 06&lt;br /&gt;
&amp;lt;kuid:1011615:100801&amp;gt; Wild dry grass 08&lt;br /&gt;
&amp;lt;kuid:1011615:100775&amp;gt; Wild Grass Library Clutter&lt;br /&gt;
&lt;br /&gt;
Content Manager copy/paste comma separated list of the above:&lt;br /&gt;
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		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Treez&amp;diff=42283</id>
		<title>Treez</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Treez&amp;diff=42283"/>
		<updated>2024-06-17T02:42:08Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:treez.png|250px|link=https://info.trainzsimulator.com/trainz-plus/#treez]]   [[Image:trainz_trees_join_the_beta.jpg|250px|link=https://forms.gle/cQTjZxixZeCT3DHS7]]   [[Image:discord_community_trees_foliage.jpg|250px|link=https://discord.gg/WgQ5VbUdar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Software Requirements=&lt;br /&gt;
&lt;br /&gt;
This is a step by step tutorial that will teach you how to create a 3D TREE model for use in Trainz. This method uses PlantFactory (free software) to create the 3D tree model but you could use Blender or any other 3D modelling software in its place. The principles are the same.&lt;br /&gt;
&lt;br /&gt;
Before you start you will need:&lt;br /&gt;
&lt;br /&gt;
* A copy of [[&amp;quot;Trainz-build&amp;quot; number|Trainz version 5.6]] or newer. Currently this is in development so in order to test this new foliage system you must be part of the BETA - [https://forms.gle/cQTjZxixZeCT3DHS7 JOIN].&lt;br /&gt;
&lt;br /&gt;
* A copy of [https://www.bentley.com/software/e-on-software-free-downloads/ PlantFactory 2024]. Click the Download button on that page, agree to the EULA and the next page the software should show for download.&lt;br /&gt;
&lt;br /&gt;
* You need a set of textures (Bark and Leaves at a minimum) for your trees. These can be created from scratch using the likes of [https://www.adobe.com/au/products/photoshop.html Photoshop] (paid) or [https://www.gimp.org GIMP] (free). You can look to source them from many different websites including [https://substance3d.adobe.com/assets/allassets?q=leaf%20fir%20branch&amp;amp;sort=-searchScore Adobe Substance Library] or other stock places. There are many other places you can purchase tree stock as a base or to get ideas to build from including [https://www.cgtrader.com/search?keywords=tree CGTrader] and [https://www.turbosquid.com/Search/Index.cfm?keyword=tree&amp;amp;media_typeid=2 TurboSquid].&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=PlantFactory Examples &amp;amp; Files =&lt;br /&gt;
&lt;br /&gt;
A good place to start is with one of our PlantFactory templates. This can speed up your development a lot, especially if you are new to PlantFactory.&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/trainz_pf_basic_tree_example_files.zip Download Youtube Video 1 Example Files]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/trainz_pf_tree_1_example_files.zip Download Youtube Video 2 Example Files]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/tree_1_textures.zip Download Texture Package 1]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/tree_2_textures.zip Download Texture Package 2]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/tree_3_textures.zip Download Texture Package 3]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/tree_4_textures.zip Download Texture Package 4]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/tree_5_textures.zip Download Texture Package 5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tree Asset Creation Overview=&lt;br /&gt;
&lt;br /&gt;
Trees are created as standard [[KIND Scenery|scenery]] assets.&lt;br /&gt;
&lt;br /&gt;
They use the [[FBX file format]] for their mesh files.&lt;br /&gt;
&lt;br /&gt;
.PNG or .TGA is recommended for the [[Texture file|textures]].&lt;br /&gt;
&lt;br /&gt;
Trees may use standard materials, but benefit heavily from the new foliage-specific materials are outlined below.&lt;br /&gt;
&lt;br /&gt;
The texture setup is outlined below.&lt;br /&gt;
&lt;br /&gt;
You should try and keep the highest LOD under 5000 polygons. Each additional LOD level should drop down by at least 25%. Your lowest LOD should be under 1000 polygons, ideally under 500 polygons. There is no need to create bottom-LOD billboards as Trainz will create this for you using a new [[Imposter system]] that will release alongside [[Treez]].&lt;br /&gt;
&lt;br /&gt;
If using PlantFactory you will want to get the example files above and look at the [[Mesh metadata file]]s to determine what additional tags are being used. You will also want to watch the PlantFactory video information below to understand how to use the program and also how to export from PlantFactory, setup your Trainz Asset and import into Trainz.&lt;br /&gt;
&lt;br /&gt;
If you are using another 3D modelling program to create your trees and want to use [[m.leafcardbillboard|camera facing leaf cards]] then you must point your leaf card geometry in the positive X direction. Each leaf card must be a separate mesh within the FBX so they can rotate separately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:leaf_card_blender.jpg|400px]] [[Image:leaf_card_blender_2.jpg|384px]] [[Image:leaf_card_blender_3.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Materials=&lt;br /&gt;
&lt;br /&gt;
There are two new materials to use for trees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[m.leafcard]]&#039;&#039;&#039; - Use this material for your transparent leaf cards that are not camera facing. This material structure is identical to [[m.pbrmetal]]. The only difference in setup is the name of your material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[m.leafcardbillboard]]&#039;&#039;&#039; - Use this material for your transparent leaf cards that are to be camera facing. This material structure is identical to [[m.pbrmetalmasked]]. The only difference in setup is the name of your material.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Textures=&lt;br /&gt;
&lt;br /&gt;
The makeup of both [[m.leafcard]] and [[m.leafcardbillboard]] is similar to [[m.pbrmetalmasked]].&lt;br /&gt;
&lt;br /&gt;
The one exception is that the blue channel in the parameters texture is used to modulate the strength of the directional lighting. This is intended to give the feel of individual leaves being deeper inside the tree and shadowed from all directions, even though the leaf card as a whole is not shadowed. (Note that this is the same channel used for Ambient Occlusion on m.pbrmetal; the leaf card materials do not support ambient occlusion.)&lt;br /&gt;
&lt;br /&gt;
Full brightness (100% blue channel) gives a standard lighting response, while darker values give a weaker response to directional lighting.&lt;br /&gt;
&lt;br /&gt;
Here is an example of what the blue (AO) channel could look like in the parameters texture for both [[m.leafcard]] and [[m.leafcardbillboard]].&lt;br /&gt;
&lt;br /&gt;
[[Image:directional_light_Scattering.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=PlantFactory Tutorial=&lt;br /&gt;
&lt;br /&gt;
Once the software starts up and you&#039;ve either loaded one of the templates above or you&#039;ve started a new tree from scratch, if you are new to PlantFactory, you will want to read the &amp;quot;PlantFactory — Reference Manual&amp;quot; (specifically &#039;Section 5 - Modifying Plants: Using Parameters&#039;) which can be accessed by clicking on the Main Menu -&amp;gt; Help -&amp;gt; Reference Manual. This manual explains everything you need to know about the software. It is definitely worth the read.&lt;br /&gt;
&lt;br /&gt;
For those that want to come back to the manual later, here is a video breakdown on a very raw PlantFactory / Trainz explanation you can get started with.&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_1.jpg|750px|link=https://www.youtube.com/watch?v=pNY0kHEqsTQ]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_2.jpg|750px|link=https://www.youtube.com/watch?v=c-LA4VkZrvs]]&lt;br /&gt;
&lt;br /&gt;
===Work-in-Progress Test Trees===&lt;br /&gt;
&lt;br /&gt;
There isn&#039;t one way to create trees in PlantFactory but these trees were created using the procedural node method.&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_0_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_0_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_2_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_2_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_3_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_3_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_4a_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_4b_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_4_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_5a_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_5b_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_5_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_6_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_6_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_7_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_7_g.jpg|300px]]&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Treez&amp;diff=42100</id>
		<title>Treez</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Treez&amp;diff=42100"/>
		<updated>2024-06-07T01:53:53Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:treez.png|250px|link=https://info.trainzsimulator.com/trainz-plus/#treez]]   [[Image:trainz_trees_join_the_beta.jpg|250px|link=https://forms.gle/cQTjZxixZeCT3DHS7]]   [[Image:discord_community_trees_foliage.jpg|250px|link=https://discord.gg/WgQ5VbUdar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Software Requirements ==&lt;br /&gt;
&lt;br /&gt;
This is a step by step tutorial that will teach you how to create a 3D TREE model for use in Trainz. This method uses PlantFactory (free software) to create the 3D tree model but you could use Blender or any other 3D modelling software in it&#039;s place. The principles are the same.&lt;br /&gt;
&lt;br /&gt;
Before you start you will need:&lt;br /&gt;
&lt;br /&gt;
* A copy of Trainz version 5.6. Currently this is in development so in order to test this new foliage system you must be part of the BETA - [https://forms.gle/cQTjZxixZeCT3DHS7 JOIN].&lt;br /&gt;
&lt;br /&gt;
* A copy of [https://www.bentley.com/software/e-on-software-free-downloads/ PlantFactory 2024]. Click the Download button on that page, agree to the EULA and the next page the software should show for download.&lt;br /&gt;
&lt;br /&gt;
* You need a set of textures (Bark and Leaves at a minimum) for your trees. These can be created from scratch using the likes of [https://www.adobe.com/au/products/photoshop.html Photoshop] (paid) or [https://www.gimp.org GIMP] (free). You can look to source them from many different websites including [https://substance3d.adobe.com/assets/allassets?q=leaf%20fir%20branch&amp;amp;sort=-searchScore Adobe Substance Library] or other stock places. There are many other places you can purchase tree stock as a base or to get ideas to build from including [https://www.cgtrader.com/search?keywords=tree CGTrader], [https://www.turbosquid.com/Search/Index.cfm?keyword=tree&amp;amp;media_typeid=2 TurboSquid] and more.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== PlantFactory ==&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
A good place to start is with one of our PlantFactory templates. This can speed up your development a lot, especially if you are new to PlantFactory.&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/trainz_pf_basic_tree_example_files.zip Download Youtube Video 1 Example Files]&lt;br /&gt;
&lt;br /&gt;
[https://images.n3vgames.com/uploads/content_creation/trainz_pf_tree_1_example_files.zip Download Youtube Video 2 Example Files]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tree Asset Structure===&lt;br /&gt;
&lt;br /&gt;
The new tree assets are scenery assets.&lt;br /&gt;
&lt;br /&gt;
They use the .fbx format for their mesh files.&lt;br /&gt;
&lt;br /&gt;
.PNG or .TGA is recommended for textures.&lt;br /&gt;
&lt;br /&gt;
The new materials are outlined below.&lt;br /&gt;
&lt;br /&gt;
The texture setup is outlined below.&lt;br /&gt;
&lt;br /&gt;
You should try and keep the highest LOD under 5000 polygons. Each additional LOD level should drop down by 25%. Your lowest LOD should be under 1000 polygons, ideally under 500 polygons. There is no need to create billboards as Trainz will create this for you using a new &amp;quot;Imposter&amp;quot; system that will release alongside &amp;quot;Treez&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If using PlantFactory you will want to get the example files above and look at the metadata .txt files to determine what additional tags are being used. You will also want to watch the PlantFactory video information below to understand how to use the program and also how to export from PlantFactory, setup your Trainz Asset and import into Trainz.&lt;br /&gt;
&lt;br /&gt;
If you are using another 3D modelling program to create your trees. If you want to use camera facing leaf cards ( [[m.leafcardbillboard]] ) then you must point your leaf cards in one single direction. The default is the positive X direction. Also each leaf card must be an individual mesh so they can rotate individual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:leaf_card_blender.jpg|400px]] [[Image:leaf_card_blender_2.jpg|384px]] [[Image:leaf_card_blender_3.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you do not point your leaf cards in the default positive X direction, you can rotate the leaf cards around X, Y or Z using the following tag in the metadata file.&lt;br /&gt;
&lt;br /&gt;
camera-facing-rotate-normals      0,180,0&lt;br /&gt;
&lt;br /&gt;
0,180,0 is just an example. Use the values you require to get your leaf cards facing in the correct direction when importing into Trainz. Find out more information on the Trainz [[Mesh_metadata_file]] wiki page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
&lt;br /&gt;
There are two new materials to use for trees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[m.leafcard]]&#039;&#039;&#039; - Use this material for your transparent leaf cards that are not camera facing. This material structure is identical to [[m.pbrmetal]]. The only difference in setup is the name of your material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[m.leafcardbillboard]]&#039;&#039;&#039; - Use this material for your transparent leaf cards that are to be camera facing. This material structure is identical to [[m.pbrmetalmasked]]. The only difference in setup is the name of your material.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
&lt;br /&gt;
The makeup of [[m.leafcard]] is the same as [[m.pbrmetalmasked]].&lt;br /&gt;
&lt;br /&gt;
The makeup of [[m.leafcardbillboard]] is the same as [[m.pbrmetalmasked]].&lt;br /&gt;
&lt;br /&gt;
The exception to both materials is the blue channel in the parameters texture. The blue channel of the parameters texture is used to modulate the strength of the directional lighting. This is intended to give the feel of individual leaves being deeper inside the tree and shadowed from all directions, even though the leaf card as a whole is not shadowed. (Note that this is the same channel used for Ambient Occlusion on m.pbrmetal; the leaf card materials do not support ambient occlusion.)&lt;br /&gt;
&lt;br /&gt;
Full brightness (100% blue channel) gives a standard lighting response, while darker values give a weaker response to directional lighting.&lt;br /&gt;
&lt;br /&gt;
Here is an example of what the blue (AO) channel could look like in the parameters texture for both [[m.leafcard]] and [[m.leafcardbillboard]].&lt;br /&gt;
&lt;br /&gt;
[[Image:directional_light_Scattering.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PlantFactory Tutorial===&lt;br /&gt;
&lt;br /&gt;
Once the software starts up and you&#039;ve either loaded one of the templates above or you&#039;ve started a new tree from scratch, if you are new to PlantFactory, you will want to read the &amp;quot;PlantFactory — Reference Manual&amp;quot; (specifically &#039;Section 5 - Modifying Plants: Using Parameters&#039;) which can be accessed by clicking on the Main Menu -&amp;gt; Help -&amp;gt; Reference Manual. This manual explains everything you need to know about the software. It is definitely worth the read.&lt;br /&gt;
&lt;br /&gt;
For those that want to come back to the manual later, here is a video breakdown on a very raw PlantFactory / Trainz explanation you can get started with.&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_1.jpg|750px|link=https://www.youtube.com/watch?v=pNY0kHEqsTQ]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_2.jpg|750px|link=https://www.youtube.com/watch?v=c-LA4VkZrvs]]&lt;br /&gt;
&lt;br /&gt;
===Work-in-Progress Test Trees===&lt;br /&gt;
&lt;br /&gt;
There isn&#039;t one way to create trees in PlantFactory but these trees were created using the procedural node method.&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_0_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_0_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_2_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_2_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_3_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_3_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_4a_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_4b_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_4_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_5a_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_5b_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_5_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_6_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_6_g.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:plantfactory_trainz_7_i.jpg|300px]]&lt;br /&gt;
[[Image:plantfactory_trainz_7_g.jpg|300px]]&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.leafcard&amp;diff=42089</id>
		<title>M.leafcard</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.leafcard&amp;diff=42089"/>
		<updated>2024-06-06T07:47:14Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[m.leafcard]] is a variation on the [[m.pbrmetalmasked]] material. Introduced with the new foliage system &amp;quot;[[Treez]]&amp;quot;, it is used when creating transparent leaf and/or branches on trees and plants. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:m_leaf_card_tree_1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page describes content format v5.6 and assumes that the FBX file format is used as a data source for any meshes.&lt;br /&gt;
&lt;br /&gt;
If using PlantFactory you will want to get the example files on the [[Treez]] page. You will also want to watch the PlantFactory video information on [[Treez]] page so you can understand how to use the program and also how to export from PlantFactory, setup your Trainz Asset and import into Trainz.&lt;br /&gt;
&lt;br /&gt;
=Texture Slots=&lt;br /&gt;
The following texture slots are used for this material. All textures should typically have the same dimensions unless they represent a uniform color, however this is not strictly enforced.&lt;br /&gt;
&lt;br /&gt;
==Albedo==&lt;br /&gt;
RGB: The [[albedo map]] defines the base color of each texel. The sRGB color space is used.&lt;br /&gt;
&lt;br /&gt;
A: The alpha channel provides a &amp;quot;black and white&amp;quot; [[masked alpha]] channel. Black indicates full transparency, meaning that the [[fragment]] is discarded. White indicates full opacity, meaning that rendering proceeds as per [[m.pbrmetal]]. If the alpha channel is omitted, this material acts exactly as [[m.pbrmetal]] except with lower performance. Note that unlike legacy Trainz materials, PBR materials do not autodetect opacity mode based on the texture in use. The content creator must select the appropriate material for their desired outcome. Runtime texture replacement should not expect to replace an opaque texture with a blended or masked texture and have the material update automatically.&lt;br /&gt;
&lt;br /&gt;
You may need to include an alpha-hint tag in your albedo texture.txt file.  See [[.texture.txt_Files]].  If creating a double sided material using metadata you should also consider using a blend-mode tag.  See [[Mesh_metadata_file]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albedo Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_1.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Color Channel Separated&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_2.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
Alpha Channel Separated&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_2b.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal==&lt;br /&gt;
RGB: Surface [[normal map]]. This defines which way the surface is facing, relative to the interpolated vertex normals. Since this is an XYZ format rather than color data, it should never be modified in Photoshop. Using Photoshop to add a fourth channel or copy/paste smaller textures into a [[texture atlas]] is acceptable. Per-pixel manipulation or use of filters on the &amp;quot;RGB&amp;quot; channels is not acceptable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal Texture Example with no Alpha Channel (Parallax)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_3.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parameter==&lt;br /&gt;
This texture is comprised of four separate channels which each form a separate data element. Linear color space (not sRGB) is used for these channels.&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_4.jpg|border|middle|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R: Emissive. This causes the texture to have an internal glow, even when no external light is present. Used for phosphors, permanently-lit markings, etc. The glow color is based on the albedo. Note that this glow does not cast light upon surrounding surfaces except via the Bloom post-processing effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Emissive - Red Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_5.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
G: Roughness. Defines whether the surface reflections are shiny (0.0) or matte (1.0). See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Roughness - Green Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_6.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B: The blue channel of the parameters texture is used to modulate the strength of the directional lighting. This is intended to give the feel of individual leaves being deeper inside the tree and shadowed from all directions, even though the leaf card as a whole is not shadowed. (Note that this is the same channel used for Ambient Occlusion on m.pbrmetal; the leaf card materials do not support ambient occlusion.)&lt;br /&gt;
&lt;br /&gt;
Full brightness (100% blue channel) gives a standard lighting response, while darker values give a weaker response to directional lighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Directional Lighting Strength - Blue Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_7.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A: Metallicity. Defines whether the surface is metallic (1.0) with the albedo used to colorize reflected light, or dielectric (0.0) with the albedo used to colorize the surface. While intermediate values are not physically accurate, they may be used to emulate subsurfaces which are partially metallic. See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Metallic - Alpha Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_8.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Material types| ]]&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Content creation]]&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.leafcardbillboard&amp;diff=42088</id>
		<title>M.leafcardbillboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.leafcardbillboard&amp;diff=42088"/>
		<updated>2024-06-06T07:46:39Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[m.leafcardbillboard]] is a variation on the [[m.pbrmetalmasked]] material. Introduced with the new foliage system &amp;quot;[[Treez]]&amp;quot;, it is used when creating transparent camera facing leaf cards on trees and plants. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:m_leaf_card_billboard_tree_1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page describes content format v5.6 and assumes that the FBX file format is used as a data source for any meshes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Camera Facing Leaf Cards=&lt;br /&gt;
&lt;br /&gt;
[[Image:m_leaf_card_billboard_cam_face_1.gif|500px]]&lt;br /&gt;
&lt;br /&gt;
If using PlantFactory you will want to get the example files on the [[Treez]] page. You will also want to watch the PlantFactory video information on [[Treez]] page so you can understand how to use the program and also how to export from PlantFactory, setup your Trainz Asset and import into Trainz.&lt;br /&gt;
&lt;br /&gt;
If you are using another 3D modelling program to create your trees and wish to use camera facing leaf cards then you must point your leaf cards in one single direction. The default is the positive X direction. Also each leaf card must be an individual mesh so they can rotate individual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:leaf_card_blender.jpg|400px]] [[Image:leaf_card_blender_2.jpg|384px]] [[Image:leaf_card_blender_3.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you do not point your leaf cards in the default positive X direction, you can rotate the leaf cards around X, Y or Z using the following tag in the metadata file.&lt;br /&gt;
&lt;br /&gt;
camera-facing-rotate-normals      0,180,0&lt;br /&gt;
&lt;br /&gt;
0,180,0 is just an example. Use the values you require to get your leaf cards facing in the correct direction when importing into Trainz. Find out more information on the Trainz [[Mesh_metadata_file]] wiki page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Texture Slots=&lt;br /&gt;
The following texture slots are used for this material. All textures should typically have the same dimensions unless they represent a uniform color, however this is not strictly enforced.&lt;br /&gt;
&lt;br /&gt;
==Albedo==&lt;br /&gt;
RGB: The [[albedo map]] defines the base color of each texel. The sRGB color space is used.&lt;br /&gt;
&lt;br /&gt;
A: The alpha channel provides a &amp;quot;black and white&amp;quot; [[masked alpha]] channel. Black indicates full transparency, meaning that the [[fragment]] is discarded. White indicates full opacity, meaning that rendering proceeds as per [[m.pbrmetal]]. If the alpha channel is omitted, this material acts exactly as [[m.pbrmetal]] except with lower performance. Note that unlike legacy Trainz materials, PBR materials do not autodetect opacity mode based on the texture in use. The content creator must select the appropriate material for their desired outcome. Runtime texture replacement should not expect to replace an opaque texture with a blended or masked texture and have the material update automatically.&lt;br /&gt;
&lt;br /&gt;
You may need to include an alpha-hint tag in your albedo texture.txt file.  See [[.texture.txt_Files]].  If creating a double sided material using metadata you should also consider using a blend-mode tag.  See [[Mesh_metadata_file]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albedo Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_1.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Color Channel Separated&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_2.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
Alpha Channel Separated&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_2b.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal==&lt;br /&gt;
RGB: Surface [[normal map]]. This defines which way the surface is facing, relative to the interpolated vertex normals. Since this is an XYZ format rather than color data, it should never be modified in Photoshop. Using Photoshop to add a fourth channel or copy/paste smaller textures into a [[texture atlas]] is acceptable. Per-pixel manipulation or use of filters on the &amp;quot;RGB&amp;quot; channels is not acceptable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal Texture Example with no Alpha Channel (Parallax)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_3.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parameter==&lt;br /&gt;
This texture is comprised of four separate channels which each form a separate data element. Linear color space (not sRGB) is used for these channels.&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_4.jpg|border|middle|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R: Emissive. This causes the texture to have an internal glow, even when no external light is present. Used for phosphors, permanently-lit markings, etc. The glow color is based on the albedo. Note that this glow does not cast light upon surrounding surfaces except via the Bloom post-processing effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Emissive - Red Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_5.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
G: Roughness. Defines whether the surface reflections are shiny (0.0) or matte (1.0). See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Roughness - Green Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_6.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B: The blue channel of the parameters texture is used to modulate the strength of the directional lighting. This is intended to give the feel of individual leaves being deeper inside the tree and shadowed from all directions, even though the leaf card as a whole is not shadowed. (Note that this is the same channel used for Ambient Occlusion on m.pbrmetal; the leaf card materials do not support ambient occlusion.)&lt;br /&gt;
&lt;br /&gt;
Full brightness (100% blue channel) gives a standard lighting response, while darker values give a weaker response to directional lighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Directional Lighting Strength - Blue Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_7.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A: Metallicity. Defines whether the surface is metallic (1.0) with the albedo used to colorize reflected light, or dielectric (0.0) with the albedo used to colorize the surface. While intermediate values are not physically accurate, they may be used to emulate subsurfaces which are partially metallic. See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Metallic - Alpha Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_8.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Material types| ]]&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Content creation]]&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.leafcardbillboard&amp;diff=42087</id>
		<title>M.leafcardbillboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.leafcardbillboard&amp;diff=42087"/>
		<updated>2024-06-06T07:41:47Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[m.leafcardbillboard]] is a variation on the [[m.pbrmetalmasked]] material. Introduced with the new foliage system &amp;quot;[[Treez]]&amp;quot;, it is used when creating transparent camera facing leaf cards on trees and plants. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:m_leaf_card_billboard_tree_1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page describes content format v5.6 and assumes that the FBX file format is used as a data source for any meshes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Camera Facing Leaf Cards=&lt;br /&gt;
&lt;br /&gt;
[[Image:m_leaf_card_billboard_cam_face_1.gif|500px]]&lt;br /&gt;
&lt;br /&gt;
If using PlantFactory you will want to get the example files on the [[treez]] page. You will also want to watch the PlantFactory video information on that page so you can understand how to use the program and also how to export from PlantFactory, setup your Trainz Asset and import into Trainz.&lt;br /&gt;
&lt;br /&gt;
If you are using another 3D modelling program to create your trees and wish to use camera facing leaf cards then you must point your leaf cards in one single direction. The default is the positive X direction. Also each leaf card must be an individual mesh so they can rotate individual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:leaf_card_blender.jpg|400px]] [[Image:leaf_card_blender_2.jpg|384px]] [[Image:leaf_card_blender_3.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you do not point your leaf cards in the default positive X direction, you can rotate the leaf cards around X, Y or Z using the following tag in the metadata file.&lt;br /&gt;
&lt;br /&gt;
camera-facing-rotate-normals      0,180,0&lt;br /&gt;
&lt;br /&gt;
0,180,0 is just an example. Use the values you require to get your leaf cards facing in the correct direction when importing into Trainz. Find out more information on the Trainz [[Mesh_metadata_file]] wiki page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Texture Slots=&lt;br /&gt;
The following texture slots are used for this material. All textures should typically have the same dimensions unless they represent a uniform color, however this is not strictly enforced.&lt;br /&gt;
&lt;br /&gt;
==Albedo==&lt;br /&gt;
RGB: The [[albedo map]] defines the base color of each texel. The sRGB color space is used.&lt;br /&gt;
&lt;br /&gt;
A: The alpha channel provides a &amp;quot;black and white&amp;quot; [[masked alpha]] channel. Black indicates full transparency, meaning that the [[fragment]] is discarded. White indicates full opacity, meaning that rendering proceeds as per [[m.pbrmetal]]. If the alpha channel is omitted, this material acts exactly as [[m.pbrmetal]] except with lower performance. Note that unlike legacy Trainz materials, PBR materials do not autodetect opacity mode based on the texture in use. The content creator must select the appropriate material for their desired outcome. Runtime texture replacement should not expect to replace an opaque texture with a blended or masked texture and have the material update automatically.&lt;br /&gt;
&lt;br /&gt;
You may need to include an alpha-hint tag in your albedo texture.txt file.  See [[.texture.txt_Files]].  If creating a double sided material using metadata you should also consider using a blend-mode tag.  See [[Mesh_metadata_file]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albedo Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_1.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Color Channel Separated&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_2.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
Alpha Channel Separated&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_2b.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal==&lt;br /&gt;
RGB: Surface [[normal map]]. This defines which way the surface is facing, relative to the interpolated vertex normals. Since this is an XYZ format rather than color data, it should never be modified in Photoshop. Using Photoshop to add a fourth channel or copy/paste smaller textures into a [[texture atlas]] is acceptable. Per-pixel manipulation or use of filters on the &amp;quot;RGB&amp;quot; channels is not acceptable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal Texture Example with no Alpha Channel (Parallax)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_3.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parameter==&lt;br /&gt;
This texture is comprised of four separate channels which each form a separate data element. Linear color space (not sRGB) is used for these channels.&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_4.jpg|border|middle|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R: Emissive. This causes the texture to have an internal glow, even when no external light is present. Used for phosphors, permanently-lit markings, etc. The glow color is based on the albedo. Note that this glow does not cast light upon surrounding surfaces except via the Bloom post-processing effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Emissive - Red Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_5.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
G: Roughness. Defines whether the surface reflections are shiny (0.0) or matte (1.0). See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Roughness - Green Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_6.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B: The blue channel of the parameters texture is used to modulate the strength of the directional lighting. This is intended to give the feel of individual leaves being deeper inside the tree and shadowed from all directions, even though the leaf card as a whole is not shadowed. (Note that this is the same channel used for Ambient Occlusion on m.pbrmetal; the leaf card materials do not support ambient occlusion.)&lt;br /&gt;
&lt;br /&gt;
Full brightness (100% blue channel) gives a standard lighting response, while darker values give a weaker response to directional lighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Directional Lighting Strength - Blue Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_7.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A: Metallicity. Defines whether the surface is metallic (1.0) with the albedo used to colorize reflected light, or dielectric (0.0) with the albedo used to colorize the surface. While intermediate values are not physically accurate, they may be used to emulate subsurfaces which are partially metallic. See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Metallic - Alpha Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_8.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Material types| ]]&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Content creation]]&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.leafcardbillboard&amp;diff=42086</id>
		<title>M.leafcardbillboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.leafcardbillboard&amp;diff=42086"/>
		<updated>2024-06-06T07:39:35Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[m.leafcardbillboard]] is a variation on the [[m.pbrmetalmasked]] material. Introduced with the new foliage system &amp;quot;[[Treez]]&amp;quot;, it is used when creating transparent camera facing leaf cards on trees and plants. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:m_leaf_card_billboard_tree_1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page describes content format v5.6 and assumes that the FBX file format is used as a data source for any meshes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Camera Facing Leaf Cards=&lt;br /&gt;
&lt;br /&gt;
[[Image:m_leaf_card_billboard_cam_face_1.gif|500px]]&lt;br /&gt;
&lt;br /&gt;
If using PlantFactory you will want to get the example files on the [[treez]] page. You will also want to watch the PlantFactory video information on that page so you can understand how to use the program and also how to export from PlantFactory, setup your Trainz Asset and import into Trainz.&lt;br /&gt;
&lt;br /&gt;
If you are using another 3D modelling program to create your trees and wish to use camera facing leaf cards then you must point your leaf cards in one single direction. The default is the positive X direction. Also each leaf card must be an individual mesh so they can rotate individual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:leaf_card_blender.jpg|400px]] [[Image:leaf_card_blender_2.jpg|384px]] [[Image:leaf_card_blender_3.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you do not point your leaf cards in the default positive X direction, you can rotate the leaf cards around X, Y or Z using the following tag in the metadata file.&lt;br /&gt;
&lt;br /&gt;
camera-facing-rotate-normals      0,180,0&lt;br /&gt;
&lt;br /&gt;
0,180,0 is just an example. Use the values you require to get your leaf cards facing in the correct direction when importing into Trainz. Find out more information on the Trainz [[Mesh_metadata_file]] wiki page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Texture Slots=&lt;br /&gt;
The following texture slots are used for this material. All textures should typically have the same dimensions unless they represent a uniform color, however this is not strictly enforced.&lt;br /&gt;
&lt;br /&gt;
==Albedo==&lt;br /&gt;
RGB: The [[albedo map]] defines the base color of each texel. The sRGB color space is used.&lt;br /&gt;
&lt;br /&gt;
A: The alpha channel provides a &amp;quot;black and white&amp;quot; [[masked alpha]] channel. Black indicates full transparency, meaning that the [[fragment]] is discarded. White indicates full opacity, meaning that rendering proceeds as per [[m.pbrmetal]]. If the alpha channel is omitted, this material acts exactly as [[m.pbrmetal]] except with lower performance. Note that unlike legacy Trainz materials, PBR materials do not autodetect opacity mode based on the texture in use. The content creator must select the appropriate material for their desired outcome. Runtime texture replacement should not expect to replace an opaque texture with a blended or masked texture and have the material update automatically.&lt;br /&gt;
&lt;br /&gt;
You may need to include an alpha-hint tag in your albedo texture.txt file.  See [[.texture.txt_Files]].  If creating a double sided material using metadata you should also consider using a blend-mode tag.  See [[Mesh_metadata_file]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albedo Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_1.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Color Channel Separated&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_2.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
Alpha Channel Separated&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_2b.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal==&lt;br /&gt;
RGB: Surface [[normal map]]. This defines which way the surface is facing, relative to the interpolated vertex normals. Since this is an XYZ format rather than color data, it should never be modified in Photoshop. Using Photoshop to add a fourth channel or copy/paste smaller textures into a [[texture atlas]] is acceptable. Per-pixel manipulation or use of filters on the &amp;quot;RGB&amp;quot; channels is not acceptable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal Texture Example with no Alpha Channel (Parallax)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_3.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parameter==&lt;br /&gt;
This texture is comprised of four separate channels which each form a separate data element. Linear color space (not sRGB) is used for these channels.&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_4.jpg|border|middle|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R: Emissive. This causes the texture to have an internal glow, even when no external light is present. Used for phosphors, permanently-lit markings, etc. The glow color is based on the albedo. Note that this glow does not cast light upon surrounding surfaces except via the Bloom post-processing effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Emissive - Red Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_5.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
G: Roughness. Defines whether the surface reflections are shiny (0.0) or matte (1.0). See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Roughness - Green Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_6.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B: The blue channel of the parameters texture is used to modulate the strength of the directional lighting. This is intended to give the feel of individual leaves being deeper inside the tree and shadowed from all directions, even though the leaf card as a whole is not shadowed. (Note that this is the same channel used for Ambient Occlusion on m.pbrmetal; the leaf card materials do not support ambient occlusion.)&lt;br /&gt;
&lt;br /&gt;
Full brightness (100% blue channel) gives a standard lighting response, while darker values give a weaker response to directional lighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Directional Lighting Strength - Blue Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_7.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A: Metallicity. Defines whether the surface is metallic (1.0) with the albedo used to colorize reflected light, or dielectric (0.0) with the albedo used to colorize the surface. While intermediate values are not physically accurate, they may be used to emulate subsurfaces which are partially metallic. See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Metallic - Alpha Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_8.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Material types| ]]&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Content creation]]&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.leafcardbillboard&amp;diff=42085</id>
		<title>M.leafcardbillboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.leafcardbillboard&amp;diff=42085"/>
		<updated>2024-06-06T07:37:55Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[m.leafcardbillboard]] is a variation on the [[m.pbrmetalmasked]] material. Introduced with the new foliage system &amp;quot;[[Treez]]&amp;quot;, it is used when creating transparent camera facing leaf cards on trees and plants. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:m_leaf_card_billboard_tree_1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page describes content format v5.6 and assumes that the FBX file format is used as a data source for any meshes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Camera Facing Leaf Cards=&lt;br /&gt;
&lt;br /&gt;
[[Image:m_leaf_card_billboard_cam_face_1.gif|500px]]&lt;br /&gt;
&lt;br /&gt;
If using PlantFactory you will want to get the example files on the [[treez]] page. You will also want to watch the PlantFactory video information on that page so you can understand how to use the program and also how to export from PlantFactory, setup your Trainz Asset and import into Trainz.&lt;br /&gt;
&lt;br /&gt;
If you are using another 3D modelling program to create your trees and wish to use camera facing leaf cards then you must point your leaf cards in one single direction. The default is the positive X direction. Also each leaf card must be an individual mesh so they can rotate individual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:leaf_card_blender.jpg|400px]] [[Image:leaf_card_blender_2.jpg|384px]] [[Image:leaf_card_blender_3.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you do not point your leaf cards in the default positive X direction, you can rotate the leaf cards around X, Y or Z using the following tag in the metadata file.&lt;br /&gt;
&lt;br /&gt;
camera-facing-rotate-normals      0,180,0&lt;br /&gt;
&lt;br /&gt;
0,180,0 is just an example. Use the values you require to get your leaf cards facing in the correct direction when importing into Trainz. Find out more information on the Trainz [[Mesh_metadata_file]] wiki page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Texture Slots=&lt;br /&gt;
The following texture slots are used for this material. All textures should typically have the same dimensions unless they represent a uniform color, however this is not strictly enforced.&lt;br /&gt;
&lt;br /&gt;
==Albedo==&lt;br /&gt;
RGB: The [[albedo map]] defines the base color of each texel. The sRGB color space is used.&lt;br /&gt;
&lt;br /&gt;
A: The alpha channel provides a &amp;quot;black and white&amp;quot; [[masked alpha]] channel. Black indicates full transparency, meaning that the [[fragment]] is discarded. White indicates full opacity, meaning that rendering proceeds as per [[m.pbrmetal]]. If the alpha channel is omitted, this material acts exactly as [[m.pbrmetal]] except with lower performance. Note that unlike legacy Trainz materials, PBR materials do not autodetect opacity mode based on the texture in use. The content creator must select the appropriate material for their desired outcome. Runtime texture replacement should not expect to replace an opaque texture with a blended or masked texture and have the material update automatically.&lt;br /&gt;
&lt;br /&gt;
You may need to include an alpha-hint tag in your albedo texture.txt file.  See [[.texture.txt_Files]].  If creating a double sided material using metadata you should also consider using a blend-mode tag.  See [[Mesh_metadata_file]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albedo Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_1.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Color Channel Separated&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_2.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
Alpha Channel Separated&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_2b.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal==&lt;br /&gt;
RGB: Surface [[normal map]]. This defines which way the surface is facing, relative to the interpolated vertex normals. Since this is an XYZ format rather than color data, it should never be modified in Photoshop. Using Photoshop to add a fourth channel or copy/paste smaller textures into a [[texture atlas]] is acceptable. Per-pixel manipulation or use of filters on the &amp;quot;RGB&amp;quot; channels is not acceptable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal Texture Example with no Alpha Channel (Parallax)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_3.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parameter==&lt;br /&gt;
This texture is comprised of four separate channels which each form a separate data element. Linear color space (not sRGB) is used for these channels.&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_4.jpg|border|middle|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R: Emissive. This causes the texture to have an internal glow, even when no external light is present. Used for phosphors, permanently-lit markings, etc. The glow color is based on the albedo. Note that this glow does not cast light upon surrounding surfaces except via the Bloom post-processing effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Emissive - Red Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_5.png|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
G: Roughness. Defines whether the surface reflections are shiny (0.0) or matte (1.0). See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Roughness - Green Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_6.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B: The blue channel of the parameters texture is used to modulate the strength of the directional lighting. This is intended to give the feel of individual leaves being deeper inside the tree and shadowed from all directions, even though the leaf card as a whole is not shadowed. (Note that this is the same channel used for Ambient Occlusion on m.pbrmetal; the leaf card materials do not support ambient occlusion.)&lt;br /&gt;
&lt;br /&gt;
Full brightness (100% blue channel) gives a standard lighting response, while darker values give a weaker response to directional lighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Directional Lighting Strength - Blue Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_7.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A: Metallicity. Defines whether the surface is metallic (1.0) with the albedo used to colorize reflected light, or dielectric (0.0) with the albedo used to colorize the surface. While intermediate values are not physically accurate, they may be used to emulate subsurfaces which are partially metallic. See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Metallic - Alpha Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_8.png|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Material types| ]]&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Content creation]]&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.leafcardbillboard&amp;diff=42084</id>
		<title>M.leafcardbillboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.leafcardbillboard&amp;diff=42084"/>
		<updated>2024-06-06T07:36:21Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[m.leafcardbillboard]] is a variation on the [[m.pbrmetalmasked]] material. Introduced with the new foliage system &amp;quot;[[Treez]]&amp;quot;, it is used when creating transparent camera facing leaf cards on trees and plants. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:m_leaf_card_billboard_tree_1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page describes content format v5.6 and assumes that the FBX file format is used as a data source for any meshes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Camera Facing Leaf Cards=&lt;br /&gt;
&lt;br /&gt;
[[Image:m_leaf_card_billboard_cam_face_1.gif|500px]]&lt;br /&gt;
&lt;br /&gt;
If using PlantFactory you will want to get the example files on the [[treez]] page. You will also want to watch the PlantFactory video information on that page so you can understand how to use the program and also how to export from PlantFactory, setup your Trainz Asset and import into Trainz.&lt;br /&gt;
&lt;br /&gt;
If you are using another 3D modelling program to create your trees and wish to use camera facing leaf cards then you must point your leaf cards in one single direction. The default is the positive X direction. Also each leaf card must be an individual mesh so they can rotate individual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:leaf_card_blender.jpg|400px]] [[Image:leaf_card_blender_2.jpg|384px]] [[Image:leaf_card_blender_3.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you do not point your leaf cards in the default positive X direction, you can rotate the leaf cards around X, Y or Z using the following tag in the metadata file.&lt;br /&gt;
&lt;br /&gt;
camera-facing-rotate-normals      0,180,0&lt;br /&gt;
&lt;br /&gt;
0,180,0 is just an example. Use the values you require to get your leaf cards facing in the correct direction when importing into Trainz. Find out more information on the Trainz [[Mesh_metadata_file]] wiki page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Texture Slots=&lt;br /&gt;
The following texture slots are used for this material. All textures should typically have the same dimensions unless they represent a uniform color, however this is not strictly enforced.&lt;br /&gt;
&lt;br /&gt;
==Albedo==&lt;br /&gt;
RGB: The [[albedo map]] defines the base color of each texel. The sRGB color space is used.&lt;br /&gt;
&lt;br /&gt;
A: The alpha channel provides a &amp;quot;black and white&amp;quot; [[masked alpha]] channel. Black indicates full transparency, meaning that the [[fragment]] is discarded. White indicates full opacity, meaning that rendering proceeds as per [[m.pbrmetal]]. If the alpha channel is omitted, this material acts exactly as [[m.pbrmetal]] except with lower performance. Note that unlike legacy Trainz materials, PBR materials do not autodetect opacity mode based on the texture in use. The content creator must select the appropriate material for their desired outcome. Runtime texture replacement should not expect to replace an opaque texture with a blended or masked texture and have the material update automatically.&lt;br /&gt;
&lt;br /&gt;
You may need to include an alpha-hint tag in your albedo texture.txt file.  See [[.texture.txt_Files]].  If creating a double sided material using metadata you should also consider using a blend-mode tag.  See [[Mesh_metadata_file]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albedo Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_1.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Color Channel Separated&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_2.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
Alpha Channel Separated&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_2b.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal==&lt;br /&gt;
RGB: Surface [[normal map]]. This defines which way the surface is facing, relative to the interpolated vertex normals. Since this is an XYZ format rather than color data, it should never be modified in Photoshop. Using Photoshop to add a fourth channel or copy/paste smaller textures into a [[texture atlas]] is acceptable. Per-pixel manipulation or use of filters on the &amp;quot;RGB&amp;quot; channels is not acceptable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal Texture Example with no Alpha Channel (Parallax)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_3.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parameter==&lt;br /&gt;
This texture is comprised of four separate channels which each form a separate data element. Linear color space (not sRGB) is used for these channels.&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_4.jpg|border|middle|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R: Emissive. This causes the texture to have an internal glow, even when no external light is present. Used for phosphors, permanently-lit markings, etc. The glow color is based on the albedo. Note that this glow does not cast light upon surrounding surfaces except via the Bloom post-processing effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Emissive - Red Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_5.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
G: Roughness. Defines whether the surface reflections are shiny (0.0) or matte (1.0). See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Roughness - Green Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_6.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B: The blue channel of the parameters texture is used to modulate the strength of the directional lighting. This is intended to give the feel of individual leaves being deeper inside the tree and shadowed from all directions, even though the leaf card as a whole is not shadowed. (Note that this is the same channel used for Ambient Occlusion on m.pbrmetal; the leaf card materials do not support ambient occlusion.)&lt;br /&gt;
&lt;br /&gt;
Full brightness (100% blue channel) gives a standard lighting response, while darker values give a weaker response to directional lighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Directional Lighting Strength - Blue Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_7.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A: Metallicity. Defines whether the surface is metallic (1.0) with the albedo used to colorize reflected light, or dielectric (0.0) with the albedo used to colorize the surface. While intermediate values are not physically accurate, they may be used to emulate subsurfaces which are partially metallic. See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Metallic - Alpha Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_8.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Material types| ]]&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Content creation]]&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_billboard_7.jpg&amp;diff=42083</id>
		<title>File:M leafcard billboard 7.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_billboard_7.jpg&amp;diff=42083"/>
		<updated>2024-06-06T07:35:57Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_billboard_6.jpg&amp;diff=42082</id>
		<title>File:M leafcard billboard 6.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_billboard_6.jpg&amp;diff=42082"/>
		<updated>2024-06-06T07:35:45Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_billboard_4.jpg&amp;diff=42081</id>
		<title>File:M leafcard billboard 4.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_billboard_4.jpg&amp;diff=42081"/>
		<updated>2024-06-06T07:33:44Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_billboard_3.jpg&amp;diff=42080</id>
		<title>File:M leafcard billboard 3.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_billboard_3.jpg&amp;diff=42080"/>
		<updated>2024-06-06T07:31:16Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_billboard_1.png&amp;diff=42079</id>
		<title>File:M leafcard billboard 1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_billboard_1.png&amp;diff=42079"/>
		<updated>2024-06-06T07:30:33Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_billboard_2b.jpg&amp;diff=42078</id>
		<title>File:M leafcard billboard 2b.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_billboard_2b.jpg&amp;diff=42078"/>
		<updated>2024-06-06T07:29:34Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_billboard_2.jpg&amp;diff=42077</id>
		<title>File:M leafcard billboard 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_billboard_2.jpg&amp;diff=42077"/>
		<updated>2024-06-06T07:28:59Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:M_leaf_card_billboard_tree_1.jpg&amp;diff=42076</id>
		<title>File:M leaf card billboard tree 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:M_leaf_card_billboard_tree_1.jpg&amp;diff=42076"/>
		<updated>2024-06-06T07:19:05Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:M_leaf_card_billboard_cam_face_1.gif&amp;diff=42075</id>
		<title>File:M leaf card billboard cam face 1.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:M_leaf_card_billboard_cam_face_1.gif&amp;diff=42075"/>
		<updated>2024-06-06T07:16:38Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.leafcardbillboard&amp;diff=42074</id>
		<title>M.leafcardbillboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.leafcardbillboard&amp;diff=42074"/>
		<updated>2024-06-06T07:15:39Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: Created page with &amp;quot;m.leafcardbillboard is a variation on the m.pbrmetalmasked material. Introduced with the new foliage system &amp;quot;Treez&amp;quot;, it is used when creating transparent camera fa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[m.leafcardbillboard]] is a variation on the [[m.pbrmetalmasked]] material. Introduced with the new foliage system &amp;quot;[[Treez]]&amp;quot;, it is used when creating transparent camera facing leaf cards on trees and plants. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:m_leaf_card_billboard_tree_1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page describes content format v5.6 and assumes that the FBX file format is used as a data source for any meshes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Camera Facing Leaf Cards=&lt;br /&gt;
&lt;br /&gt;
[[Image:m_leaf_card_billboard_cam_face_1.gif|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are using another 3D modelling program to create your trees. If you want to use camera facing leaf cards ( [[m.leafcardbillboard]] ) then you must point your leaf cards in one single direction. The default is the positive X direction. Also each leaf card must be an individual mesh so they can rotate individual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:leaf_card_blender.jpg|400px]] [[Image:leaf_card_blender_2.jpg|384px]] [[Image:leaf_card_blender_3.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you do not point your leaf cards in the default positive X direction, you can rotate the leaf cards around X, Y or Z using the following tag in the metadata file.&lt;br /&gt;
&lt;br /&gt;
camera-facing-rotate-normals      0,180,0&lt;br /&gt;
&lt;br /&gt;
0,180,0 is just an example. Use the values you require to get your leaf cards facing in the correct direction when importing into Trainz. Find out more information on the Trainz [[Mesh_metadata_file]] wiki page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Texture Slots=&lt;br /&gt;
The following texture slots are used for this material. All textures should typically have the same dimensions unless they represent a uniform color, however this is not strictly enforced.&lt;br /&gt;
&lt;br /&gt;
==Albedo==&lt;br /&gt;
RGB: The [[albedo map]] defines the base color of each texel. The sRGB color space is used.&lt;br /&gt;
&lt;br /&gt;
A: The alpha channel provides a &amp;quot;black and white&amp;quot; [[masked alpha]] channel. Black indicates full transparency, meaning that the [[fragment]] is discarded. White indicates full opacity, meaning that rendering proceeds as per [[m.pbrmetal]]. If the alpha channel is omitted, this material acts exactly as [[m.pbrmetal]] except with lower performance. Note that unlike legacy Trainz materials, PBR materials do not autodetect opacity mode based on the texture in use. The content creator must select the appropriate material for their desired outcome. Runtime texture replacement should not expect to replace an opaque texture with a blended or masked texture and have the material update automatically.&lt;br /&gt;
&lt;br /&gt;
You may need to include an alpha-hint tag in your albedo texture.txt file.  See [[.texture.txt_Files]].  If creating a double sided material using metadata you should also consider using a blend-mode tag.  See [[Mesh_metadata_file]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albedo Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_1.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Color Channel Separated&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_2.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
Alpha Channel Separated&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_2b.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal==&lt;br /&gt;
RGB: Surface [[normal map]]. This defines which way the surface is facing, relative to the interpolated vertex normals. Since this is an XYZ format rather than color data, it should never be modified in Photoshop. Using Photoshop to add a fourth channel or copy/paste smaller textures into a [[texture atlas]] is acceptable. Per-pixel manipulation or use of filters on the &amp;quot;RGB&amp;quot; channels is not acceptable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal Texture Example with no Alpha Channel (Parallax)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_3.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parameter==&lt;br /&gt;
This texture is comprised of four separate channels which each form a separate data element. Linear color space (not sRGB) is used for these channels.&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_4.jpg|border|middle|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R: Emissive. This causes the texture to have an internal glow, even when no external light is present. Used for phosphors, permanently-lit markings, etc. The glow color is based on the albedo. Note that this glow does not cast light upon surrounding surfaces except via the Bloom post-processing effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Emissive - Red Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_5.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
G: Roughness. Defines whether the surface reflections are shiny (0.0) or matte (1.0). See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Roughness - Green Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_6.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B: The blue channel of the parameters texture is used to modulate the strength of the directional lighting. This is intended to give the feel of individual leaves being deeper inside the tree and shadowed from all directions, even though the leaf card as a whole is not shadowed. (Note that this is the same channel used for Ambient Occlusion on m.pbrmetal; the leaf card materials do not support ambient occlusion.)&lt;br /&gt;
&lt;br /&gt;
Full brightness (100% blue channel) gives a standard lighting response, while darker values give a weaker response to directional lighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Directional Lighting Strength - Blue Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_7.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A: Metallicity. Defines whether the surface is metallic (1.0) with the albedo used to colorize reflected light, or dielectric (0.0) with the albedo used to colorize the surface. While intermediate values are not physically accurate, they may be used to emulate subsurfaces which are partially metallic. See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Metallic - Alpha Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_billboard_8.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Material types| ]]&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Content creation]]&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.leafcard&amp;diff=42073</id>
		<title>M.leafcard</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.leafcard&amp;diff=42073"/>
		<updated>2024-06-06T07:09:42Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[m.leafcard]] is a variation on the [[m.pbrmetalmasked]] material. Introduced with the new foliage system &amp;quot;[[Treez]]&amp;quot;, it is used when creating transparent leaf and/or branches on trees and plants. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:m_leaf_card_tree_1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page describes content format v5.6 and assumes that the FBX file format is used as a data source for any meshes.&lt;br /&gt;
&lt;br /&gt;
=Texture Slots=&lt;br /&gt;
The following texture slots are used for this material. All textures should typically have the same dimensions unless they represent a uniform color, however this is not strictly enforced.&lt;br /&gt;
&lt;br /&gt;
==Albedo==&lt;br /&gt;
RGB: The [[albedo map]] defines the base color of each texel. The sRGB color space is used.&lt;br /&gt;
&lt;br /&gt;
A: The alpha channel provides a &amp;quot;black and white&amp;quot; [[masked alpha]] channel. Black indicates full transparency, meaning that the [[fragment]] is discarded. White indicates full opacity, meaning that rendering proceeds as per [[m.pbrmetal]]. If the alpha channel is omitted, this material acts exactly as [[m.pbrmetal]] except with lower performance. Note that unlike legacy Trainz materials, PBR materials do not autodetect opacity mode based on the texture in use. The content creator must select the appropriate material for their desired outcome. Runtime texture replacement should not expect to replace an opaque texture with a blended or masked texture and have the material update automatically.&lt;br /&gt;
&lt;br /&gt;
You may need to include an alpha-hint tag in your albedo texture.txt file.  See [[.texture.txt_Files]].  If creating a double sided material using metadata you should also consider using a blend-mode tag.  See [[Mesh_metadata_file]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albedo Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_1.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Color Channel Separated&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_2.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
Alpha Channel Separated&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_2b.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal==&lt;br /&gt;
RGB: Surface [[normal map]]. This defines which way the surface is facing, relative to the interpolated vertex normals. Since this is an XYZ format rather than color data, it should never be modified in Photoshop. Using Photoshop to add a fourth channel or copy/paste smaller textures into a [[texture atlas]] is acceptable. Per-pixel manipulation or use of filters on the &amp;quot;RGB&amp;quot; channels is not acceptable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal Texture Example with no Alpha Channel (Parallax)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_3.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parameter==&lt;br /&gt;
This texture is comprised of four separate channels which each form a separate data element. Linear color space (not sRGB) is used for these channels.&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_4.jpg|border|middle|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R: Emissive. This causes the texture to have an internal glow, even when no external light is present. Used for phosphors, permanently-lit markings, etc. The glow color is based on the albedo. Note that this glow does not cast light upon surrounding surfaces except via the Bloom post-processing effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Emissive - Red Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_5.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
G: Roughness. Defines whether the surface reflections are shiny (0.0) or matte (1.0). See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Roughness - Green Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_6.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B: The blue channel of the parameters texture is used to modulate the strength of the directional lighting. This is intended to give the feel of individual leaves being deeper inside the tree and shadowed from all directions, even though the leaf card as a whole is not shadowed. (Note that this is the same channel used for Ambient Occlusion on m.pbrmetal; the leaf card materials do not support ambient occlusion.)&lt;br /&gt;
&lt;br /&gt;
Full brightness (100% blue channel) gives a standard lighting response, while darker values give a weaker response to directional lighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Directional Lighting Strength - Blue Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_7.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A: Metallicity. Defines whether the surface is metallic (1.0) with the albedo used to colorize reflected light, or dielectric (0.0) with the albedo used to colorize the surface. While intermediate values are not physically accurate, they may be used to emulate subsurfaces which are partially metallic. See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Metallic - Alpha Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_8.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Material types| ]]&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Content creation]]&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.leafcard&amp;diff=42072</id>
		<title>M.leafcard</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.leafcard&amp;diff=42072"/>
		<updated>2024-06-06T07:06:52Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[m.leafcard]] is a variation on the [[m.pbrmetalmasked]] material. Introduced with the new foliage system &amp;quot;[[Treez]]&amp;quot;, it is used when creating leaf cards on trees and plants. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:m_leaf_card_tree_1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page describes content format v5.6 and assumes that the FBX file format is used as a data source for any meshes.&lt;br /&gt;
&lt;br /&gt;
=Texture Slots=&lt;br /&gt;
The following texture slots are used for this material. All textures should typically have the same dimensions unless they represent a uniform color, however this is not strictly enforced.&lt;br /&gt;
&lt;br /&gt;
==Albedo==&lt;br /&gt;
RGB: The [[albedo map]] defines the base color of each texel. The sRGB color space is used.&lt;br /&gt;
&lt;br /&gt;
A: The alpha channel provides a &amp;quot;black and white&amp;quot; [[masked alpha]] channel. Black indicates full transparency, meaning that the [[fragment]] is discarded. White indicates full opacity, meaning that rendering proceeds as per [[m.pbrmetal]]. If the alpha channel is omitted, this material acts exactly as [[m.pbrmetal]] except with lower performance. Note that unlike legacy Trainz materials, PBR materials do not autodetect opacity mode based on the texture in use. The content creator must select the appropriate material for their desired outcome. Runtime texture replacement should not expect to replace an opaque texture with a blended or masked texture and have the material update automatically.&lt;br /&gt;
&lt;br /&gt;
You may need to include an alpha-hint tag in your albedo texture.txt file.  See [[.texture.txt_Files]].  If creating a double sided material using metadata you should also consider using a blend-mode tag.  See [[Mesh_metadata_file]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albedo Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_1.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Color Channel Separated&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_2.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
Alpha Channel Separated&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_2b.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal==&lt;br /&gt;
RGB: Surface [[normal map]]. This defines which way the surface is facing, relative to the interpolated vertex normals. Since this is an XYZ format rather than color data, it should never be modified in Photoshop. Using Photoshop to add a fourth channel or copy/paste smaller textures into a [[texture atlas]] is acceptable. Per-pixel manipulation or use of filters on the &amp;quot;RGB&amp;quot; channels is not acceptable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal Texture Example with no Alpha Channel (Parallax)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_3.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parameter==&lt;br /&gt;
This texture is comprised of four separate channels which each form a separate data element. Linear color space (not sRGB) is used for these channels.&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_4.jpg|border|middle|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R: Emissive. This causes the texture to have an internal glow, even when no external light is present. Used for phosphors, permanently-lit markings, etc. The glow color is based on the albedo. Note that this glow does not cast light upon surrounding surfaces except via the Bloom post-processing effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Emissive - Red Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_5.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
G: Roughness. Defines whether the surface reflections are shiny (0.0) or matte (1.0). See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Roughness - Green Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_6.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B: The blue channel of the parameters texture is used to modulate the strength of the directional lighting. This is intended to give the feel of individual leaves being deeper inside the tree and shadowed from all directions, even though the leaf card as a whole is not shadowed. (Note that this is the same channel used for Ambient Occlusion on m.pbrmetal; the leaf card materials do not support ambient occlusion.)&lt;br /&gt;
&lt;br /&gt;
Full brightness (100% blue channel) gives a standard lighting response, while darker values give a weaker response to directional lighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Directional Lighting Strength - Blue Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_7.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A: Metallicity. Defines whether the surface is metallic (1.0) with the albedo used to colorize reflected light, or dielectric (0.0) with the albedo used to colorize the surface. While intermediate values are not physically accurate, they may be used to emulate subsurfaces which are partially metallic. See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Metallic - Alpha Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_8.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Material types| ]]&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Content creation]]&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.leafcard&amp;diff=42071</id>
		<title>M.leafcard</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.leafcard&amp;diff=42071"/>
		<updated>2024-06-06T07:01:31Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[m.leafcard]] is a variation on the [[m.pbrmetalmasked]] material. Introduced with the new foliage system &amp;quot;[[Treez]]&amp;quot;, it is used when creating leaf cards on trees and plants. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:m_leaf_card_tree_1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page describes content format v5.6 and assumes that the FBX file format is used as a data source for any meshes.&lt;br /&gt;
&lt;br /&gt;
=Texture Slots=&lt;br /&gt;
The following texture slots are used for this material. All textures should typically have the same dimensions unless they represent a uniform color, however this is not strictly enforced.&lt;br /&gt;
&lt;br /&gt;
==Albedo==&lt;br /&gt;
RGB: The [[albedo map]] defines the base color of each texel. The sRGB color space is used.&lt;br /&gt;
&lt;br /&gt;
A: The alpha channel provides a &amp;quot;black and white&amp;quot; [[masked alpha]] channel. Black indicates full transparency, meaning that the [[fragment]] is discarded. White indicates full opacity, meaning that rendering proceeds as per [[m.pbrmetal]]. If the alpha channel is omitted, this material acts exactly as [[m.pbrmetal]] except with lower performance. Note that unlike legacy Trainz materials, PBR materials do not autodetect opacity mode based on the texture in use. The content creator must select the appropriate material for their desired outcome. Runtime texture replacement should not expect to replace an opaque texture with a blended or masked texture and have the material update automatically.&lt;br /&gt;
&lt;br /&gt;
You may need to include an alpha-hint tag in your albedo texture.txt file.  See [[.texture.txt_Files]].  If creating a double sided material using metadata you should also consider using a blend-mode tag.  See [[Mesh_metadata_file]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albedo Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_1.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Color Channel Separated&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_2.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
Alpha Channel Separated&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_2b.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==Normal==&lt;br /&gt;
RGB: Surface [[normal map]]. This defines which way the surface is facing, relative to the interpolated vertex normals. Since this is an XYZ format rather than color data, it should never be modified in Photoshop. Using Photoshop to add a fourth channel or copy/paste smaller textures into a [[texture atlas]] is acceptable. Per-pixel manipulation or use of filters on the &amp;quot;RGB&amp;quot; channels is not acceptable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal Texture Example with no Alpha Channel (Parallax)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_3.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parameter==&lt;br /&gt;
This texture is comprised of four separate channels which each form a separate data element. Linear color space (not sRGB) is used for these channels.&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_4.jpg|border|middle|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R: Emissive. This causes the texture to have an internal glow, even when no external light is present. Used for phosphors, permanently-lit markings, etc. The glow color is based on the albedo. Note that this glow does not cast light upon surrounding surfaces except via the Bloom post-processing effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Emissive - Red Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_5.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
G: Roughness. Defines whether the surface reflections are shiny (0.0) or matte (1.0). See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Roughness - Green Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_6.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B: The blue channel of the parameters texture is used to modulate the strength of the directional lighting. This is intended to give the feel of individual leaves being deeper inside the tree and shadowed from all directions, even though the leaf card as a whole is not shadowed. (Note that this is the same channel used for Ambient Occlusion on m.pbrmetal; the leaf card materials do not support ambient occlusion.)&lt;br /&gt;
&lt;br /&gt;
Full brightness (100% blue channel) gives a standard lighting response, while darker values give a weaker response to directional lighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Directional Lighting Strength - Blue Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_7.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A: Metallicity. Defines whether the surface is metallic (1.0) with the albedo used to colorize reflected light, or dielectric (0.0) with the albedo used to colorize the surface. While intermediate values are not physically accurate, they may be used to emulate subsurfaces which are partially metallic. See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Metallic - Alpha Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_8.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Material types| ]]&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Content creation]]&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_8.jpg&amp;diff=42066</id>
		<title>File:M leafcard 8.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_8.jpg&amp;diff=42066"/>
		<updated>2024-06-06T05:32:43Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_7.jpg&amp;diff=42065</id>
		<title>File:M leafcard 7.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_7.jpg&amp;diff=42065"/>
		<updated>2024-06-06T05:32:31Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_6.jpg&amp;diff=42064</id>
		<title>File:M leafcard 6.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_6.jpg&amp;diff=42064"/>
		<updated>2024-06-06T05:32:20Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_5.jpg&amp;diff=42063</id>
		<title>File:M leafcard 5.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_5.jpg&amp;diff=42063"/>
		<updated>2024-06-06T05:32:09Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.leafcard&amp;diff=42062</id>
		<title>M.leafcard</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.leafcard&amp;diff=42062"/>
		<updated>2024-06-06T05:29:26Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[m.leafcard]] is a variation on the [[m.pbrmetalmasked]] material. Introduced with the new foliage system &amp;quot;[[Treez]]&amp;quot;, it is used when creating leaf cards on trees and plants. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:m_leaf_card_tree_1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page describes content format v5.6 and assumes that the FBX file format is used as a data source for any meshes.&lt;br /&gt;
&lt;br /&gt;
=Texture Slots=&lt;br /&gt;
The following texture slots are used for this material. All textures should typically have the same dimensions unless they represent a uniform color, however this is not strictly enforced.&lt;br /&gt;
&lt;br /&gt;
==Albedo==&lt;br /&gt;
RGB: The [[albedo map]] defines the base color of each texel. The sRGB color space is used.&lt;br /&gt;
&lt;br /&gt;
A: The alpha channel provides a &amp;quot;black and white&amp;quot; [[masked alpha]] channel. Black indicates full transparency, meaning that the [[fragment]] is discarded. White indicates full opacity, meaning that rendering proceeds as per [[m.pbrmetal]]. If the alpha channel is omitted, this material acts exactly as [[m.pbrmetal]] except with lower performance. Note that unlike legacy Trainz materials, PBR materials do not autodetect opacity mode based on the texture in use. The content creator must select the appropriate material for their desired outcome. Runtime texture replacement should not expect to replace an opaque texture with a blended or masked texture and have the material update automatically.&lt;br /&gt;
&lt;br /&gt;
You may need to include an alpha-hint tag in your albedo texture.txt file.  See [[.texture.txt_Files]].  If creating a double sided material using metadata you should also consider using a blend-mode tag.  See [[Mesh_metadata_file]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albedo Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_1.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Color Channel Separated&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_2.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
Alpha Channel Separated&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_2b.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==Normal==&lt;br /&gt;
RGB: Surface [[normal map]]. This defines which way the surface is facing, relative to the interpolated vertex normals. Since this is an XYZ format rather than color data, it should never be modified in Photoshop. Using Photoshop to add a fourth channel or copy/paste smaller textures into a [[texture atlas]] is acceptable. Per-pixel manipulation or use of filters on the &amp;quot;RGB&amp;quot; channels is not acceptable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal Texture Example with no Alpha Channel (Parallax)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_3.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parameter==&lt;br /&gt;
This texture is comprised of four separate channels which each form a separate data element. Linear color space (not sRGB) is used for these channels.&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_4.jpg|border|middle|x500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R: Emissive. This causes the texture to have an internal glow, even when no external light is present. Used for phosphors, permanently-lit markings, etc. The glow color is based on the albedo. Note that this glow does not cast light upon surrounding surfaces except via the Bloom post-processing effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Emissive - Red Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_5.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
G: Roughness. Defines whether the surface reflections are shiny (0.0) or matte (1.0). See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Roughness - Green Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_6.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
B: The blue channel of the parameters texture is used to modulate the strength of the directional lighting. This is intended to give the feel of individual leaves being deeper inside the tree and shadowed from all directions, even though the leaf card as a whole is not shadowed. (Note that this is the same channel used for Ambient Occlusion on m.pbrmetal; the leaf card materials do not support ambient occlusion.)&lt;br /&gt;
&lt;br /&gt;
Full brightness (100% blue channel) gives a standard lighting response, while darker values give a weaker response to directional lighting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Directional Lighting Strength - Blue Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_7.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
A: Metallicity. Defines whether the surface is metallic (1.0) with the albedo used to colorize reflected light, or dielectric (0.0) with the albedo used to colorize the surface. While intermediate values are not physically accurate, they may be used to emulate subsurfaces which are partially metallic. See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Metallic - Alpha Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_8.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Material types| ]]&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Content creation]]&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.leafcard&amp;diff=42061</id>
		<title>M.leafcard</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.leafcard&amp;diff=42061"/>
		<updated>2024-06-06T05:26:59Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[m.leafcard]] is a variation on the [[m.pbrmetalmasked]] material. Introduced with the new foliage system &amp;quot;[[Treez]]&amp;quot;, it is used when creating leaf cards on trees and plants. &lt;br /&gt;
&lt;br /&gt;
The blue channel of the parameters texture is used to modulate the strength of the directional lighting. This is intended to give the feel of individual leaves being deeper inside the tree and shadowed from all directions, even though the leaf card as a whole is not shadowed. (Note that this is the same channel used for Ambient Occlusion on m.pbrmetal; the leaf card materials do not support ambient occlusion.)&lt;br /&gt;
&lt;br /&gt;
Full brightness (100% blue channel) gives a standard lighting response, while darker values give a weaker response to directional lighting.&lt;br /&gt;
&lt;br /&gt;
Here is an example of what the blue (AO) channel could look like in the parameters texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:m_leaf_card_tree_1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page describes content format v5.6 and assumes that the FBX file format is used as a data source for any meshes.&lt;br /&gt;
&lt;br /&gt;
=Texture Slots=&lt;br /&gt;
The following texture slots are used for this material. All textures should typically have the same dimensions unless they represent a uniform color, however this is not strictly enforced.&lt;br /&gt;
&lt;br /&gt;
==Albedo==&lt;br /&gt;
RGB: The [[albedo map]] defines the base color of each texel. The sRGB color space is used.&lt;br /&gt;
&lt;br /&gt;
A: The alpha channel provides a &amp;quot;black and white&amp;quot; [[masked alpha]] channel. Black indicates full transparency, meaning that the [[fragment]] is discarded. White indicates full opacity, meaning that rendering proceeds as per [[m.pbrmetal]]. If the alpha channel is omitted, this material acts exactly as [[m.pbrmetal]] except with lower performance. Note that unlike legacy Trainz materials, PBR materials do not autodetect opacity mode based on the texture in use. The content creator must select the appropriate material for their desired outcome. Runtime texture replacement should not expect to replace an opaque texture with a blended or masked texture and have the material update automatically.&lt;br /&gt;
&lt;br /&gt;
You may need to include an alpha-hint tag in your albedo texture.txt file.  See [[.texture.txt_Files]].  If creating a double sided material using metadata you should also consider using a blend-mode tag.  See [[Mesh_metadata_file]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albedo Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_1.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Color Channel Separated&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_2.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
Alpha Channel Separated&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_2b.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==Normal==&lt;br /&gt;
RGB: Surface [[normal map]]. This defines which way the surface is facing, relative to the interpolated vertex normals. Since this is an XYZ format rather than color data, it should never be modified in Photoshop. Using Photoshop to add a fourth channel or copy/paste smaller textures into a [[texture atlas]] is acceptable. Per-pixel manipulation or use of filters on the &amp;quot;RGB&amp;quot; channels is not acceptable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal Texture Example with no Alpha Channel (Parallax)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_3.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parameter==&lt;br /&gt;
This texture is comprised of four separate channels which each form a separate data element. Linear color space (not sRGB) is used for these channels.&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_4.jpg|border|middle|x700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R: Emissive. This causes the texture to have an internal glow, even when no external light is present. Used for phosphors, permanently-lit markings, etc. The glow color is based on the albedo. Note that this glow does not cast light upon surrounding surfaces except via the Bloom post-processing effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Emissive - Red Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_5.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
G: Roughness. Defines whether the surface reflections are shiny (0.0) or matte (1.0). See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Roughness - Green Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_6.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
B: Ambient Occlusion. Defines whether the surface is exposed to ambient lighting conditions (1.0) or affected only by direct lighting (0.0).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Ambient Occlusion - Blue Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_7.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
A: Metallicity. Defines whether the surface is metallic (1.0) with the albedo used to colorize reflected light, or dielectric (0.0) with the albedo used to colorize the surface. While intermediate values are not physically accurate, they may be used to emulate subsurfaces which are partially metallic. See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters (Metallic - Alpha Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:m_leafcard_8.jpg|border|middle|x300px]]&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Material types| ]]&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Content creation]]&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_4.jpg&amp;diff=42060</id>
		<title>File:M leafcard 4.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_4.jpg&amp;diff=42060"/>
		<updated>2024-06-06T05:26:30Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_1.png&amp;diff=42059</id>
		<title>File:M leafcard 1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_1.png&amp;diff=42059"/>
		<updated>2024-06-06T05:16:06Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_3.jpg&amp;diff=42058</id>
		<title>File:M leafcard 3.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_3.jpg&amp;diff=42058"/>
		<updated>2024-06-06T05:15:36Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_2b.jpg&amp;diff=42057</id>
		<title>File:M leafcard 2b.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:M_leafcard_2b.jpg&amp;diff=42057"/>
		<updated>2024-06-06T05:15:03Z</updated>

		<summary type="html">&lt;p&gt;N3vpolsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>N3vpolsen</name></author>
	</entry>
</feed>